Help!
#14488 posted by mfx on 2014/10/27 04:16:05
How big in size can a func_door be?
How many brushes can a func_door consist of?
Can i move those out of world, and back in? (Not out of bounds)
I can�t get a pretty big door to work properly.
Using QS. And zer progs.
Thanks!
#14489 posted by JneeraZ on 2014/10/27 12:33:41
#14490 posted by JneeraZ on 2014/10/27 12:34:26
Why in the WORLD would there be a limit of 64 lightmaps? I'd expect that limit to be jacked up somewhere near 64,000 or so.
#14491 posted by Spirit on 2014/10/27 12:54:12
That is just a warning that stock engines won't support it. Quakespasm and others can handle that!
#14492 posted by Spirit on 2014/10/27 12:54:39
I'ev been deceived of that wording before.
#14493 posted by JneeraZ on 2014/10/27 13:28:49
OK ... it seemed bad because the level was black after I saw it. Like it gave up on lightmaps. But then lighting was back on the next rebuild ... Oh Quake!!
#14494 posted by JneeraZ on 2014/10/27 14:38:40
So ... to ping the crowd ... QBSP runs, LIGHT runs ... the map loads into Quake and is black.
Any thoughts? I already tried being confused and saying, "What the fuck?", a lot.
It Sounds Like
#14495 posted by ijed on 2014/10/27 14:55:43
Light just failed... to state the obvious, check the light log.
Aside from that I don't know of anything that will kill all lights apart from qc.
Does it kill all lights or some/most of them?
#14496 posted by JneeraZ on 2014/10/27 14:59:35
All ... the level is just black. LIGHT gets to 100%, no errors. It's weird. I imagine, like most Quake errors, if I keep working on the level it will fix itself somehow. :P
#14497 posted by JneeraZ on 2014/10/27 15:01:58
---- light / TyrUtils v0.14 ----
extra 2x2 sampling enabled
running with 32 threads
BSP is version 29
Colored light entities detected: .lit output enabled.
179 entities read, 142 are lights.
WARNING: entity at (0 0 0) (func_door) has unmatched target (Arena_Church)
0....1....2....3....4....5....6....7....8....9....
#14498 posted by JneeraZ on 2014/10/27 15:19:18
FFS, as predicted ... added more brushes, kept working, lighting is back.
Sorry for spam!
Do You Mind The Lit. File?
#14499 posted by mfx on 2014/10/27 15:35:14
just sayin..
Maybe update that as well when c/ping?
Did You Try
#14500 posted by ijed on 2014/10/27 15:35:57
Deleting the .lit?
Xpost!
#14501 posted by ijed on 2014/10/27 15:36:19
Warren
#14502 posted by necros on 2014/10/27 19:25:29
are you messing with QC? Did you maybe do something like this: lightstyle(0, "a")? That would cause the default lightstyle (eg: normal lights) to be black.
Otherwise, try using a different light tool temporarily? Might be a bug in yours..?
#14503 posted by JneeraZ on 2014/10/27 19:27:37
Thanks, but it's something to do with the BSP complexity. If I change brushes around and add things, it fixes it. Work some more, it breaks. Work some more, it fixes it.
It's just being bitchy.
I think it'll be OK. Just have to find a good combo for it to light before release. Heh...
#14504 posted by necros on 2014/10/27 19:29:17
but have you tried different compilers? i have never encountered anything like that before and I have maps that are over 100 lightmaps. it seems to me like it might be a bug.
#14505 posted by JneeraZ on 2014/10/27 19:56:53
I haven't. To be honest, as long as it works in the end I'm not too concerned. I'd rather map than try to debug this further... :)
#14506 posted by necros on 2014/10/27 20:12:57
Certainly can't argue with that!
Try Ver 0.15 Of TyrUtils Maybe ?
#14507 posted by mechtech on 2014/10/27 20:44:43
@mfx, Re: Big Doors Not Working
#14508 posted by ericw on 2014/10/27 21:19:08
couple ideas:
- test in an engine with a protocol that lifts the +-4096 coordinate limit like RMQEngine protocol 999, or darkplaces, I think.
- I don't think there's limit on brushes in a door. they're compiled down to a submodel of the world, so if you hit a limit there I think the map would just refuse to load.
- try a different compiler ?
Not sure really :-/
#14509 posted by necros on 2014/10/27 22:11:51
what do you mean, you can't get it to work? like it just doesn't open?
if the door is really big, it's probably just getting connected to another door.
if two doors' bounding boxes touch, they link and operate in unison. if the one being linked to is triggered by a target/targetname, then the other one becomes that way too.
In My Latest Map
#14510 posted by Orl on 2014/10/27 23:09:04
I have a "door" that is comprised of almost 6000 brushes and is about 3000 units big. I'm pretty sure there is no limit to how big or complex a door can be.
#14511 posted by metlslime on 2014/10/28 00:55:03
necros' theory sounds plausible. Try setting the "don't link" spawnflag.
Thanks Guys
#14512 posted by mfx on 2014/10/28 05:20:16
fixed it.!
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