#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.!
#14513 posted by JneeraZ on 2014/10/28 13:22:19
"QBSP : Too many vertices (66074 > 65535)"
:(
And now the pain starts...
Use Tyrann's Tools
#14514 posted by ijed on 2014/10/28 13:53:28
And the -bsp2 switch.
#14515 posted by JneeraZ on 2014/10/28 14:49:10
Which engines support BSP2? Apparently Quakespasm and Fitzquake don't ...
The BSP has some mangled version number in it or something. All the tools report that it's BSP2 tho...
#14516 posted by JneeraZ on 2014/10/28 14:54:13
Quakespasm Does, Fitzquake Doesn't
#14517 posted by SleepwalkR on 2014/10/28 15:00:04
#14518 posted by JneeraZ on 2014/10/28 15:01:07
I'm the worst Quake player ever ... sorry, I needed to get 0.90 Quakespasm. All good now!
Thanks for the info!!
I Did It
#14519 posted by mfx on 2014/10/28 15:38:14
WARNING: Marksurfaces 32768 exceed normal engine max 32767
hehe, nothing more.
...and
#14520 posted by mfx on 2014/10/28 16:14:17
After adding more geometry:
------ FinishBSPFile ------
WriteBSPFile: maps\zer_1.bsp
15012 planes 300240
32592 vertexes 391104
16573 nodes 397752
23431 texinfo 937240
26005 faces 520100
26942 clipnodes 215536
10200 leafs 285600
32750 marksurfaces 65500
116817 surfedges 467268
62745 edges 250980
106 textures 2015088
lightdata 0
visdata 0
entdata 61566
Skipped 147 surfaces
Writing File Format : BSP29
DivideWindingsOn : 0 / 0
All is good.
BSP2 Support
#14521 posted by Joel B on 2014/10/28 16:48:35
Quaddicted says that DarkPlaces, QuakeForge, and experimental builds of FTE support BSP2 (along with the latest QuakeSpasm). I know I used FTE to play Something Wicked a while back.
WarrenM
#14522 posted by RickyT33 on 2014/10/31 20:01:32
You can scale up textures to reduce lightmaps.
Anyone - does this work with the sky?
If you have rocks or any hidden surfaces you can mak big savings. Or completely 100% shadow areas in some places maybe too?
It Works With The Sky
It Works With The Sky?
#14524 posted by mfx on 2014/10/31 20:24:01
I Believe So
Otherwise czg is a massive poo poo head for upscaling the sky in rub2m3.
#14526 posted by necros on 2014/10/31 20:30:51
i didn't think lightmaps are saved on the sky.
i do it out of habit because older compilers would split the sky faces if you used a 1.0 scaled texture. scaling the sky to 10x or whatever made the compiler split only when the max face size was reached.
new compilers do this automatically though no matter what scale you use.
I Think They Are
#14527 posted by ijed on 2014/11/01 01:24:16
I caused crashes on some old void maps in BSP1 a long time back by not scaling up the sky textures.
Now I habitually scale trigger, skip, clip and sky brushes to texture size 666.
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