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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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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... 
 
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. 
 
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... :) 
 
Certainly can't argue with that! 
Try Ver 0.15 Of TyrUtils Maybe ? 
@mfx, Re: Big Doors Not Working 
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 :-/ 
 
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 
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. 
 
necros' theory sounds plausible. Try setting the "don't link" spawnflag. 
Thanks Guys 
fixed it.! 
 
"QBSP : Too many vertices (66074 > 65535)"

:(

And now the pain starts... 
Use Tyrann's Tools 
And the -bsp2 switch. 
 
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... 
 
Quakespasm Does, Fitzquake Doesn't 
 
 
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 
WARNING: Marksurfaces 32768 exceed normal engine max 32767

hehe, nothing more. 
...and 
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 
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 
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? 
 
I Believe So 
Otherwise czg is a massive poo poo head for upscaling the sky in rub2m3. 
 
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 
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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