#15112 posted by Rick on 2015/08/05 23:46:20
Quad is probably dropping out of the map on load because of being partly in a wall or floor. There's a devmode switch you can use to see messages to that effect. I think it's -developer 1
#15113 posted by Rick on 2015/08/05 23:57:22
My bad, it's +developer 1 for the command line switch, but apparently you can set in game also. Type developer 1 in the console and reload your map.
Thanks, Rick
I tried that, but I don't see anything about anything dropping out of the map in the console. Not that I know what everything in the console means, though... what sort of message should I expect to see? Something like "item_artifact_super_damage fell out of map"? Because there's nothing like that...
I checked again in the editor, and the QD is not touching brushes or other entities. I even raised it an extra few units from the floor, just in case.
#15115 posted by ericw on 2015/08/06 00:20:29
The message to expect is "Bonus item fell out of level at 'x y z'"
You have to raise the console for a second so the first few frames run in order to get the message.
fwiw I just tried in TB1, and the bottom of the quad's bounding box needs to be 16 units above the floor.
#15116 posted by JneeraZ on 2015/08/06 01:23:28
yeah, for whatever reason, I've yet to find an editor that has the correct bounding box for the quad damage.
Thanks, Ericw
Ah, there it is -- "Bonus item fell out of level". I had to scroll up, because there were some other error messages too, e.g.
FindFile: can't find textures/b_nail0/nail0sid.tga
(and several other similar ones)
Weird, the QD was 16 units above the floor. I wonder if this is related to another issue I've been having with TB, where entities I try placing in the map replace earlier entities. FWIW, when I move the Quad to some location far away from where I've been building, it does appear when I test the map.
#15118 posted by Rick on 2015/08/06 02:13:40
Ah, good that you got it fixed. In the early days (Worldcraft 1.6) you pretty much couldn't believe any bounding box. I was always moving stuff around, 8 units at a time, from one build to the next, hoping it would finally decide to show up.
I finally ended up making a custom .fgd that was mostly correct, but I was never quite sure about the z axis.
Total_newbie
#15119 posted by ericw on 2015/08/06 07:03:07
Cool, progress :-)
Is there enough clearance around the quad to the sides and front? That's about all I can think of, if moving it to another part of the map fixes it. Also check that it wasn't outside of the +/-4096 bounds by accident. If all else fails, upload/paste the relevant part of the map
Mapping For Daikatana?
I hear IonRadiant is the official and only map editor for Daiktana so far. However, I also hear it was even worse than the game itself because of troublesome setup process.
Is there an alternative to Ion Radiant? When can Trenchbroom or Jackhammer support Daikatana since it's a Q2 engine game as well?
Re: #15119, #15118
Thanks for your responses, Rick and ericw!
Hmm, "fixed" is maybe not exactly the right term. I just shifted the Quad to a position far away to see if it would appear at all, but it's not somewhere where it would make much sense to have it, and I still have no idea why it would not appear where I originally placed it.
ericw, yes, there's plenty of clearance on all sides. I don't think it's out of bounds, although I'm still not sure how to check that with TB. What I have done, though, is to move everything in my map to where it's shown when you first open the map in TB. I assume that means it's more or less centred, right (i.e. near 0, 0, 0)? And I'm working with a really tiny structure at the moment, so if it's even near the centre of the map, there's no way it could extend to +/-4096...
I might just ignore the problem for now and make do without the Quad. The map is still in its infancy and item placement can still be changed. But should I run into the same issue again, I guess I'll upload part of the map.
Thanks again. :)
Bump #15111
Honey wads ... anyone?
#15123 posted by ericw on 2015/08/06 18:05:58
One option, you can dump the wad from a bsp with bsputil --extract-textures (available in tyrutils or my branch).
#15124 posted by ericw on 2015/08/06 18:05:58
One option, you can dump the wad from a bsp with bsputil --extract-textures (available in tyrutils or my branch).
What Black Magic Is This
Thanks! Ok, bear in mind this is new territory for me ... so I copied honey.bsp into the directory where I have tyrutils and typed
./bsputil --extract-textures honey
That created a file called "honey.wad", but when I try to use that in TB, it seems to be empty. What am I doing wrong?
Its A Tb2 Bug :(
#15126 posted by ericw on 2015/08/06 20:07:08
I fixed it though, but wait for SleepwalkR to merge it I guess
Oh. Other wads work, though...
#15128 posted by Rick on 2015/08/06 20:27:02
Do you have TexMex? That's one of the best tools for messing with texture wads. It can read the textures from a .bsp and save them as a wad. I didn't see it a quaketastic or quaddicted, but there's a lot to search through there, I may have missed it.
#15129 posted by Rick on 2015/08/06 20:30:46
Thanks, Rick!
I'll give that a shot. I've used TexMex once before, about a year ago or so. Can't remember what I used it for, but it wasn't for this. I never realised one could simply extract textures from a bsp. Thanks for the link; I no longer had TexMex on my computer, so that really helps.
#15131 posted by necros on 2015/08/07 01:28:17
texmex has aged really well, as a tool. still massively relevant and functions perfectly on modern OSes.
So I'm Using Ericw's Awesome Light Tool...
#15132 posted by ionous on 2015/08/07 09:19:21
And it's messing with me:
http://i296.photobucket.com/albums/mm196/voiceofthenephilim/why%20light%20why_zps5n36j9nx.jpg
Three of the lights it claims have a value of '0', despite very much having a value. All of them use the '_surface' function. Does anyone know why they refuse to light?
Weird
#15133 posted by ericw on 2015/08/07 09:53:40
can't imagine why off hand. That is a slightly old build, could be worth updating just in case that fixes it: http://ericwa.github.io/tyrutils-ericw
Are there any different keys set on the ones that aren't working compared with the one that is?
#15134 posted by Rick on 2015/08/07 10:04:50
What is that Jitterning stuff? I've never seen anything like that when I run it.
#15135 posted by ericw on 2015/08/07 10:07:15
That was some debugging code left in by accident in an older build
Scaling Brushes
I'm assuming this isn't possible, but it couldn't hurt to ask...
Is it possible to increase or decrease the size of a brush while preserving its shape? As in, let's say you've created a cylindrical shape, and you want a larger version (not just longer, but with a larger diameter). Is it necessary to create a new, separate brush (as I've been doing), or is there perhaps a tool or function that lets you simply increase/decrease the scale of the brush (kind of like you can do with images in image editing software)?
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