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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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Another Quick Fix... 
make one func_door for the visible ladder and another one for the invisible stairs... and for the second one use this thing instead of a clip brush:

http://www.suspenlute.com/01/skippy-00.zip 
Fern: 
Yeah, i thought of that (actually, RPG thought of it.) It works, but it seems like a clip brush OUGHT to work, and if we can figure out the fix, i'd like to have aguire add it to qbsp. 
Aguire: 
i'm looking through the quake source to see if this could somehow be caused by engine code. In the past I've noticed that some physics routines actually use hull 0 for specific things, so maybe this is another case of that happening. 
OK 
As I mentioned above, you can use any standard qbsp with bmodel clip brushes as long as there's at least one non-clip brush in it (which doesn't even have to be visible).

So I don't think a change in the compilers is necessary (or at this point, even desired). But it would be interesting to know what's causing the engine behaviour above. I tried Tyr-Quake also and it seemed to behave similarly. 
Aguire: 
maybe i didn't explain it clearly -- I already DO have clip and non-clip brushes in one func_door, and it doesn't work. Anyway, i'm still looking. 
Metlslime 
I have successfully had clip and non-clip brushes in a bmodel before.. without a problem. 
It Sounds Stupid 
...but maybe it has something to do with whetherthe non-clip brushes are touching the clip brushes? 
In My Test 
the brushes were not touching in hull 0 but they were near one another, so it's possible that they melted together in the clip hulls. 
Map File Checking 
Hello,

Is there a tool that can help to check map file before any compilation ? This in order to avoid crashes, HOM, leaks, etc... It will be helpfull to detect any warnings/errors/problems (like off-grid polygons, unaligned textures, etc..) before starting to build bsp files..

Thanks 
Re: Map File Checking 
Try MapSpy:
http://mapspy.gamedesign.net/

It's designed for Quake 2, but it checks for all sorts of other brush problems. Just ignore the Quake 2-specific stuff.

...

After re-reading your post, it sounds like MapSpy isn't really what you want (it doesn't check for unaligned textures or HOMs, and I'm pretty sure it doesn't check for off-grid polygons or leaks). But it's a small download, so you might still want to try it out. 
Since You're Using 
QuArK, there are a few things in the Search menu that can help in finding potentially bad brushes, e.g. Find Microbrushes. Just be careful when using some auto-fix option, make sure you have a backup before.

For texture alignment there are several helpful things in the right-click menu of a selected face, e.g. Wrap texture from tagged.

Otherwise I think it's the compilers that offer the most useful checks since they are actually the tools that translate your map into bsp.

Compile now and then to see that the map is OK and always save various generations of your map so you can recover if anything bad should happen. 
RPG & AguirRe 
Thanks for the link and these infos about QuArK... I wil try to test the stuff tonight...
Bye.. 
Mapsyntx 
There is a prog called "mapsyntx" what can cheque your brushes after compiling... 
AguiRe 
That goalie you have in front of your inbox is really good. He's blocked all my shots.

E2M1A is still dormant as I slowly push on with E2M1B. So far, it compiles fine. 
I Have Also Sent 
you several emails previously, we seem to have some serious communication problems between us.

Possibly a black-list or some over-ambitious spam filter. I don't understand it, others seem to get through fine.

Try sending to my other box, address same before the '@' and followed by ebox *dott* tninet *dott* se. 
Uhm. I Haven't Really Paid Attention But... 
... I've had clip brushes in func_doors and func_plats in my old maps if that had any relevance to what was being discussed. 
Cybear: 
yeah, they sometimes work. The problem seems to be a stairway made of clip. 
I Haven't Paid Attention Either, But... 
My Coagula map had a ladder that lowered down, which was a door made of regular brushes and clips and acted as a stairway. So it's a ladder and a door and a stairway... 
I Don't Think I Ever Used More Than One Clip Brush 
per brushentity, I used did used them under lifts so you wouldn't go in and get your heads squashed when they came back down. 
"used Did Used" 
yay! 
Problem... 
Entity with no valid brushes or textures
the line is 67386, but when i open the .map up in edit.com, the stupid thing only loads 65000 lines. :\

suggestions on a text program that displays line # and can load massive files (+3mb) 
Anyedit 
the older version that is still available is very good; the newer one has some seriously wacked concepts built in it on matters of interface and usuage. 
Yeah, Well 
considering i just tried with edit and it has a 65000 line limit, i don't think that i'll have any luck with an even older version of edit... 
Necros 
Try with WordPad ... 
Yuck, That Sucks 
I've had it read out some very large compile files befre, and I assumed it had a much higher limit -- sorry for the bad advice. How many brushes do you have inthat map btw? 
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