#15480 posted by - on 2015/09/20 00:15:08
you can also use the command 'pointfile' in most Quake engines, and it will draw some points for you in engine (limited by particle counts)
it will likely also be useful to use 'gl_clear 1' when doing this too, since you'll want to noclip around to find it, and having a HOM void is annoying.
#15481 posted by Ruin on 2015/09/20 02:20:05
I do use the pointfile cvar command on a regular basis, but for some reason, the leak file wasn't being updated at the time.
mfx - that's a really good idea, running qbsp after saving. A lot of the time I make too many changes in between compiling, which makes it near impossible to debug once there's a problem. I'll definitely make a habit of that.
The message is: WARNING: CutNodePortals_r:new portal was clipped away
Thanks!
Tyrutils 0.15 Win32
#15482 posted by madfox on 2015/09/21 23:24:57
Madfox
#15483 posted by ericw on 2015/09/21 23:34:04
-dirt is only in my fork of tyrutils, available here
I See
#15484 posted by madfox on 2015/09/22 02:06:08
forgot the right parms, foolish me.
Qbsp.log
#15485 posted by madfox on 2015/09/23 02:00:43
I tried to be smart to make use of the qbsp.log file.
Usually I mark the warning points off with a ambient_sound
to see where to look.
So if I get something like:
WARNING: CheckFace: Healing point (752 -73 -58) off plane by -0.0557
I place an ambient_drip on the 752 -73 -58, to cheque out where to start looking.
Somethimes it isn't clear where to look, so I open the qbsp.log with EditPlus.
Then I see there is a warning more specific, for some brushes (not the first one) like
WARNING: CheckFace: ^-- Brush 1251, Line 33721 ( Ent 0 SubBrush 1251 )
I hate to admit, but the Brush 1251 doesn't have that coordinates, and more Line 33721 shows another brush(?) that even doesn't have these specifics.
How do I obtain a no warning map, or what do I do with these Checkface's if they point to another trace?
Madfox
#15486 posted by mfx on 2015/09/23 08:16:56
Rebb and me would appreciate having a look at the mapfile. Just mail rebb, those errors arent critical, especially the "healing point" warnings.
They basically tell you the compiler "heals" (so to say repairs) slight offgrid stuff by himself.
For the check face stuff, there is usually a texturename printed too, if they dont match the coords given, look for planes that intersectect those coords when expanded.
Sounds cryptic i know, send map please!
Enliten
#15487 posted by adib on 2015/09/27 06:17:08
I tried to fix the leak in your hellvert map and send it back to you, but the way it's built makes it too hard. I'd rather start another map from scratch and steal your design only. But then again, Q1 deathmatch is not getting much attention, or I'd have to wait for Mezmorki server is on, not even knowing if he intend to accept map submissions from us. So, let's say I'm stealing your work to keep it on a to-do list for a while.
Rotating Door Tut
#15488 posted by Ruin on 2015/09/29 08:06:47
Does anyone know where I can find out how to make a functioning func_rotate_door a la Hypnotic or Quoth? This is killing me...
Thanks in advance.
I Guess You Can Find...
#15489 posted by JPL on 2015/09/29 09:22:22
Yes
#15490 posted by Preach on 2015/09/29 19:28:31
In particular look at this one first, where czg's tutorial is copy-pasted:
https://tomeofpreach.wordpress.com/quoth/tutorial/rotation-overview/
Thanks, czg!
Question
#15491 posted by JohnisonBoa on 2015/10/11 22:04:12
I try to open my maps with ez,joe,fzquake, and gl quake and I can�t open .bsp and .map maps.
App error says "couldn't load gfx.wad"
What I can do? Be the folder order?
#15492 posted by Spirit on 2015/10/11 22:12:03
You cannot "open maps with the exe" if that's what you mean, You have to use the map command to load them.
Getting Close
#15493 posted by JohnisonBoa"thenoob" :| on 2015/10/11 22:15:31
And where I can get the command?
Store the games in quake/id1/maps
When you run the engine of choice you bring down the console by pressing the tilde key, this will be above your tab button and left of your "1" button.
Type "map yourmap" without the quotation marks.
You can only run a map if it's a .bsp file.
whoops.. the first sentance should be "store the maps"
#15496 posted by Spirit on 2015/10/11 22:41:26
#15497 posted by JohnisonBoa on 2015/10/11 23:06:44
Ok, the button onside the tab every time I use, so use map mymap.bsp is so easy and I don't use it...
What If
#15498 posted by madfox on 2015/10/12 04:42:25
a queer perfectionist would like to try to clear up a map from all its warnings?
There was a discussion about it some toppic numbers ago and it made me thinking.
The modern compilers correkt the warnings with healing points, I get weary eyes detecting the cutnode portals away, and reading the qtooltips it doesn't seem to matter much on the final compiled map.
So what am I trying to correkt?
Working on my last map I managed to lower the warnings from 148 to 14.
The last cutnodeportals stay a mystery to me as they are somewhere out of the brush area in open space.
Don't get me wrong, I'm not complaining.
I just want to nit out these warnings and confirm myself I did it right.
Sometimes I hate myself for bucking me with this question and in the end it doesn't seem to matter as maps with 1000 warnings play alright.
Does it extend the vistime, makes it a map go turtling, or are they just keen pointers to the way a better compiling can be obtained?
#15499 posted by mfx on 2015/10/12 05:33:42
With no visible HOMs and no clipping issues in that map after a full vis i'd say its fine.
Just ignore the warnings, check the map extensively, test every nook and corner for said issues.
Should be fine i'd say.
#15500 posted by Orl on 2015/10/12 06:20:24
warnings from 148 to 14.
That's all? I have 5277 warnings at this point in my map. You have some catching up to do.
#15501 posted by mankrip on 2015/10/17 21:06:58
Compiling the GPL'd vanilla maps is frustrating. Each compiler gives different warnings/errors on different maps.
Some map compilers are case-sensitive, but the texture extraction tools / WAD compilers store texture names as lowercase, while the textures' names in the .map files are in uppercase. Even Jackhammer has this disparity between its own texture extractor and .map exporter tools.
No way I'm going to manually rename every texture to uppercase, and I've found no tool that does this job.
Some QBSP compilers fails to compile E2M2, some fails to compile other maps, and none compiles all maps (the four episodes + DM1 to DM7) correctly.
Not to mention that several of those maps have some surfaces that tends to get wrong lighting or to be left unlit, therefore being displayed as fullbright.
Also, removing the "style" field from one of the light_flame_large_yellow at the start of start.bsp makes the room go almost fully dark, messes up with the entity triggers everywhere on the map, and readding the .style field to it doesn't fix the problem.
It seems even Shia LaBeoulf wouldn't be able to just compile those maps.
Shia LaBeowulf
#15502 posted by Lunaran on 2015/10/17 23:19:24
Notepad++
#15503 posted by ijed on 2015/10/18 20:26:08
Will allow you to easily fix the texture names in one find/replace session.
#15504 posted by mankrip on 2015/10/19 03:19:42
To find & replace I would still have to type each of the dozens of texture names manually.
I'll eventually code a commandline tool for matching texture names between .map and .wad files. This way, it can be included as an extra compiling step in Jackhammer and Worldcraft (I still haven't tried using Trenchbroom), before qbsp.
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