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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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Johnison 
Do Textures From A .wad File Compile Into A .bsp? 
I'm not sure if the textures are sourced from the game files, or if the textures are actually compiled into the map. I ask this, because you can extract textures from a .bsp, but if you don't own the full game, textures from the full game don't load. 
Yes 
The bsp compiler takes the .wad textures and embeds them into the .bsp

The .wad is not actually used by the game.

No idea why they decided to do it like that. Anyone know? 
 
Textures from wad get compiled into the bsp. The wad files did not ship with the game (except gfx.wad), it always loads textures from the bsp itself.

What sypmtoms are you seeing when you say "textures from the full game don't load" ? 
People On My Server Are Saying... 
That the maps I put on there that use full-game textures have invisible walls. When they come back after getting the full game, they can see the textures. I have no idea if it's just the client or my server. It's actually pretty weird. 
 
i assume it looks correct on your machine in your engine of choice.

does it look correct in a different engine?

how about in a clean quake folder with no other mods or content? 
Results 
Clean full Quake has no trouble. Both DP and FQ work fine as well. I am trying to get the Quake demo files to test with, which is honestly harder than getting the full game. 
 
what about registered quake but without any 3rd party content?

also, what engine do your other testers use?

and how do they get the map? Installed manually or auto-downloaded by their client? 
Demos Be Dumbos 
So, anytime I try to record a demo, it says "recording to dem01" in the console but I never can find my demo files. I'm using Fitz085. Where is it supposed to save them? 
Bimo's 
As soon as I record a demo it is in the directory I'm in at that moment.
Mostly I find my *.dem files in TmpQuarK.
When I'm in a mod than it's that one.
If you're not sure just type "path"in the console before you start recording.

Or you could go for "search demo01.dem". 
 
"Clean full Quake" refers to registered Quake with no 3rd party content.

I have no idea really, I host a DarkPlaces server, and it doesn't seem to work with any other Quake World clients. I'd assume that people joining my server are only using DarkPlaces.

And maps are auto downloaded. 
 
hmm, i guess the next thing to try would be to have a clean install of quake and use it as a client to connect to your server, and see if the download process works with the textures.

I wonder if this is some kind of engine bug, since all the ways you've tested so far work fine. 
Invisible Is Weird 
I've seen instances where surfaces didn't get drawn correctly and you could see through, but only very rarely and obviously some kind of bsp problem since the texture was drawn in other places. Every time I've had actual missing textures, Quake draws the checkerboard pattern instead. 
 
DarkPlaces lets you play maps as a client that you do not have.

Yes it's 100% true. It's part of DarkPlaces missing model support.

And DarkPlaces will not allow a connected client to download something from Quake pak1.pak, the registered Quake pak.

No E1M1 fine. It's shareware. No DM2. Out of luck, it's registered Quake. 
 
mystery solved, thanks Baker. 
Should I Use _deviance? 
Or are there other methods to get less chunky shadows? 
Soft Is Useful As Well 
-soft on light.exe will help with clunky-er shadows. 
Light Sidenote: 
How does light work in BSP anyway? Someone said that it would be almost impossible to add real-time lighting in quake map editors, so I would like to look into the process to see if it is feasible. Learning the mathematics to it too will definitely help me out. I mean, my computer can handle real time raytracing in Blender, it surely can realtime light a map using some method. 
Reccomended Soft Value? 
 
I Just Use The Paremeter -soft In NecrosGUI 
So....1? 
I Use 
Light.exe -extra4 -soft -softdist 8 -range 1.2 -gate 4 
 
But don't use -softdist with ericw's newer version of Light. It doesn't support it and may crash. 
Alright 
I'm going to mess with it later, the lighting I have now looks like shit. Without knowing what the light looks like before I compile, I have no idea how to fix artifacts (triangles, etc.). Plus, it just kinda looks weird. This needs a lot of trial and error, sheesh.

Any tips? 
Make A Test Map 
with different light styles and values to familiarize yourself with it. 
SpecialBomb 
Here are some lighting advice posts from Fifth and sock

In general I would start simple, build a test map with just a single light entity, and get a feel for what the different settings look like.

regarding "what is the math behind quake lighting".. The light tool generates a grid of sample points on all surfaces. To determine the light level at a sample point:
- every light in the map is tested for visibility from the sample point.
- if the light is visible, its light contribution is added to the sample point's light value. Factors that affect this contribution include the light entity settings (falloff style, brightness, etc.), the distance to the light, the angle between the light ray and the surface normal.

The main barrier to doing this in realtime in a map editor is that every change (resizing a brush, etc) could require recomputing the entire level's lighting. So you'd need a background thread constantly recomputing the map's lighting. 
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