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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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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. 
Quake Map Compiling And Texture Authoring Tools ? 
I've been out of touch with Quake mapping scene (as far as making anything) for a long time.

Are there any modern'ish map compiling and texture authoring tools for Quake? (I am on Win 7 64bit)

Thanks. 
Hi-res Quake .wad Textures - Possible ? 
Is it possible to author higher resolution textures into .wad? I don't want to use TGA and such with modern engines, but I'd like to have higher quality textures made and keep them in .wad

Possible ? 
 
I did some experiments a while back using 256x256 textures in the .wad and scaling them by 0.25 in horizontal and vertical, but that's as far as I went. 
 
What Rick said... Though I believe this comes with it's own problems 
 
I made a whole level where every texture was scaled down to at least 0.5
The only problem I noticed was a larger file size. 
 
Yeah it will massively increase the file size because you're doubling up the lightmap detail. Plus you increase the amount of bsp cuts on a surface I think. 
 
yeah a scale of 0.5 would give you 4x memory usage and filesize for lightmaps, plus up to 4x marksurfaces (small surfaces probably won't be subdivided differently, but medium/large ones will.) 
Lightmap Memory Usage 
should this be concerning at all? It's my understanding that depending on the dimensions of the lightmaps, or any image, they will take up more vram than their actual file size... but we're still talking about mbs.

I ask because a project I have uses very high res lightmaps. 
Two Causes Of Overhead 
that apply to vanilla engines (GLQuake, Fitz/QS):

- lightmaps are animated on the cpu (blending the 4 lightstyles for stuff like torches, and shading in dlights like rocket trails etc.)

- more draw calls. the lightmaps for various faces are packed into atlases by the engine, at map load time. Higher-res lightmaps means more atlases being used to draw a given scene, which means more draw calls. 
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