 Need Some Help...
All I need is some stats.
My question is what is the longest time it took you to compile a map with lighting on a modern machine?
 That Depends On
#16423 posted by mjb on 2016/05/01 21:31:22
Size of the map, how much detailed brushes...optimized design etc.
Anyway, about 5 or 10 minutes
 Show BSP Information Ingame
#16424 posted by f0086 on 2016/05/01 22:52:15
Hi!
Is there a hidden console command or something else to display BSP information ingame? Like how the Map is divided, which sections etc.
Just like this picture here:
https://38leinad.files.wordpress.com/2013/08/bsp_no_struct.png
 R_drawflat 1
 Unknown Command R_DRAWFLAT
#16426 posted by f0086 on 2016/05/01 23:10:42
I use darkplaces. Which Quake 1 engine do I need to use to get this to work?
 Any Quake 1 Engine
Which DarkPlaces is pretty much only on paper.
 This One
#16428 posted by f0086 on 2016/05/01 23:27:51
 Thx Otp
#16429 posted by mfx on 2016/05/01 23:29:38
r_showtris 0/1
r_showbboxes 0/1
r_lightmap 0/1
can be helpful to.
 DP Uses Different Names
#16430 posted by ericw on 2016/05/02 00:20:42
r_showsurfaces (= r_drawflat)
gl_lightmaps (= r_lightmap)
 Other DP Stuff
#16431 posted by ericw on 2016/05/02 00:25:11
"r_drawportals 1" shows the BSP leafs/portals
Also for finding cvars in DP:
"apropos lightmap" will list all cvars with "lightmap" in the name
 Awesome, Thanks!
#16432 posted by f0086 on 2016/05/02 01:01:57
#16433 posted by anonymous user on 2016/05/02 01:45:54
Is there is a quick way to align textures on different brushes in TrenchBroom? I can easily tell which ones are not aligned in-game but it's hard to tell in the editor.
 Alignment
For me is easiest when I turn off texture lock. That way textures are always grid aligned.
 Alignment
For me is easiest when I turn off texture lock. That way textures are always grid aligned.
 Leaf/portals In Other Engines??
Or is it only DP?
 Does Ur Mum Take Three In The Pipe??
#16437 posted by ayy lmao on 2016/05/03 10:44:14
Or is it only DP?
 Map Compile Error.
#16438 posted by Sgt-PieFace on 2016/05/16 05:07:28
I'm getting an error when compiling a map. I am using trenchbroom to make the map and TyrUtils to compile, with a compiler GUI. I think the compiler is losing track of the .bsp after it converts it, but I'm not sure why. It was working one day, and the next day it was't.
Here's a link to a couple screen shots: http://imgur.com/a/P70o2
Also, I tried resinstalling TyrUtils and the GUI, but that didn't help.
Any help is appreciated!
 Mixing Liquid Faces?
#16439 posted by mfx on 2016/05/16 06:51:23
like water and sky/lava?
Avoid that by having a small gap between them.
 Windows
Looks like it may have been a Windows issue for the above ^^
When he showed me the file, I noticed windows said some content was blocked because it came from another computer. I unblocked it and was able to compile with Quark, but it also had some errors. Very weird , but maybe he can explain better what actually stopped the errors.
 Another Thing To Note Regarding Liquif Brushes
#16441 posted by aDaya on 2016/05/16 12:45:26
You have to avoid clipping them out to the void, compensate that by putting worldspawn brushes on/around said liquid brushes.
#16442 posted by necros on 2016/05/16 13:21:27
Mfx and daya have it; mixed contents error stops the bsp from being created and then vis says no file found. :(
 Arcane Dimension Spider Jumping Through Ceiling
#16443 posted by NewHouse on 2016/05/17 15:59:00
Hello!
I made box that is 4 pixels higher and 8 wider than spider entity, but for some odd reason it jumps, stucks, then jumps, starts to slowly get through the ceiling. Like what am I doing wrong? Is there any updates or fixes for that issue*
Here is some screenshots:
In Trenchbroom Editor view:
https://drive.google.com/file/d/0BwxYkKdSD855cGdBZ0h0STdGYWM/view?usp=sharing
Running map in Quakespasm engine:
https://drive.google.com/file/d/0BwxYkKdSD855clRiWUVyc3NDaGM/view?usp=sharing
 Spider
#16444 posted by mjb on 2016/05/17 19:16:59
I had this problem and it was just a matter of fine tuning the position. Either push the spider out a bit or raise the ceiling even higher and test until the thing behaves!
 Thanks For Replying "Spider"
#16445 posted by NewHouse on 2016/05/19 09:39:01
Ah, yeah it seems to be the case here. Even the main entities like grunts for example needs more or less 80 high and 64 pixels wide because it starts even consider coming out of door. I don't know how does it differ when comparing to other mods, but in "AD" mod enemies AI needs more pixels to work well.
Reason why I'm spending so much time with this is, because I want to make really narrow hallways or put the ceiling really low to create some claustrophobic feelings especially in tech bases.
Another Question: what is the highest angle enemies can run over? 15? 30? 45? I know I should test it by myself - but if someone has already figured that out, why not sharing it here? Also I'm new to this site's interface, don't even know how these topics work. It seems like everyone is stacking replies over the existing ones.
 How Clips Should Work?
#16446 posted by NewHouse on 2016/05/19 10:51:25
Clips are invisible brushes, right? Should it block player not to stuck on details/geometry? If so, it's simple is not doing that. I placed the clip brush match the detailed brushes, when I run it it didn't block player and player walk between bars etc. and get stuck.
I'm using Quakespasm endige & mod Arcane Dimension.
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