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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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Sprites 
Here's an obscure question - is it possible to alter the image scale on quake sprites? They obviously default to 1:1 in line with normal quake texture scaling but I'd like something different. 
Tearing My Hair Out... 
ok, chaps - i'm about to unleash my long-awaited debut map - Bastion of the Underworld - but as if to spite me, tyrlite has decided it suddenly doesn't like me anymore and refuses to light my map. here's the important bits of the log:

===========================================

** Executing...
** Command: C:\Editing\Quake\tools\BENGT_~1\TREEQB~1.EXE
** Parameters: "c:\editing\quake\maps\bastion3.map"

TreeQBSP v1.95 -- Modified by Bengt Jardrup

Input file: c:\editing\quake\maps\bastion3.map
Output file: c:\editing\quake\maps\bastion3.bsp
---- LoadMapFile ----
----+----+
Title: "Bastion of the Underworld"
34644 faces
5748 brushes
737 entities
74 unique texnames
606 texinfo
4 texture frames added

Building hulls sequentially...
Processing hull 0...
---- Brush_LoadEntity ----
----+----+
5290 brushes
---- CSGFaces ----
----+----+
31809 brushfaces
24830 csgfaces
22375 mergedfaces
---- SolidBSP ----
28762 split nodes
12889 solid leafs
15165 empty leafs
709 water leafs
53805 leaffaces
48311 nodefaces
---- FillOutside ----
4565 outleafs
---- MergeAll ----
20143 mergefaces
---- SolidBSP ----
----+----+
12247 split nodes
6138 solid leafs
5841 empty leafs
269 water leafs
31831 leaffaces
25388 nodefaces
---- Portalize ----
6110 vis leafs
19624 vis portals
---- Tjunc ----
26792 world edges
91489 edge points
19883 edges added by tjunctions
0 faces added by tjunctions
---- MakeFaceEdges ----
----+----+
---- GrowRegions ----
Processing hull 1...
----+----+
----+----+
Processing hull 2...
--\
*** WARNING 08: Point (2784 288 -448) off plane by 5.5
*** WARNING 08: Point (2880 352 -448) off plane by 5.76
*** WARNING 08: Point (2880 352 -232) off plane by 5.76
*** WARNING 08: Point (2784 288 -232) off plane by 5.5
----+----+
----+----+
---- WriteBSPFile ----
9286 planes 185720
35774 vertexes 429288
14125 nodes 339000
606 texinfo 24240
27847 faces 556940
29655 clipnodes 237240
7559 leafs 211652
34463 marksurfaces 68926
129983 surfedges 519932
65861 edges 263444
78 textures 971076
lightdata 0
visdata 0
entdata 72388

10 warnings

Elapsed time : 5:02

Peak memory used : 33.4 MB

** Executing...
** Command: C:\Editing\Quake\tools\BENGT_~1\RVis224.exe
** Parameters: -fast "c:\editing\quake\maps\bastion3.bsp"

---- Vis 2.24 ---- Modified by Bengt Jardrup

File: c:\editing\quake\maps\bastion3.bsp
6110 portalleafs
19624 numportals
State file out of date, will be overwritten
fastvis = true

average leafs visible: 1387
max leafs visible: 4358 near (800 2176 1056)
visdatasize: 1556 kb compressed from 4558 kb

Elapsed time : 2:12

** Executing...
** Command: C:\Editing\Quake\tools\tyrlite\BEN_TY~1.EXE
** Parameters: -lit -nocount "c:\editing\quake\maps\bastion3.bsp"

----- TyrLite v0.94 -----
colored output format: lit
BSP is version 29
737 entities read, 406 are lights.

Lighting Completed.

lightdatasize: 830341
0 switchable light styles
Writing BSP version 29
************ ERROR ************
File read failure

========================================

does tyrlite have a problem with large maps? - it's at nearly 6000 brushes at the moment. bear in mind this has only just started happening, and the only notable thing i have done since it worked fine is add a few brushes here and there - nothing unusual. also, the bsp will become corrupt or something if tyrlite tries to light it, but if i do just a bsp+vis, without lite, the map loads fine in quake, (although obviously fullbright). tyrlite copes fine when i compile just sections of the map, which leads me to believe it's an issue with the size of the full map.

any help is massively appreciated.

-kinn 
Glassman, Re: Sprites 
it is sadly not possible to alter the sprite image scale in the standard engines, but most custom engines support the ".scale" field on sprites, which does exactly what you require. 
Kinn 
TyrLite 0.94 cannot handle the large fastvis data size (1.5 MB)that my RVis produces. Try updating to the latest 0.95 from http://www.planetquake.com/tyrann , I believe its vis/light capacity is raised.

Also, the fullvis data size will most likely shrink, but I can't see any reason not to update to 0.95 anyway.

Hmm, after checking the 0.95 source I see that its vis capacity is still only 1.5 MB so it probably won't help.

Maybe you'll have to use my Light tool during testing (fastvis) and TyrLite for the final (fullvis). My Light has not practical limit for vis data.

The fullvis will probably take a while ... 
A Simpler Solution 
Just run TyrLite before vis, then it won't see the large fastvis data. 
Thanks 
thanks aguirre, that has solved the problem. i am running light before vis now. the reason i am still using tyrlite 0.94 is because i modified the source code slightly to get better results from "delay 2" lights - i simply altered the attenuation formula so that it doesn't blow up to fullbright at the source. (in my version the light intensity at the source is now equal to the "light" value). i cannot open the tyrlite 0.95 source in VC++, so i am stuck with 0.94 at the moment. for those interested, i altered the "delay 2" attenuation formula by changing the following line in the scaledLight function:

(original tyrlite):
light->light / ((tmp * tmp) / 16384);

(kinn version):
light->light / (((tmp + 128) * (tmp + 128)) / 16384); 
Another Quick Question 
I've been plagued by a "too many lightstyles on a face" warning, although the area in question contains only 3 switchable lights, and no other lightstyles are present. what exactly is the lightstyles limit? i thought it was 4? 
Glassman 
there's another, slightly more hacky way to get a higher resolution on sprites. Make a normal sprite at 1:1 scale that is the size you want the final sprite, in regular quake format. Then make .tga external replacements for each frame of the sprite, at the higher resolution. All implimentations of .tga I've seen scale them down to the size of the original, so if the .tga is higher resolution you get a higher res, more detailed sprite. It does require custom engines again, but I think the support for this extention is slightly wider than that of .scale, although I may be wrong on this. 
Kinn 
The lightstyle limit is 4 but the code in the light utils has always been a bit overcautious since it checks first if the lightstyles are too many, then if this style actually hits the face.

In TyrLite, there are some changes that should reduce this behaviour but it's still not quite right. I've made some additional changes in my Light tool that hopefully should fix the problem.

Also, note that switchable lights also have styles. 
It's Late 
Disregard last sentence. You could try running my Light to see if the same # warnings are printed. 
Bastion Of The Underworld 
I faintly remember that map from The Pipeline.. looking forward to it :-) 
Bastion Of The Underworld: Sneak Preview 
Light Utils 
aguirre, i'd like to use your light proggy - would you consider adding my "-kinn" attenuation formula as an option? i'm a bit reluctant to move on from my "hacked" version of tyr 0.94, simply because no other program does the same type of attenuation. 
Err... 
...Q1 enemy, Q2 weapons and Q3 scale?

Wow Kinn, 
I've completed the beta of my first full scale Quake1 map today, and, and, you make me want to go back to the drawingboard (or get out the rest of that bottle of Southern Comfort and simmer in my own chaote) That brushwork is really good. 
Wtf? 
is that an ogre on the ledge there???
*is interested* 
 
Holy mother of godfuck I want that map 
Bastion 
ok, i've reposted in the screenshots thread, along with two more pictures :).

necros: yup, ogres et al are present and accounted for, joining a comprehensive bestiary of new and old monsters.

lol @ headthump - don't be so hard on yourself :) 
Kinn 
I've actually also thought of the intense local light effect of the inverse attenuation modes delay 1/2. In my Light there is already some programmatic flexibility for the attenuation formulae, mostly due to my emulation modes (IKLite etc).

I don't think your variant can be achieved with existing logic, so some modification must be done. I'm just wondering how I can add this without just adding a -kinn option.

E.g. have you also modified the delay 1 (1/x) lights? They will also get very intense close to the light. Maybe it should be added in the form of new delay modes, e.g. delay 5 would be a modified delay 2 variant? I can see that you might object to this solution although it appears rather logical, after all this is a new attenuation formula.

If I add it in the form of an option, what name would you suggest and should it also affect delay 1 lights similarly? 
Sprites 
Thx Preach & kinn
Do you know the naming convention for texture replacements? I've tried the actual texture name & the format used by DarkPlaces for model texture replacements but neither work. I'm using DP (& fitzquake altho I don't expect it to implement this). 
More Light Attenuation 
Another delay 2 attenuation variant is to cap the formula at the light intensity value, i.e. use the standard 1/(x*x) but no more than 1. This will conform more to the existing delay 2 light distribution, but will weaken the halo around the light.

The advantage is that light intensities don't need to be scaled so much just to get rid of the intense halo. The obvious disadvantage is that the lights in kinn's map are already adapted to the higher attenuation.

I just checked how this capped variant looks and it's not bad. Kinn, have you considered this? Does anyone else have an opinion of this issue? 
Sprite Texture Naming 
For darkplaces, to replace the frames of s_explod.spr you'd need to call the textures s_explode_0.tga, s_explode_1.tga and so on. The numbers correspond to the frame in the sprite you wish to replace, so if it's a simple, single framed sprite, you'd only need to stick a _0 after the name. 
Preach 
That's the first thing I tried & it didn't work. I put them in the progs directory..perhaps I should try textures. 
Glassman 
I haven't used the sprite options in Dark Places, but my texture replacement file structure looks like this Quake ---> HeadThump ----> Textures. If you are using Quake 3 BSP format, of course you will need to add the name of the texture file you used in editor below the texture file, like this Quake ---> HeadThump ----> Textures ---> EvilLair8. Hope that helps. 
Lights, Sprites 
thanks, aguirre. firstly, you mentioned a "capped" option - i probably wouldn't use this option much, as it would still leave a halo of constant brightness around the light, which could look unnatural.

the problem with using my atten. method for a new delay value, eg. delay 5, is that I would have to go back and change the delay field for all existing lights in my map - possible but not entirely desirable, unless there's a search/replace function in Hammer, I dunno.

i don't really mind too much how you want to support this - either "delay 5", or "-kinn", it's all good :) of course it would be logical to do a similar thing with the delay 1 lights, as well.

if you do it as an option "-kinn" would be awesome, but of course you're free to choose whatever name you feel is best :)

again, many thanks for this :)

===============================================

glassman - for sprite textures in DP, you must name them like s_explod.spr_0.tga, rather than just s_explod_0.tga, i.e. you need the ".spr" extension before the "_0.tga". keep them in the same directory as the sprites and it should be fine. 
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