#16714 posted by Rick on 2016/07/28 15:12:09
I figured as much, but I didn't actually count the models.
In an out of the way area of the map, not visible to the player, I added tiny func_walls until I hit the limit, then removed one.
Every time I add a real model, I remove one of the dummies.
I don't think I'll be needing to reduce the current model count. The map is better than 99% done and I'm just about sick and tired of looking at it.
Considering that I want the map to stay within the standard Quake engine limits, there's really not much more I can do at this point. Lighting, monster placement, and texture tweaks is about all I'll be doing from this point on.
Qc Sad
I don't know how to fix and do strings an all about qc, so my second plan is do a barter.
Which forum can I visit to do a barter?
Music For A Map <=> Custom Progs.dat
Thanks Bloughsburgh
#16717 posted by ijed on 2016/07/29 18:09:28
Anybody Seen Any Good Wood Textures Lately?
#16718 posted by Rick on 2016/07/29 20:25:40
I have a lot of wood floors in my map. The id textures are okay, but don't look that great when tiled over large areas. I tried to make my own, but I'm not real happy with the result.
Rtex112
I done 4 buttons, all 4 targets a trigger_counter that activates a secret, but when I tested the map with message the counter just worked with 2 of the 4 buttons.
I lost a value or something? Or is the hipnotic progs.dat?...
I Love To Count
#16721 posted by Preach on 2016/07/30 01:33:38
Yeah, you need to specify how many times the trigger_counter must be activated by setting the "count" value - in this case set it to 4. If you forget to set it then it defaults to 2, explaining what you saw in your map.
Thanks, Preach
very useful for now and the future
#16723 posted by Rick on 2016/07/30 02:58:16
Well, I was looking for something like wizwood1_8 except 128x128. About that color and about that simple. I've found a few that could probably be made to work, but that's something I was hoping to avoid.
What I Did
#16724 posted by ijed on 2016/07/30 14:22:34
Was take a stock ID texture and duplicate it four times, then add a bit of variation to break up the tile in the middle of the 128 texture. Clone stamp and offset tools in CS3 :D
Even ended up doing quite a few blends and platform game style tiles of paths and stuff.
What I Did
#16725 posted by ijed on 2016/07/30 14:22:34
Was take a stock ID texture and duplicate it four times, then add a bit of variation to break up the tile in the middle of the 128 texture. Clone stamp and offset tools in CS3 :D
Even ended up doing quite a few blends and platform game style tiles of paths and stuff.
What Ijed Did
Was take a post and duplicate it.
Thats What I Did
#16727 posted by ijed on 2016/07/30 14:30:14
What I Did Indeed Do
#16728 posted by ijed on 2016/07/30 14:30:24
Warning 19
#16729 posted by brutecold on 2016/07/30 17:41:45
Hello Guys I just started a map for the Jam 7 but I'm getting a warning, and I want to understand it.
the warning is:
"No entities in empty space -- no filling performed"
and online I found this explanation for it:
" Normally caused by not having at least one entity that is positioned far enough from solid
brushes. Move one of the entities further away from all walls. "
but I don't understand why would I need a entity in empty space.
Also hope I can finish a map this time, last jam I got too busy and gave up, this time I will try to finish the map even if I go over the deadline.
#16730 posted by Rick on 2016/07/30 18:26:41
Do you have at least one entity somewhere inside the map?
#16731 posted by brutecold on 2016/07/30 18:36:26
I have lights, player, items.
#16732 posted by ericw on 2016/07/30 18:54:57
qbsp deletes parts of your map that are in the void, that's the "filling" step. It uses entities to know which side of your map is in the void and which is the interior, and also so if there's a leak, it can give you a pointfile showing the path from the void to an entity.
Move one of the entities further away from all walls.
The filling also happens on hull1 and hull2 (the expanded collision hulls), so after brushes are expanded, if all entities are covered up you'll get that warning.
#16733 posted by brutecold on 2016/07/30 19:12:14
ok so, let me see if I understand, I dont need anything outside on the void? this warning is basically saying "nothing is leaking".
when I put something outside then I get the warning
"WARNING 10: Reached occupant at (288 288 1260), no filling performed."
thanks
#16734 posted by ericw on 2016/07/30 19:20:59
Right, you don't want entities in the void.. the "Reached occupant" message means "you have a leak".
Still weird that you were getting that other warning in the first place. The "empty space" in the other warning is referring to the playable area of the map. Is it possible all entities were near walls? Try adding a light in the center of a room maybe.
#16735 posted by brutecold on 2016/07/30 19:31:46
Ok, the room I made is kinda small and crowded so yes everything was near a wall.
So I made a very large box around the room and placed a light somewhere far from a wall, and the warning did went away :)
interesting so it got confused by everything being closed to a wall or its actually bad that I made everything close to a wall?
thanks
#16736 posted by Rick on 2016/07/30 19:37:32
Entities are either points or models. The ones that are models have a "bounding box". The editor should show the box, which varies in size but most are 32x32x64. The outsides of the boxes need to be spaced away from walls, floors and ceilings. Usually 8 to 16 units are enough.
#16737 posted by Kinn on 2016/07/30 19:38:01
Just raise your info_player_start up a bit until it doesn't get gobbled up by hull expansions.
I've never had this issue and typically I'll be mapping for a long time with literally nothing but an info_player_start in the map.
#16738 posted by brutecold on 2016/07/30 19:44:49
The player was the only one touching the ground everything else is very near a wall, but not touching it.
I raised the info player just a little bit and the warning went away... So the info player should not touch the ground...
thanks :)
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