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 :)
#16739 posted by brutecold on 2016/07/30 19:51:16
the enemy I have on the room is touching the ground and no warning but if the info player touches the ground I get the warning. hummm I will give every entity some space.
Thanks this was really helpful !!!
#16740 posted by Rick on 2016/07/30 20:13:33
Even if the enemy causes no warning, it could be stuck in the ground or wall and unable to move when the map is played. Also, items can "fall out of the map" if too close to the floor.
#16741 posted by brutecold on 2016/07/30 20:20:23
yeah thats a good reason, I will give everything some space to avoid bugs and stuff, with other things like doors thats pretty much impossible but with every entity that I can I will do it.
Thanks for the tips :)
(Quoth Mod) Misc_boxes "no Spawn Function For"
#16742 posted by NewHouse on 2016/08/01 11:56:31
Hey.
I'm having issues when trying to place some bio/plasma/normal exploding boxes. None of them seems to have spawnflags attribute, so that must be the reason why my quakespasm console says that "No Spawn Function For:" for every explo box.
Maybe Quoth places them differently?
Map Freezes To One Door
#16743 posted by NewHouse on 2016/08/01 14:02:01
https://drive.google.com/drive/folders/0BwxYkKdSD855bmUwSVltWlJaZm8
What to do? Do I really always need to make geometry from the very beginning?
No Spawn Function
#16744 posted by Rick on 2016/08/01 18:00:01
That's basically Quakespasm saying it doesn't know what those entities are. Make sure you're starting it with the correct command line -game switch:
quakespasm.exe -game quoth
...or whatever the mod makers say to use.
Also
#16745 posted by Preach on 2016/08/01 20:17:06
Also make sure that the classname is spelt correctly, and that it's all in lower-case.
The quoth specific ones are:
misc_biobox_s
misc_biobox_l
misc_plasmabox_s
misc_plasmabox_l
The standard ones haven't changed name:
misc_explobox
misc_explobox2
Try one of the standard ones, and even if you don't load the Quoth mod they should work.
Trigger_once
can I add a "target" and a "killtarget" to a same trigger?
#16747 posted by metlslime on 2016/08/02 02:55:32
i don't think so, due to a bug in the original progs.dat
Both Target And Killtarget
#16748 posted by Rick on 2016/08/02 04:35:33
It's on my mental list of things to not do when editing Quake, so at some time I must have been unsuccessful trying it. What I do is add a trigger_relay with the same targetname and have it do the killtarget.
Ok
Fun Fact
#16750 posted by Preach on 2016/08/02 08:40:07
If you fix that bug, then e4m2 starts getting glitchy behaviour. Nothing game-breaking, but you get a message that you've leaving without an important weapon...at the very point that you pick it up! Ah, compatibility issues.
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