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Obligatory
#17097 posted by mjb on 2016/09/20 17:05:03
Is it close to map boundaries regardless of the settings you are using?
Adib
You're moving more than 4096 units away from the centre of the world would be my guess, i.e. your map exceeds Quake's normal limits. The same thing would happen in any map if you were to move long enough in one direction using noclip.
If it just happens on one side of the map, it might mean that you simply need to centre your brushwork, i.e. select everything in-editor and move it to a more central position.
Unless I completely misunderstood what you meant.
Bloughs And Total_Newbie
#17099 posted by adib on 2016/09/20 17:19:40
Yes, it's close to map boundaries and it's close to 4096, but about these heapsize and zone settings, don't they take care of it?
No, the only ways you can fix it are:
1) make sure you move your brushes away from the limit on all sides
or
2) if your map is too large and exceeds the limit in two opposite directions, you can use an engine that supports protocol 999 (like current versions of Quakespasm).
*as far as I know, I should add. I could be talking utter nonsense.
I should perhaps have waited for a more experienced and knowledgeable person to answer, but I sometimes get all giddy when I actually (think I) know the answer to something (as opposed to just asking lots of basic questions, which is what I usually do around here). "Ooh, ooh! I know this one!"
But yeah, to the best of my knowledge, that was the point of adding protocol 999 to QS, because there's no other way a map that exceeds the +-4096 limit (like ORL's Zeangala) is going to be playable.
Err
Adib: just realised a very similar discussion took place just a few days ago:
http://www.celephais.net/board/view_thread.php?id=4&start=17062&end=17071
Sorry for posting thrice in a row.
+sv_protocol 999 Or +protocol 999 Depending On Engine
#17103 posted by Qmaster on 2016/09/20 18:16:24
I'm Back
I am opening fteqccgui.exe in mac with wine, but I don't know if my problem is this compiler or are the qc files I downloaded, I can't compile fine; because all qc files have string errors and using /**/ I cannot solve my problem.
H3LP
Coding Issues Should Go In Coding Help But
#17105 posted by Qmaster on 2016/09/21 01:39:18
What is the error saying?
Leak But Not A Leak?
#17106 posted by PRITCHARD on 2016/09/21 16:00:01
I just noticed today that an area of my map that I "finished" a while ago had a leak in it. Which is strange, because it's sealed, and I can run vis on it. Here's what I mean:
Exhibit A
And here's what it looks like in the editor:
Exhibit B
Now, like I said, the map is still considered sealed. It won't generate a pointfile, and although I haven't let vis finish because it takes a while now, that will start and complete the base vis without any issues.
So, I ended up fixing it by adding a new brush to cover the area over, but the whole thing made me curious as to what it was that caused this in the first place. Any ideas? Has anyone seen this before, any way to reliably reproduce?
As a side note, how concerned should I be about warnings about things such as efrags and marksurfaces? My map breaks both of those limits and gives warnings on developer 1. Same for missing textures; the console reports 20 missing textures, but I've never encountered them playing the map so it seems superfluous.
#17106
#17107 posted by Kinn on 2016/09/21 16:13:49
That happens reasonably often - bsp just sharts out a harmless random HOM for no real reason. Best solution is just to slightly change the brushwork in that location and see if it goes away.
About Custom Wads
#17108 posted by Mugwump on 2016/09/21 16:22:47
If I create a custom wad for a map and later add more textures to that wad in order to enrich my map, will the map still use the wad's old textures correctly without glitches or errors?
#17109 posted by khreathor on 2016/09/21 16:28:58
the only thing that matters are texture names, so you can add later as many textures as you want.
#17110 posted by PRITCHARD on 2016/09/21 16:52:47
I have a map in Tesseract. Not having to worry about breaking my map by adding textures anywhere other than the end of the list (so basically deciding everything you want to use at the start) is such a nice difference in Quake mapping. Only issue here is name conflicts but I'm pretty sure they're resolved based on the order they're in then which is fine...
Thanks
#17111 posted by Mugwump on 2016/09/21 17:47:41
#17106
#17112 posted by Qmaster on 2016/09/21 18:24:20
Or just ignore and release anyway. Stupid steps in my terracity map never could get that missing tri to show up. It's like qbsp thinks the face is invalid.
It could be the .map exporter. I never have trusted it in any single bsp style editor I've used. Hammer/Source Engine, Worldcraft, J.A.C.K, all of them I distrust for providing accuracy of each vertex. Just create some wierd angle geometry, export to .map. Import the map, and you may notice some brushes are invalid or missing.
Pritchard
#17113 posted by lpowell on 2016/09/21 19:04:02
I similar thing happened to me at one point in making my map. No holes, but after I compiled the BSP there was a nice fat hole where a rock should have been. I just adjusted one of its vertices in the editor and it went away next compile.
TexMex
#17114 posted by Mugwump on 2016/09/21 22:58:47
So, I've spent a few hours in PhotoShop, customizing colored textures into pure black and white versions without greys, Sin City style. But when I try to import them in TexMex, the program sends a "file type not supported" message. I've tried with jpg and tga versions but it refuses them both. Ideas?
#17115 posted by metlslime on 2016/09/21 23:15:16
generally i do a ctrl-c from photoshop and then ctrl-v into texmex, for each image.
I use gimp and export as tga.
There are some wonky ass tools out there for quake asset editing, mostly because of the age of the tools and the formats.
#17105
so much errors in my qc files, but I remember so much "not a name"
Metlslime
#17118 posted by Mugwump on 2016/09/22 01:34:31
"generally i do a ctrl-c from photoshop and then ctrl-v into texmex, for each image." Yeah, that works, but it's tedious to say the least! I have several dozens of textures to import and TexMex is supposed to support batch import.
Spot The Nailgun
#17119 posted by PRITCHARD on 2016/09/22 05:53:26
So, recently I got a demo of my level (thanks ericw!) and in it the player missed a weapon that they pretty much need to have.
See it?
The problem is entirely my fault, as far as i'm concerned; it's just too damn hard to see the nailgun as you're moving through the area. Unless you spend enough time there to notice it, the approach and subsequent movement paths mean that you have a higher chance of finding it by accidentally picking it up than actually seeing it.
Eric suggested that I use a flickering light to draw more attention to the area, which I might try, but I thought I'd ask here to see if anyone else has some suggestions for me to try.
Flickering Lights Are Tricky
#17120 posted by Mugwump on 2016/09/22 06:51:07
I tend to overlook them because they're much more often used as simple decorations rather than hints at goodies/secrets. You could try a light of a different color, maybe? Or if it's not a secret there are many solutions. You could for example point a spotlight at the nailgun, or place it on some sort of pedestal.
#17121 posted by PRITCHARD on 2016/09/22 07:10:34
It's already under a spotlight and on a "pedestal" of sorts, although I may give it a proper pedestal rather than a different style of flooring as it is right now.
I'm planning to increase the brightness of the spotlight to hopefully make the model stand out a bit more.
I feel like a strobe flicker would definitely catch people's attention, but I haven't had a chance to try it out yet and it might be too intense an effect.
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