News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
Marksurfaces 
These are pointers to actual surfaces. Each leafnode has one marksurface for each actual surface that touches the leaf. Since QBSP merges surfaces, a surface may be shared by more than one leafnode, so there are often more than one marksurface for each actual surface. 
P.S. 
An "actual surface" = a wpoly. 
><((((�> 
Mark Surfas was the founder of PlanetQuake, and therefore the owner of GameSpy Industries. He's also $20 million richer than he was ten years ago thanks IGN buying him out.

Bastard. 
Yep, "Bastard" Is His Quake Alias 
Error Help 
hi everyone. i just tried to load up the latest build of my map in winquake, and it crashed with this error message:

"SZ_GetSpace: 8002 is > full buffer size"

can anyone shed some light? 
Too Many Entities 
this is a usual error in big maps, remove some entities (better bmodels).
I think you need to remove only 1 or 2 entities. 
Thanks Pulsar. 
bugger. that makes sense, as i've added a load of bmodels since my last build. (and i had planned to add a load more!).

i really don't know where to start cutting down... :( 
I've Seen Those Funny 
error messages a lot lately ... 
That's My 
fave error :)
cuz sometimes engines crash without any errors. 
Related Question... 
in quake, you know how the ammo boxes etc. are bsp models? well, does the engine treat these similarly to "proper" brush models like doors etc, i.e. if my error is caused by having too many bmodels, could it also be solved by reducing the no. of ammo box models (replacing them with .mdl versions for example)? 
Kinn 
If you haven't already, take a look at the archived QMap thread at my site, there are a lot of good stuff in there. Just d/l, unzip and open in a browser. 
GTKRadiant Again 
anyone ever notice when your map starts to get big (+4000 or so brushes), there seems to be some sort of lag on the mouse, when right clicking and dragging to move the view? but not really lag... but like, when you right click and start panning the view, sometimes, it "won't let go" and keeps panning for a few seconds... like it received the +rmb, but not the -rmb..? anyway to fix this? is this a problem with the editor or windows? 
Necros 
hmm, didn't notice that. maybe u got cubic clipping on? it might slow down things if it's on on a large map... 
Very Good Stuff, AguirRe 
thanks for that - quite a few tips under my belt already, and i'm only halfway through the yr 2000 posts! 
AguirRe, 
I'm currently tweaking a beta level intended for use with a mod though this version is purely vanilla Quake and the game play is complete in and of its self. If you find it mutually beneficial and within your time constraints, I wouldn't mind handing it over for you to examine, and would apreciate any advice you would have to give. 
Sure, I'd Be Glad To 
check it out technically, but I'd rather not play it through for real until you release it.

Just send me the zipped map+wad and I'll take a look at it. There's always something new to be learned. 
Beta Testing? 
anyone with a fairly powerful computer up for some beta testing? 
Necros 
name the game! 
Haha 
q1sp, of course. ;) 
Oh Wait... 
i'm kind of slow, did you mean that you were showing interest in testing or really was just asking which game? 
Hey, Necros, Pass It This Way 
I'd like to check it out

alanr643@msn.com 
Aguire, 
your qbsp defaults to on when it comes to tjunc calculations, right? i'm still getting some sparklies, and was wondering if there was anything else i could do... 
Necros 
well "high-end" to me means something that runs XXX brand new game well... which I cant do. But I run q1 quite well so i can test whatever! 
Just Check 
the compiler log, there should be a section for tjunctions if enabled (which it is default).

The red (from gl_clear) sparkles can still appear in large and/or "natural-looking" (i.e. lots of non-axial brushes) maps. Due to the high precision floats that were introduced in Tree 1.70 and Tx 0.79, sparkles are reduced, though.

My guess is that either you have some minor brush misalignments in those areas or the compiler hasn't been able to get all junctions right.

To see the effect more clearly, set a low uniform light by using the command light -fast -nolight -light 50 -sunlight 0 mapname. Then load the map and move around with gl_clear enabled and it's easier to spot the thin brush seams.

Are the sparkles already there in the version I have (from Apr 8th)? 
Necros 
Sorry I said those God Awful things about the colour Orange. Can you forgive me and let me beta your level? 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.