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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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also, what error are you getting when you decompile?

I just tried to decompile ad_swampy and got an error for the map being in BSP29 mode. 
Me Too 
Got this message also.. tool is expecting a bsp v30, while the map is v29....

Need to retry in anyway. 
 
is there a way to find leaks in hte map? or do i just have to manually find them? 
In TrenchBroom 
When a leak is encountered from a compile, you can go to File > Load Point file and select your map.

Here a line will display and if you follow that line it should lead you to the leak. Of course a leak can happen for other reasons. 
 
First thing you want to do is to load point file. You can do this in editor or in game. It will show you where the leak come from. 
 
Thanks Bloughsburgh! i would have never found that leak on my own. 
@Bloughsburgh 
Finally some good answers* 
 
Hey, Can i compile 2 maps at the same time?

Im compiling my main practice project at the moment and it will take me another 3 hours to compile.(i've been compiling for 4 hours now) 
JPL 
Send the bsp to me, I can easily decompile it in seconds,
if the map is a clear bsp.

Use winbspc12 on winXP! 
 
The huge one? 
 
ups sorry 
MadFox 
Thanks, but it is not needed anymore: I found by luck an old CD-ROM archive on which I put the complete QuArK project of the map I have been trying to decompile... :) 
 
Thanks to someone how send me this link first time :
http://www.quake-1.com/wc16a-tutorial/
(btw one of the hardest things to google) 
 
Last evening i tried to compile my map and woke up this morning and it had compiled the map. it took 10 hours. I opened the map and at one point there seemed to be an invisible line that would push me into the void letting me see the whole map from a distance. Why did this happen? 
 
What tools are you using to compile?

It really shouldnt be taking hours to compile. 
 
ericw's compiler 
Detail 
Do you have a very large open area of your map? Is the map entirely boxed in by a large cube brush?

Another thing to try is to select detail brushes (Like decorative columns, wall detailing, decorations in general) and make them into func_detail brushes.

This might help compiler time as well as 10 hours is very abnormal for what I presume to be a normal sized map. 
 
i have a huge outdoor area, i dont box my map and i do have some detail.

what about the void bug? 
 
It really shouldnt be taking hours to compile.
If his computer is antediluvian, it might. What system are you working on, Naite? 
 
I am not sure about your issue with the void but that outdoor area may be the cause or at least a large factor of your compile times. Try to find more non-essential brushes to make into func_detail brushes. Depending on how huge, you may have to consider closing in that outdoor section or deal with the large compile. 
 
I have a 2013 imac 2.9 ghz with 8gb ram.
Os is Windows 8.

i have to make my outdoor area smaller. :/
its too bad that big areas affect the compiling time so dramatically. 
Func Details? 
Since I'm bad at using words when asking something:
https://drive.google.com/file/d/0BwxYkKdSD855akRteldicXhqTGc/view?usp=sharing 
Sacrifice 
Are you using -level 4 for your VIS? You could try just a normal VIS just to see.

You could also share your .map file for others to analyze and see what could be done.

That's entirely up to you though! 
 
Or if you can cope with long compiling times, you might want to consider going with it: it's not often that we can enjoy large outdoors in Quake. I sure would like to see more of these. 
NewDetail 
NewHouse,

Yes that is a good example of using func_details.

Another way to see is if you select all of your func_details and hide them...is your map still able to fully VIS? 
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