#17655 posted by Newhouse on 2016/12/01 11:50:06
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)
#17656 posted by Naitelveni on 2016/12/01 12:41:39
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?
#17657 posted by muk on 2016/12/01 12:59:03
What tools are you using to compile?
It really shouldnt be taking hours to compile.
#17658 posted by Naitelveni on 2016/12/01 13:10:23
ericw's compiler
Detail
#17659 posted by mjb on 2016/12/01 13:17:59
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.
#17660 posted by Naitelveni on 2016/12/01 13:23:08
i have a huge outdoor area, i dont box my map and i do have some detail.
what about the void bug?
#17661 posted by Mugwump on 2016/12/01 13:25:05
It really shouldnt be taking hours to compile.
If his computer is antediluvian, it might. What system are you working on, Naite?
#17662 posted by mjb on 2016/12/01 13:25:50
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.
#17663 posted by Naitelveni on 2016/12/01 13:40:09
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?
#17664 posted by Newhouse on 2016/12/01 13:48:55
Sacrifice
#17665 posted by mjb on 2016/12/01 13:49:59
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!
#17666 posted by Mugwump on 2016/12/01 13:51:15
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
#17667 posted by mjb on 2016/12/01 13:59:30
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?
Func_detail
#17668 posted by khreathor on 2016/12/01 14:40:35
It's just ignored by VIS, but other than that it behaves as a normal brush, so collision etc. works the same.
Important thing is to not use them as main walls closing your map - VIS will get rekt this way.
Thank You* Another Question About Func_Illusionary
#17669 posted by Newhouse on 2016/12/01 15:07:27
#17670 posted by Newhouse on 2016/12/01 15:09:35
To be honest this would be interesting way to show secrets.. but I guess it is not intended or have something to do with how engine draws them? I'm using Quakespasm in this case.
well that's uh.... not an intended feature.
#17672 posted by Rick on 2016/12/01 16:16:40
I remember when GL Quake was new, if you played a map that hadn't been vised specifically with transparent water, you would see a similar effect. Looking through water, doors and other entities were visible when they shouldn't be.
#17673 posted by Newhouse on 2016/12/01 16:30:25
Hmm.. it should be fully vised, no leaks etc. I use -level4.
Is Your QuakeSpasm Up-to-date?
#17674 posted by Mugwump on 2016/12/01 16:36:28
#17675 posted by Newhouse on 2016/12/01 16:48:39
If it is 0.92.1 then it is up to date.
I tried to run it on Darkplaces too, and it worked just fine. In Quakespasm and Mark V (tested so far), I had these drawing issues.
#17676 posted by Naitelveni on 2016/12/03 00:48:57
yes i use test level 4. How can i change the level? how will it affect the compile? i have not used detail entitys since im still a beginner. thanks for that tip!
im taking a small break from my main project because its getting too large and there are so many areas im not happy with. there will still be large outdoor areas but i will make them smaller.
Easy
#17677 posted by madfox on 2016/12/03 00:58:27
light.exe
-fast
easiest way, less calculate time.
-extra
Calculate extra samples (2x2) and average the results for smoother shadows.
-extra4
Calculate even more samples (4x4) and average the results for smoother shadows.
Oops
#17678 posted by madfox on 2016/12/03 01:01:28
I ment vis.exe.
#17679 posted by Naitelveni on 2016/12/03 01:08:01
Quick question, i downloaded some skyboxes and renamed them from .pk3 to .tga
(https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html)
i placed the skybos in id1/gfx/env
in trenchbroom i gave world entity "sky" "sky-dragonheart_"
and nothing happened. What went wrong?
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