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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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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? 
Func_detail 
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 
 
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. 
 
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. 
 
Hmm.. it should be fully vised, no leaks etc. I use -level4. 
Is Your QuakeSpasm Up-to-date? 
 
 
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. 
 
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 
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 
I ment vis.exe
 
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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