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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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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? 
Name 
Verify the name of the actual skybox files. Is it "sky-dragonheart_" or just "dragonheart_" 
 
Directions 
I think there should be the 6 cube sides for the skybox files.

Like sky-dragonheartup_
"""down_
"""lf_

Can you open the pak and see if those files are contained? 
 
i dont know how to extract pk3.
can you send me a skybox file that i can test? 
 
i downloaded the skyboxes from quaddicted

https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html

i think they should be 6 sided 
 
is there a texture that i have to give to a brush so i can see the skybox? like sky4 
 
#17683 - You should be able to open it with any zip extractor, if I remember correctly;

#17684 - Due to the inordinate amount of work to compose 49 separate downloads, these skyboxes are currently only available in a single download as The Kothic Skybox Compilation
===> The Kothic Skybox Compilation

#17685 - you have to use sky texture; 
@newhouse 
That's probably caused by a lack of sorting by distance for entities with transparency.

FitzQuake 0.85 draws entities sequentially. DarkPlaces likely sorts everything by distance.

I might rewire transparent entities to draw by distance in Mark V, but I've more focused on a mirrors on func_illusionary request for pulsar ..

And tuning some optional effects video and updating the Mac build. 
Naitelveni 
The only important VIS options are -fast for a quick and inaccurate test compile, and -level 4 for a slow(er) and accurate final compile. 
 
you have to use sky texture;

What is a sky texture? i used both sk1 and sky4 and both of them wont display the skybox 
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