Odd BBOX Sizes
#19563 posted by
Preach on 2018/04/02 15:52:40
Also note that entities with bboxes will collide with each other according to their actual size, even though when colliding with BSP entities they snap to the two fixed sizes discussed above. Useful applications of this fact are left as an exercise...
Possibly A Stupid Question But
#19568 posted by
oGkspAz on 2018/04/08 21:18:42
Do I need a different gbsp light and vis for Quake II or do the ones we use for q1 work?
They're Different For Q2
#19569 posted by
ericw on 2018/04/08 21:24:56
Falling Through Part Of A Brush
#19577 posted by
oGkspAz on 2018/04/21 22:29:17
First up: swear I had the screenshots folder selected but oh well. I have had a quick look through mapping help re: nonsolid brushes but not finding this issue atm.
My brushes look like this in TB2
http://www.quaketastic.com/files/spz1dm1_brush1.jpg (view from above)
If i move past the vertical line here I fall through the brush
http://www.quaketastic.com/files/spz1dm1_brush2.jpg (view from below)
I am using Ericw's latest tools.
@oGkspAz
Not sure but you can try downgrading to a different version of the tools first just in case.
Func_illusionary?
#19580 posted by
Qmaster on 2018/04/23 03:59:54
Are the brushes a func_ of some sort? Or plain bsp. Workarounds: clip to split them up into diferent brushes, make new brushes from scratch, make another brush inside them that is 1 unit smaller all around...or to add a clip brush around them.
Check that they DO NOT have an origin key.
#19581 posted by
ericw on 2018/04/23 07:01:47
This is an annoying one. Assuming these are worldspawn brushes, it's a qbsp bug, but usually it can be worked around. Try the command in TB to snap the selected selected brushes to integer. Try turning the selected brushes into func_detail (not a direct fix, but it will cause qbsp to chop that area of the map in a different order and might randomly fix the problem)
Re: Non Solid Brush
#19583 posted by
oGkspAz on 2018/04/24 22:46:22
I'll have to give these suggestions a go but I'm half asleep atm. Will update when I do. Thanks
Hey OGkspAz
#19585 posted by
ijed on 2018/04/28 03:57:37
QBSP really doesn't like 45 degree angle world brushes and generally does stupid things when you want to use them to close a space.
In this instance why not make the platform a func_wall to remove it from QBSP completely - I mean the whole chunk selected in red in your first image.
This won't affect the structure or visuals and will shorten the build time by a few microseconds. It might make the red armour drop through to the bottom floor though (can't remember) if so then a small lump of normal geometry inside that platform will fix the problem without making QBSP pee on the carpet.
#19586 posted by
nemo on 2018/04/28 11:02:24
Hi, I'm new to this forum.
I've been having some issues, running quakespasm with qompiler/ericw (+fgd) & j.a.c.k.
I have few questions :
1. Exporting bmp 256 color 128x128 pixels from photoshop, and importing (ctrl+e) in wally, exporting quake 1 wad (the texture appear to be right in wally, but totally wrong in j.a.c.k. like if the color were inverted, or dark).
When I compile the map and run the game, the texture appear to be right.
2. When launched qompiler.bat (after un-zipping the latest compatible version of ericw, which is "0.15.10", when I click 1, 2, 3 or 4 (for the different commands in the menu) nothing happen, but I hear a "beep" coming from the cmd window.
3. When I compil a map, quakespasm.exe keep being deleted from the quake folder, for no reason.
I've tried with both "Don't run the game" disabled and enabled (this is when using j.a.c.k. for compiling).
Many thanks and brush well !
Starting Something New Seems To Be The Hardest Thing.
#19587 posted by Hellkeeper on 2018/04/28 13:06:31
After 14 years making maps (in my case, mostly for Unreal), I seem to have run dry of new ideas. How do you guys come up with new layouts? Everything I try seems to go nowhere or be severely flawed (instead of severely flowed, eheh).