Skin And Flags
#19893 posted by madfox on 2018/09/26 17:52:03
For rotating, import the model in Qmle30,
and set the right flag for rotating.
This prog can help you correkt the skinfile by importing the UV map.
Qmle30
#19894 posted by Party Boy on 2018/09/26 20:04:01
Well, I can't install it on 64 bits, I've found the 3.1 version but I can't find a .uvw import option (or I need to reapply mapping coordinates?)..
I'm sorry, this is really not intuitive..
#19895 posted by Redfield on 2018/09/26 22:56:16
You should try exporting your obj to mdl through Blender. It also has an option to add rotation on export.
Qme will destroy any smoothing groups you've applied to the model.
The model will not have collision by default, unless you write QuakeC for it. Just put clip brushes around it. Quake is several decades old, nothing is intuitive about it.
R_aliassetupframe Error
#19896 posted by Sir_Random on 2018/10/02 19:28:03
Hi guys, I've been testing my first map and came across a bug that produced this error:
r_aliassetupframe: no such frame 'x' for progs/h_demon.mdl
(where 'x' is the frame number, cycling from 0 to 32)
While playtesting with Quakespasm 0.93.0, a Demon was gibbed by an explobox but it's head continued chasing me around the map while that error was spammed in the console (one for each frame ('x') of the animation).
My guess is that the engine is trying to play the full demon.mdl animation on the head? Is this a known issue? I have created a progs.dat to fix the fish monster count and set state to SOLID_NOT (OCD) but it wasn't being used when the error occurred. The level is ready for beta release but I'd like to fix this issue first.
Thanks.
That's A Weird One But Sounds Awesome Too
There's a newer version of QS 0.93.1 -- also are you running at a higher refresh rate?
#19898 posted by Sir_Random on 2018/10/02 19:45:20
Thanks for the quick reply dumptruck, I wouldn't even be here if not for your excellent tutorials, thanks for all your hard work!!
I'm not using v_sync, so I have variable framerate if that's what you mean?
Thanks!
I mean a higher refresh rate in your monitor. You' know it if you were as you need to set it in the engine in this case anyway. I ask about refresh rate because I searched here and that error was mentioned before in a thread elsewhere. I have no idea what could cause that so grasping at straws. :)
Thanks
#19900 posted by Sir_Random on 2018/10/02 19:55:16
No, just 60Hz
Thanks for the help, maybe it was a once off. I'll release as beta and see if anyone wants to test the map and see what happens.
Re: Undead Fiend Head
#19901 posted by Preach on 2018/10/02 20:03:57
Hi Sir_Random, was the fiend mid-leap when the exploding box went off? Possibly it leapt into the box and set if off? I have a theory that you might have tumbled upon one of the many bugs that arise in the standard exploding box QuakeC code.
Hi Preach
#19902 posted by Sir_Random on 2018/10/02 20:10:58
It may well have been mid-leap, there was a lot going down at the time with ogre grenades and hell knight fire raining down :)
I haven't looked at the relevant code, but I'm surmising that when the Demon was gibbed it somehow wasn't flagged as dead, so the engine was still treating it's head as a walkmonster and trying to animate it.
Now..where Was I
#19903 posted by Preach on 2018/10/03 01:01:10
One of the aspects of monsters dying in Quake which matters here is that the only real reason they don't continue attacking is that their think function gets reset by the death animation, so they never re-enter the ai loop. There's no other safeguard against a dead monster carrying actions out.
My guess of what happened is this:
Fiend leaps into the barrel and starts running Demon_JumpTouch
Demon_JumpTouch inflicts damage on the barrel
...The damage explodes the barrel
......The barrel explosion kills the fiend
..........The fiend turns into a head gib
Control returns to Demon_JumpTouch, which then sets a think function on the head gib, putting it back into the monster ai loop.
You might worry that this could happen in other situations, like if a grunt shot a barrel, blew it up, and died in the resulting explosion, would it also become a zombie? The answer is no, because army_atk5 sets a think function before it inflicts any damage. In fact, almost all monster animation functions set the think function before they take any action.
Demon_JumpTouch is an exception because it's a touch function that can triggers ai functions, and does so in an unusual order. The fact that the fiend was a head gib might have caused it to find one of the paths through the function that set an ai function (not all of them do).
Having gone on about Demon_JumpTouch so much, you might expect that the fix should be located there. But actually the traditional fix in QuakeC mods is just to add a short nextthink delay to the explosion of a barrel. This fixes whole other categories of bug - like multiple barrels exploding at the same time and resetting each other's radius damage loop. It also prevents the explosion interrupting other code, such as Demon_JumpTouch - which is especially confusing when the monster might change from alive to dead during the interruption!
Thanks Preach
#19904 posted by Sir_Random on 2018/10/03 01:24:34
I suppose a Fiend never encounters an explobox in original Quake, so there's not much chance of spotting that oversight in testing. I'm more familiar with idTech 4 & 5 (Doom 3, BFG) and there are plenty of anomalies in that code too :)
@Preach
#19905 posted by Tribal on 2018/10/03 01:28:29
This thing also happens with zombies?
I'm asking because there's a warning in the readme file of "The Pillars of the Damned" map that says "If you activate one of the crushers while a zombie is lying on the ground that zombie can only be killed by splash damage"
And this is what it looks like when i played (the bug shows at 09:30)
https://www.youtube.com/watch?v=udyyohmHvZc&t=570s
It's the same bug, or is something else? There's a way to fix this in progs.dat so it won't happen again?
Zombie Vs "Zombie"
#19906 posted by Preach on 2018/10/03 20:43:23
Afraid not Tribal, where I said zombie in that post, I really meant "zombie". I was using it as shorthand for monsters affected by Sir_Random's bug - monsters that continue acting after the player has killed them. Any resemblance to actual zombies is entirely coincidental.
I don't think your bug is related, because the bug is triggered after the zombie is already "dead" on the floor, not at the moment of dying. It sounds like the engine tries and fails to restore the collision hull to the zombie when it stands up inside a BSP object, but I can't tell you more than that...
@Preach
#19907 posted by Tribal on 2018/10/03 21:55:52
Thanks anyway :)
Trying To Get Started Mapping, Little Help With Compiling Probs?
#19908 posted by AM on 2018/10/04 22:38:28
Hi All, long time quake player, thinking about my first quake map.
Hi Im looking into making my first quake map.
Im having problems understanding why qBSP runs on my map but vis and light doesn't run.
I dont understand why it finds my QCompileTools folder just fine for qbsp, yet it wont do the vis and light right next to it in the same folder?
I'm using necros compile gui
Im very new to all this and this in particular is really confusing me, so I hope you can help, and if the soltion isnt obvious I could post the compiler output.
I hope you can help and Best wishes!
First Question
Is qbsp.exe creating a bsp in your maps folder?
Next, if not we'll need to see the .log folder that is created in the working directory.
Hi Dumptruck, Great Youtube Vids By The Way.
#19910 posted by AM on 2018/10/05 02:48:35
Hi,
Yeah I get the bsp, it runs, Fullbright and with geometry disappearing.
Here is the compile
------------------------------------------
Copying Files...
The file cannot be copied onto itself.
0 file(s) copied.
Converting map...
--------------QBSP--------------
---- qbsp / ericw-tools v0.18.1 ----
Input file: FirstQuakeMap01.map
Output file: FirstQuakeMap01.bsp
---- LoadMapFile ----
*** WARNING 06: No info_player_deathmatch entities in level
2700 faces
450 brushes
2 entities
28 unique texnames
452 texinfo
Opened WAD: D:/Projects/Texture Archive/texturedownloads/base.wad
Opened WAD: D:/Projects/Mapping/MyTrenchBroomQuakeMaps/id.wad
Processing hull 0...
---- Brush_LoadEntity ----
450 brushes
425 planes
---- CSGFaces ----
2700 brushfaces
3205 csgfaces
3025 mergedfaces
---- SolidBSP ----
3886 split nodes
1749 solid leafs
1840 empty leafs
298 water leafs
0 detail leafs
0 detail illusionary leafs
0 detail fence leafs
0 illusionary visblocker leafs
20722 leaffaces
19774 nodefaces
---- Portalize ----
2138 vis leafs
2138 vis clusters
5477 vis portals
---- FillOutside ----
*** WARNING 10: Reached occupant at (1504 -144 312), no filling performed.
Leak file written to FirstQuakeMap01.pts
---- MakeFaceEdges ----
---- GrowRegions ----
Processing hull 1...
*** WARNING 10: Reached occupant at (1504 -144 312), no filling performed.
Processing hull 2...
*** WARNING 16: Texture __TB_empty not found
---- WriteBSPFile ----
Wrote FirstQuakeMap01.bsp
923 planes 18460
23094 vertexes 277128
3886 nodes 93264
368 texinfo 14720
19774 faces 395480
5626 clipnodes 45008
2139 leafs 59892
20722 marksurfaces 41444
79088 surfedges 316352
47598 edges 190392
32 textures 346812
lightdata 0
visdata 0
entdata 216
0.469 seconds elapsed
Peak memory usage: 69414148 (66.2M)
--------------VIS---------------
---- vis / ericw-tools v0.18.1 ----
running with 8 threads
testlevel = 4
LoadBSPFile: 'FirstQuakeMap01.bsp'
BSP is version 29
LoadPortals: couldn't read FirstQuakeMap01.prt
No vising performed.
-------------LIGHT--------------
The file cannot be copied onto itself.
0 file(s) copied.
The file cannot be copied onto itself.
0 file(s) copied.
The system cannot find the file specified.
Press any key to continue . . .
2 Issues
1. You have a leak in your level so VIS will not run.
2. Light will not run if you don't have any light entities in your map. If you do, then I am not sure why it isn't running. Double check the path in the GUI to light.exe Maybe it's incorrect?
Also it's a good idea not to have spaces in any of these tools paths or for your wads etc. But that's not the issue above.
@AM
#19912 posted by Mugwump on 2018/10/05 04:24:45
Open the .pts file in your editor, you should see a dotted line leading you to the leak so you can fix it.
Okay
#19913 posted by AM on 2018/10/05 11:13:43
sorting the leak means vis will now run,
it makes a prt file, does this go in the same dir as the bsp when loading it into quake?
I put some light entities into the map, and now when I try to compile, it gets to light, and crashes.
light.exe system error
The code execution cannot proceed because embree.dll was not found. Reinstalling the program may fix this problem.
I see the flame of the wall torches, but there is no light. still fullbright textures.
Strange. Light.exe is in the same place as the other 2 compilers.
#19914 posted by mariteaux on 2018/10/05 13:54:18
PRT files are just for use with the compile tools. The Quake executable doesn't need it.
The prebuilt builds of ericw-tools require (and come with) embree.dll. Try reinstalling it: https://github.com/ericwa/ericw-tools/releases/
AM
re: light crash
You are missing the MS Visual C++ files. TB and ericw tools use 2 seperate libraries. Go to the site and look at the link right under the blue download button.
https://ericwa.github.io/ericw-tools/
Also plz watch my troubleshooting video which will help you with leaks.
https://youtu.be/kFd-D46OCrg
Above Should Read
"you might be missing"
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