#20005 posted by Kinn on 2018/12/27 15:44:37
Yes my map does have a lot of botched rotated stuff tho
Live by the sword....
Thanks Kinn.
#20006 posted by Shambler on 2018/12/27 16:14:13
Any idea how to fix or reduce the Leaf Recursion error?
Incidentally, I didn't get this error when I did a fullvis a week or two ago, when I already had almost all of the rotated stuff in place.
I Unno
#20007 posted by Kinn on 2018/12/27 16:44:22
I assume the warning message doesn't indicate the area of the map where the problem is?
Is what you've posted all the info that you have?
Wired Lmscale Behavior
#20009 posted by KLIMaka on 2019/01/01 16:53:17
trying to compile map with options (using ericw-tools 0.18.1):
light.exe -lmscale 4
And here results on different sourceports (latest available versions):
FTE https://imgur.com/a/6mLY1mM
QS https://imgur.com/a/GyzozC8
QSS https://imgur.com/a/jE0nvBA
For FTE all working well. According to http://www.celephais.net/board/view_thread.php?id=4&start=19267&end=19267#19267 this feature supported by QSS, but actually not, or im doing something wrong? Maybe i need some additional parameters or config tweaks for QSS? And is this feature supported by QS?
And one more question about ericw-light. When im using options:
light.exe -extra4 -lmscale 4
it reports error:
C:\projects\ericw-tools\light\trace_embree.cc:696: Q_assert(rayindex <= 32767) failed.
Anyone know any workarounds for this particular options combination?
#20010 posted by StrickNine on 2019/01/02 08:33:06
Hey, I downloaded gtkradiant, made a test map, and found the bsp menu empty, so I cant compile. I then found a link to netradiant, made a testmap and tried to compile. it makes a testmap.bak file. I need a bsp file right? the hell do i do?
@-StrickNine
#20011 posted by madfox on 2019/01/02 18:49:46
That's because GtKRadiant is an editor, not a compiler.
For god compiler files search for ericw compiler
I tried a long time to get the compiler running under Radiant.
Then I decided to use the editor for maps,
and save the map to a different file with the compiler tools.
Works fine now.
#20012 posted by StrickNine on 2019/01/02 20:22:51
thanks for the reply madfox. I see now in radiant when i use the compile options it writes it to qe3bsp.bat, but the syntax is all wrong so it doesnt work. I downloaded the ericw tools and did it manually. The level loads, but the textures don't. Any idea why?
@strickNine
Check for spaces in the pathnames to your wad. Compilers can chock on those. I recommend using Necros' Compiling GUI to simplify the process. https://shoresofnis.wordpress.com/utilities/ne_q1spcompilinggui/
#20009 (@KLIMaka)
#20014 posted by Spike on 2019/01/03 14:57:31
I don't know why you're getting different results in qss from either of the other two engines.
what I can say, however, is that you should be using the _lmscale worldspawn/entity key instead of the -lmscale commandline arg - this will fix QuakeSpasm/others (by providing multiple sets of lightmap data in a backwards-compatible way, allowing for opportunistic upgrades). (This also allows different lightmap scales per func_detail etc, unlike the commandline arg.)
Wad File
#20015 posted by madfox on 2019/01/03 19:29:14
When the wad file doesn't load it means the path is unclear.
You can open the *.map file with TexPad and at the beginning you see something like:
"classname" "worldspawn"
"message" "MyMap"
"worldtype" "0"
"sounds" "4"
"wad" "C:/Quake/ID1/Quake101.wad"
It is the wad path you should look at and make sure the wad files are in C:\Quake|ID1\...
#20014 (@Spike)
#20016 posted by KLIMaka on 2019/01/04 22:50:34
Thanks! I tried it before, but just now figured out that
_lmscale == 1/-lmscale
Trigger_teleport, Info_teleport_destination And Trigger_once
#20017 posted by Jaeon on 2019/01/05 03:34:50
Hello, I am teleporting monsters into my map. I have made two functioning examples. They work fine. The third teleports the monster to 0, 0, 0 no matter what I try. I know the third example is set correctly because when I make a map just to test it no problems occur. Any thoughts?
Jaeon
#20018 posted by negke on 2019/01/05 13:10:15
There's a problem with the teleport destination. Check if the targetname is correct, if the (skill) spawnflags are correct, and if it's placed correctly (enough space, not inside geometry).
Figured It Out
#20019 posted by Jaeon on 2019/01/05 23:34:52
The first teleport combo was set wrong but none the less it worked. The second was a copy and paste of the first with target and targetnames changed and it worked as well. The third one was a new build with the same target and targetname scheme used previous with minor changes to indicate new events. Initially I was transported to 0, 0, 0. I saw an error and fixed it then the monster went to 0,0,0. I spent a couple hours trying various things but none of that was fruitful so I began asking for help and rereading the docs. I interpreted them differently and fixed my scheme. It now works. The reason my third scheme worked in a map with no other schemes seems to verify that one or two mistakes can be forgiven but as in life if you keep making the same mistake over and over you will pay. Thanks for the reply negke
Coloured Light ~ Switch On/off
#20021 posted by madfox on 2019/01/07 23:19:08
I have a room with two lights.
One is coloured, the other one not.
When I add a button I can switch the white one on/off,
if I switch the coloured one nothing happens.
Is this preordered?
#20022 posted by digs on 2019/01/19 08:32:11
Can't output centerprint message if activator is not "player" in standart progs.dat (trigger_relay or other). Is there any way to do this?
#20023 posted by Spud on 2019/01/20 03:47:03
Set an enemy | 1 key/value field on the trigger sending the message. In singleplayer, the player is always edict number 1 (worldspawn being 0), and the entity being activated should still consider the player its enemy, thus sending the message properly- at least in my experience. Note that this only works in singleplayer, as MP will have different edict numbers for different players.
@Spud
#20024 posted by digs on 2019/01/20 06:03:23
I understand your idea, it is interesting, but it does not work for me. The event sends a monster. I added him the property "enemy" "1". He is killed by a Vore's shell. But the message is not displayed.
I looked at the source code.
void () monster_death_use =
{
...
if (! self.target) return;
activator = self.enemy;
SUB_UseTargets ();
};
Only a number is assigned here. But elsewhere the entity is verified.
if (activator.classname == "player" && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
How can this work?
#20025 posted by digs on 2019/01/20 08:21:18
And I have another problem. If I set "enemy" "1" for a monster, then his stops seeing me
Suggestion For Digs
#20026 posted by Preach on 2019/01/20 19:05:51
Hi Digs,
I think you can use the following hack to get your message to display:
https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/
Use this hack to create a trigger with your message, which gets spawned when the Vore dies. You'll need to make sure that the trigger is so big that the player will hit it straight away - why not make it the size of the whole map!
@Preach
#20027 posted by digs on 2019/01/21 03:39:25
Thank you very much! This is a very interesting decision. I will try to use it in the future when the opportunity arises. But I already sent the map for which it was necessary. Therefore, now only the next time. Thanks again
Anyone Using Linux To Map ?
#20028 posted by vossk on 2019/01/26 14:17:04
And would point me in the right direction for tools of the trade, wanted to start making maps for a long time, just lurked around for almost a year...
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