WARNING: CutNodePortals_r: New Portal Was Clipped Away
#1986 posted by dakza on 2004/05/27 05:09:09
Please go here; http://dakza.envy.nu/noclip.htm
Whats going on in these screenshots is some sort of noclip wall effect. you can pass through it to the other side and the map will vis. Theres no actual brush there, Just seems like the game wont draw anything past that point untill you pass that point! Below is the QBSP_LOG.txt with some errors in it.
Take A Look
#1987 posted by aguirRe on 2004/05/27 05:57:45
in the Q1 ToolTips at my site, especially in the Leaks and Portal Problems sections. There are also descriptions on some of the warning/error messages, like the one you got.
It's likely your HOM is caused by small brush misalignments in that area.
If you can't sort it out, send me the zipped map+wad and I'll take a look at it.
Film At Half Past France
#1988 posted by madfox on 2004/05/27 12:32:54
I tried installing Keygrip16 on a Win98 for tracking Quake1 movies.
As I installed the program, it said one file had to be renewed: kgdemo
I don't have this file, and can't find it either.
Using the program leads to a first screen of Keygrip and freezes.
Manual says again to renew the kgdemo, which I haven't.
Sounds Like You Need The
#1989 posted by HeadThump on 2004/05/27 21:39:33
kgdemo.cfg file. If so I'll send it to you.
Better Than Icecubes
#1990 posted by madfox on 2004/05/28 11:12:26
I would appreciate that.
I Went Ahead And Sent It Last Night
#1991 posted by HeadThump on 2004/05/28 11:32:19
looking through the manual it became apparent it is the correct file. Let me know if you have any furthur problems. You may find this utility convient for Quake recam or movie production http://machinima.com/remaic/ as it allows you to edit camera positions in map. The Dead On Que folks who produce it are a splendid group of people.
Ice O Late
#1992 posted by madfox on 2004/05/28 11:48:02
I installed keygrip16. The manual said to delete the kgdemo file and replace it. But I don't understand how to replace a file by a new one that isn't there. Not at keygrip16 or anywhere.
If you say it is the right file, why does it freeze at: welcome to keygrip16 ?
Should it be the Win95 it has to be run under, and not Win98?
I could change a frozen camera, but...
The .cfg File
#1993 posted by HeadThump on 2004/05/28 13:16:54
goes in a folder named 'move2id1' beneath the keygip16 folder. My version of it works fine even though I haven't loaded it since last summer.
A few other factors. Check the preferences. Make sure there is a WinQuake path listed and a dem path listed. It does need a .dem file to load correctly. The three Quake .dems will work fine for that purpose.
So if it continues to freeze, open up the kgdemo.cfg ('cfg' is for configure) in note pad and supply the necessary file paths and be sure to match them to your Quake directory and where you keep your .dem files.
,,,
#1994 posted by madfox on 2004/05/28 14:54:04
There used to be a submit link on UnderworldFan's site?
Attn: AguirRe
#1995 posted by biff_debris on 2004/05/29 14:10:25
Was trying to compile my q1sp, and got the error MAX_MAP_TEXINFO, which noone seems to be able to explain, while using TreeQBSP. Anyways, I was in #TF and RPG suggested I use your bspinfo.exe, which was included with the visbjp.zip -- which I did, but I got an even weirder error message: "c:\quake\id1\maps\q1debris5.map is version 1696608047, not 29"
I'm all out, here.
Biff
#1996 posted by aguirRe on 2004/05/29 15:06:04
Hmm, that seems unusual, my Tree/Tx compilers shouldn't normally abort on # texinfo. The BspInfo error just indicates that the bsp is corrupt, it should always contain he magic number 29 in a Q1 bsp.
Send me the zipped map+wad and I'll take a look at what's going on.
Response To Jago Post #1975
#1997 posted by nane on 2004/05/29 21:07:53
Jago, since I didn't see anyone answer your question, I believe a door with multiple parts may be linked by simply grouping all the brushes together. ...At least that's what I do in Worldcraft and it works. That way you don't need a trigger and door names.
AguirRe
#1998 posted by dakza on 2004/05/30 01:23:52
Thanks for the tip. I'll work on it ASAP. Very informative i might add. (yr page) Provided information difficult to find nowadays.
Any suggestions on a leaky map that dosint appear to have a leak in it? Say the .pts file's line goes through what seems to be a solid brush.
.
#1999 posted by necros on 2004/05/30 02:04:32
i've gotten that problem very often, esp when working with natural terrain. usually, the best way to fix it is simply to remake the brush in the editor (delete, and reshape a new one) although it's long, it's usually always works. if not, try splitting the brush up into two or more pieces.
Figgured It Out
#2000 posted by dakza on 2004/05/30 02:11:21
yeah it seems like qbsp dont like it much when brushes are misaligned. Even when said misalignment shouldint cause a leak.
Its all right there on buddy's webpage :)
.
#2001 posted by necros on 2004/05/30 03:21:42
always map on the grid! besides it looking much better ingame, you avoid lots of little strange problems like that.
Oops
#2002 posted by nane on 2004/05/30 08:32:33
Well... the grouping of door ents might be a superstition, and they could be working for me just as CZG said, because they are touching.
/me sprinkles more giblets in the pentagram around his mapping chair to appease the Quake gods.
RE: Doors
#2003 posted by Jago on 2004/05/31 07:57:16
I will try grouping the entire door to see whether that helps. As of now the left part is grouped together (consists of several brushes) as is the right part.
About Lift And Walking Monsters
#2004 posted by JPL on 2004/06/01 03:20:15
Hello,
I'm back with my basic questions... I never used lift and walking monsters, and would like to use it in the map I'm currently working... I've read somewhere that func_train can be used, but I would like further informations and advices to use it correctly..
Is there a noble man that can help me please ??
Thanks
JPLambert
#2005 posted by dakza on 2004/06/01 05:32:29
Target a path_corner with a monster and it'll walk towards it. (untill awakened). Then target that path_corner to another path_corner and target the second path_corner back to the first path_corner and the monster will pace between those two points.
Thats how you make walking monsters (i think)
Well..
#2006 posted by JPL on 2004/06/01 11:02:05
Thank you, I'll try it as soon as possible...
And now, what about lift ?? I would like to create a lift with "call buttons" and "stair choice buttons" ??? I mean a lift called by button that allow the player choose his stair destination... Is it possible to build that in Q1 ??
Thanks
Crash On Vis Program, Tree Qbsp
#2007 posted by Shadowalker on 2004/06/01 16:08:12
http://user.tninet.se/~xir870k/
There's no email in file. I need to get in contact with them. It crashes on 70% in the vis program.
as
Overlapping Rock Formations
#2008 posted by Kinn on 2004/06/01 16:19:38
Whilst researching for my next Quake map, I godded my way through Alice, to check out the inspiring level design. Now, one thing that really impressed me was a particular style of rock formation that's used extensively throughout a couple of the maps. It appears to consist of loads of overlapping boulder-shaped brushes built up to make huge rocky structures.
Here's a screenshot from Alice illustrating this:
http://photopile.com/photos/sloochyslooch/quakemisc/124282.jpg
Now, I always thought that overlapping brushes like this in Quake was a bad idea, but this is the Quake 3 engine, so I flipped on gl_showtris to see what was going on:
http://photopile.com/photos/sloochyslooch/quakemisc/124283.jpg
As you can see, the triangles that make up each boulder aren't actually getting cut up by the overlapping boulders. Am I correct in assuming that these rocks are all detail brushes?
If I was to build rock formations like this in Quake 1, would it be a very bad idea? Bear in mind that I'm not really bothered about r_speeds, I just want to get an idea of it's feasibility from a technical standpoint, i.e. could bsp theoretically cope with all the overlapping brushes, or would it just choke?
aguirRe, any thoughts?
Shadowalker
#2009 posted by aguirRe on 2004/06/01 17:44:29
What do you mean by crash in vis at 70%, does it actually crash (with a dialog from the OS), or just seems to be stuck on the same position for a long time?
The former is an error, but the latter is not unusual in some maps, they just take a very long time to finish vis due to unfortunate design. The high-score I've heard so far is 550 hours (on a pretty fast machine) held by Scragbait.
Please email me your zipped map+wad with a description of your problems and I'll see what I can do.
Kinn
#2010 posted by aguirRe on 2004/06/01 17:55:39
Brushes that overlap a lot increase processing time (the CSGFaces part in each hull), but thanks to algorithm enhancements by Tyrann the penalty is much less than it used to be.
However, if the overlapping is minor, you can get any kind of problems; leaks, clipping errors and HOMs. It's always a bad thing for qbsp to have multiple planes that are near identical. Then the floating point inaccuracies can produce pretty nasty results.
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