#20245 posted by Thulsa on 2019/07/19 16:58:33
XD I knew the name was "Tag Team Championship!" but didn't really connect the dots. Thanks!
#20247 posted by ws on 2019/07/20 23:49:28
So I have a pretty simple map with a circular wall around it and just one light, the sun. Its mangle set to 0 -90 0 (straight down according to ericw's documentation). Yet one side of the wall is completely dark, while the other is bright. As if the sun was at an angle. Why could this be? How do I make the sun light all sides of the map evenly?
#20248 posted by mfx on 2019/07/20 23:55:16
try the sunlight_penumbra worldspawn settings, a value of 8-12 gives good results.
Else, a small sunlight2 value might help.
Your circular structure needs to be centered at 0 0 0 of the world to work correctly if i remember right.
#20249 posted by ws on 2019/07/21 00:30:01
Thanks for the suggestion. I actually figured out what the issue was. I had bounce lighting enabled and had only filled in architecture on one side of the map so far, so the undeveloped side had nothing for the light to bounce off of.
Np
#20250 posted by mfx on 2019/07/21 00:36:43
i'd still suggest to at least try the penumbra effect.
What The Hell Do I Do
#20251 posted by ijazz2019 on 2019/08/01 15:06:45
---- vis / ericw-tools v0.18.1-32-g6660c5f ----
running with 4 threads
testlevel = 4
LoadBSPFile: 'E:\C to E\New folder (2)\zv\development\quake-tools\ericw-tools-v0.18.1-32-g6660c5f-win64\bin\textic'
************ ERROR ************
Error opening E:\C to E\New folder (2)\zv\development\quake-tools\ericw-tools-v0.18.1-32-g6660c5f-win64\bin\textic: No such file or directory
That was for the vis.
---- light / ericw-tools v0.18.1-32-g6660c5f ----
Raytracing backend: Embree
running with 4 threads
LoadBSPFile: 'E:\C to E\New folder (2)\zv\development\quake-tools\ericw-tools-v0.18'
************ ERROR ************
Error opening E:\C to E\New folder (2)\zv\development\quake-tools\ericw-tools-v0.18: No such file or directory
That was for the light
---- qbsp / ericw-tools v0.18.1-32-g6660c5f ----
Input file: E:\C to E\New folder (2)\zv\development\quake-tools\ericw-tools-v0.18.1-32-g6660c5f-win64\bin\textic.map
Output file: E:\C to E\New folder (2)\zv\development\quake-tools\ericw-tools-v0.18.1-32-g6660c5f-win64\bin\textic.bsp
---- LoadMapFile ----
*** WARNING 06: No info_player_deathmatch entities in level
54 faces
9 brushes
5 entities
5 unique texnames
28 texinfo
Opened WAD: E:/C to E/New folder (2)/zv/development/quake-tools/texwads/sewerjam_wad/sewerjam_metal.wad
Processing hull 0...
---- Brush_LoadEntity ----
9 brushes
24 planes
---- CSGFaces ----
54 brushfaces
61 csgfaces
61 mergedfaces
---- SolidBSP ----
103 split nodes
34 solid leafs
70 empty leafs
0 water leafs
0 detail leafs
0 detail illusionary leafs
0 detail fence leafs
0 illusionary visblocker leafs
200 leaffaces
197 nodefaces
---- Portalize ----
70 vis leafs
70 vis clusters
156 vis portals
---- FillOutside ----
55 outleafs
---- MergeAll ----
30 mergefaces
---- SolidBSP ----
20 split nodes
10 solid leafs
11 empty leafs
0 water leafs
0 detail leafs
0 detail illusionary leafs
0 detail fence leafs
0 illusionary visblocker leafs
82 leaffaces
52 nodefaces
---- Portalize ----
qbsp works fine.I see no leaks.
#20252 posted by Thulsa on 2019/08/01 22:15:08
Put stuff in a shorter directory without spaces and try again.
#20253 posted by metlslime on 2019/08/01 22:36:18
seems like the qbsp didn't finish -- unless it has more output than what you pasted.
light/vis seem to be complaining they can't find the bsp. can you confirm that a bsp file exists in that folder?
also, light seems to truncate the bsp name when printing its error, while vis prints the whole name.
Metl,Thulsa
#20254 posted by ijazz2019 on 2019/08/02 07:03:02
I made a small bat file
qbsp.exe textic.map
light.exe textic.bsp
vis.exe textic.bsp
It worked,for some reason.
Yes,there were both BSP and map in the directory.
The map and bsp is named test1 now.Not textic.
I still don't get that ericw-tools bsp name appearing in the light log.
Dirt, Stairs (different Height Floors) And Black Models.
#20255 posted by kakoeimon on 2019/08/02 08:48:37
First of all hello.
Second, I hope my English are good enough to achieve communication...
In the topic now.
When I use dirt in a map I get nice results but when the floor height is changed like in stairs, dirt leaves black lines between stairs and this turns the models black when are above it.
https://imgur.com/L8gPmVU
The problem gets bigger as the models move over stairs and flash.
One "solution" I thought was to use func group for all floors and set to them dirt -1.
This is the result:
https://imgur.com/sAHMLG6
Do you fellow mappers find the "solution" acceptable?
Is there any technique to get better results?
Or I have to discard dirt in closed rooms?
Thanks.
Imo
#20256 posted by Kinn on 2019/08/02 10:14:48
it's far better to have good looking lighting on your world geo than to compromise your art to "solve" issues with quake's ancient rules for mdl lighting.
I'd keep dirt on the stairs personally.
I Will Keep Dirt.
#20257 posted by kakoeimon on 2019/08/02 11:42:01
Thanks Kinn, I lean towards this too.
Now I got in the task to modify quakespasm to get "better" results.
I found a solution but I get 32 more samples for each moving model. Models are getting darker on stairs but do not flash.
Always Getting "WARNING: Leaf Portals Saw Into Leaf (#)"
I'm a new Quake mapper and hoping to submit a map for Yoder's Sewer Mapjam. I'm already getting hung up because every time I'm compiling a map and get to the vis process I get a bunch of "WARNING: Leaf portals saw into leaf" warnings. The compiler doesn't report any leaks and no pts files are made, so I am at a loss with how to fix/approach this. Trying to read through the Trenchbroom manual and searching on Google hasn't helped me figure out how to solve this.
When I pull other maps, be they original id maps or maps from Quaddicted, I notice they don't have the same warnings. For troubleshooting, I have tried putting a few different maps I started through the compiler and closing the maps down until there are no warnings, but even maps that are barely more than a cube room give me the warning.
I am sure I keep doing something dumb that keeps causing this issue since I'm new to Trenchbroom and Quake modding. If anyone is able to point me toward some documentation to explain what I'm doing wrong or is able to help me troubleshoot through the comments, it would be super appreciated!!
My Bad..
#20259 posted by ericw on 2019/08/04 19:34:11
I assume this is happening with:
https://github.com/ericwa/ericw-tools/releases/tag/v0.18.2-rc1
It's a bug I inadvertently added in that version while fixing something else (a cause of HOM's with very thin leafs). As far as I can see the warnings are safe to ignore and the vis quality is still fine. On my list of things to investigate / fix properly, but if you want you can use an older version like https://github.com/ericwa/ericw-tools/releases/tag/v0.18.1 or another compiler etc.
Ericw - That Did It
Thanks for the heads up on the bug. I see someone else mentioned it on your github page now. I tried things in v0.18.1 and I don't get any warnings. Also nice to know the warnings can be ignored in v0.18.2-rc1 if I want though.
btw, thanks for all the tools ericw!
Longer Messages
Hi.
I want to show a long mission briefing text in a message that has to be shown at least 10 seconds.
Tried this with a brush-trigger with wait and delay but it dissapeard after 3 seconds.
Is there a way to show it longer?
Here's A Hacky Method
I've done this in the past by using a chain of trigger_relay entities. It's not perfect but it should work.
Give the same message to 5 trigger relays. Trigger the first in the chain with no wait value. Have this trigger_relay target the next relay and give it a wait of 2. Repeat this with the remaining relays.
It's been a while and I am typing this from memory but I believe this worked. You may need to fiddle with the wait value. Also the text is limited to a certain number of characters. Not sure how many.
#20265 posted by metlslime on 2019/08/22 19:41:10
or, trigger_multiple for the text, and a silent counter that kills the trigger after X times
It Works!
@dumptruck_ds; @metlslime
Thanks for the hints.
I did the trigger_relay thing and it works.
I only got this nerve killing bing sound endless repeating.
Can I turn this off?
it should only do it 5x - what might be happening is you are using a trigger_multiple with a short wait time.
increase the wait time to a higher number
it should only do it 5x - what might be happening is you are using a trigger_multiple with a short wait time.
increase the wait time to a higher number
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