JPL
#2151 posted by aguirRe on 2004/07/07 10:53:54
Basically what Fatty just said except that normally there's no big performance hit in-game, since vis will [very slowly] discover that the outside isn't very visible from the inside (if the leak isn't very large).
But it most certainly puts an extra burden on all the tools and engine. Vis time can easily be extended 10-100 times by boxing a big and complex map.
Morfans: Was it an old Q1SP map or a new one that you had the AllocBlock error in? I'm always interested in troublesome maps.
Aguirre
#2152 posted by inertia on 2004/07/07 15:06:02
simple question:
if you have access to the bsp compiler source code, why is anything a mystery? is it just very very complex?
AllocBlock: Full
#2153 posted by metlslime on 2004/07/07 15:07:07
Is a lightmap allocation problem. If there's too much surface area in your map, there will be too much lightmap data to store in glquake's fixed-size lightmap arrays.
In addition to leaky maps or maps with boxes around them, it's also caused by maps simply being really big.
I'm Guessing
#2154 posted by Kinn on 2004/07/07 15:58:05
you could reduce the lightmap size by strategically scaling up textures in places that can't be seen by the player.
Inertia
#2155 posted by aguirRe on 2004/07/07 16:38:48
At least for me it's very complex, there are an incredible amount of float calculations and comparisons that easily can have an adverse effect on the results.
There are also several data abstraction models and 3D-algorithms that can be hard to penetrate.
It's actually pretty easy to write code that offer very complex results; just look at the simple fractal equations that unfold to amazing patterns when translated into graphics.
Thanks Necros...
#2156 posted by madfox on 2004/07/07 17:24:15
for your post #2141, but I'm may overlooked something in the Quark64 program.
A slider on the top left corner?
http://members.home.nl/gimli/quak00.jpg
Kinn:
#2157 posted by metlslime on 2004/07/07 17:59:28
that's correct.
MadFox
#2158 posted by aguirRe on 2004/07/07 18:04:31
In my QuArK 6.3 version there is like necros said a grid button to the left in the toolbar, you seem to have rather different buttons from my version of QuArK. You might consider to reset the toolbar to default (if it isn't) or add the grid button to the toolbar (if possible).
In any case, you can also set the grid in Options-Configuration-Map-Display-Grid step.
Hmm
#2159 posted by aguirRe on 2004/07/07 18:06:45
Why was the text Grid in the last sentence replaced with dots?
Aguirre:
#2160 posted by metlslime on 2004/07/07 18:15:18
there's a limit on the length of "words" on func, to prevent the page width from being pushed out by long strings of letters with no spaces. One of my to-do items is to redo the html so that individual posts can't push out the entire table.
Hmm, but since hyphens are treated as a word-break in browsers, i should probably have allowed for that in the code.
Ah OK
#2161 posted by aguirRe on 2004/07/07 19:05:46
I thought it had some similarity to the shortening of URLs. Or possibly the word "Grid" was considered offensive so I'd have to spell "G**d" ...
But It's G00D For Me..
#2162 posted by madfox on 2004/07/07 20:40:16
My grid texture was standing on 1, and that just doesn't worked so well.
Seems I must take some time reading the manual before strugling with these new programs.
Thanks a lot!
Madfox
#2163 posted by DaZ on 2004/07/08 09:42:34
it varies from person to person, but I usually work with the grid set at 8, small enough to get fine details, but large enough to avoid annoying tiny leaks and overlaps etc.
Hope that helps
Grid Setting In Quark6.4
#2164 posted by JPL on 2004/07/08 10:04:36
MadFox: I'm currently using QuArK6.4 and I'm pretty sure a grid setting button exist in the tool bar, located in the top left corner... See this for an overview..
http://www.planetquake.com/quark/infobase/intro.mapeditor.overview.html
and these one for the settings
http://www.planetquake.com/quark/infobase/intro.mapeditor.toolpalettes.display.html
DaZ: Personnally I prefer to work with a grid set at 4... and so I agree with you: it depends from the designer..
Eh Da Fuk?
#2165 posted by czg on 2004/07/08 10:24:13
It's not like the grid size is fixed while you're mapping is it? You just set the grid to whatever size you'd like it to be at that precise moment, it's not much more complex than hitting a button or two...
What grid size do you map on?
I use whatever size I need, u craka.
Czg
#2166 posted by JPL on 2004/07/08 10:34:51
Do you mean you are sometimes changing your grid settings during your mapping work ??!! Is it not a little bit dangerous to ensure correct brush alignement ??? I mean, changing, for example, grid setting from 4 to 32 can be very tricky while trying to place two brushes side by side, with a face touch... How do you perform that ?? I'm really very curious to hear that...
Grid Setting
#2167 posted by aguirRe on 2004/07/08 10:52:13
only affects alignments made afterwards, it doesn't move already positioned brushes (unless you align them again of course). I think this behaviour is the same in all editors.
Eh Da Fuk? Part 2
#2168 posted by pjw on 2004/07/08 10:54:20
What the hell.
I change grid settings all the time while mapping. It's not tricky.
Changing 4 to 32 only means you'll have one square instead of eight; it's not like the overall grid moves around on you.
Also: http://www.planetquake.com/pjw/grafix/gopsycho.jpg
?!
#2169 posted by Friction on 2004/07/08 11:26:35
I just shot a keyboard from my nose throught the table. You owe me a new table!!
Grid settings are for selecting at what accuracy you wish to manipulate the brush. Nothing more. What's so complicated about that?
Grid Setting
#2170 posted by JPL on 2004/07/08 13:07:30
Thanks to all, I now what is grid setting... blah.. I'm a beginner, but not a geek... I was just saying it can be tricky to align a brush placed with a grid set to 4, and an other one with a grid set to 32... What is assuming you are able to align easily the two brushes ?? Nothing... so I thing changing grid settings during mapping mybe dangerous... that's all...
Understanding How The Grid Works
#2171 posted by Kinn on 2004/07/08 13:23:12
does not make one a geek ;)
Elaboration
#2172 posted by DaZ on 2004/07/08 13:24:49
my "default" grid size for most work is 8, I then change it if the situation calls for it.
#2173 posted by pjw on 2004/07/08 13:25:03
What is assuming you are able to align easily the two brushes ??
That fact that 4 goes evenly into 32. If it was three brushes made with grid settings of 7,19.5, and banana, then you might have problems.
To Be Honest JPL
#2174 posted by Kinn on 2004/07/08 13:28:45
I'm absolutely amazed that you can map at all with the grid set to 4 constantly. Once you get used to using the various grid sizes effectively, you should see massive improvements in your mapping techniques.
Well
#2175 posted by starbuck on 2004/07/08 14:55:58
i just keep grid size set to 128, works perfectly for me anyway
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