.
#2301 posted by necros on 2004/08/11 12:01:02
well, i map as normal in 1.4, saving the map file as a q3 map.
since the file format difference between q3 and q2 is practically zero, i use sleepwalkR's mapconv utility to convert the .map into a q1 map file.
then i use aguire's compile tools ( http://user.tninet.se/~xir870k/ ) as i normally would on a q1 map.
all of this is up in a bunch of different batch files, so i just type "quick map" and it does all the stuff to map.map :)
Monsters
#2302 posted by necros on 2004/08/11 15:42:08
sorry for the double post.
i've got a map with 32unit thick bars every 32 units, so there are gaps in between these bars of 32 units. on the floor.
monsters won't cross over these gaps when running/walking. even if there is a clip brush which overlaps these bars and gaps.
what gives? i thought the clip brush basically added the collision data to hull1 and hull2... so why do the monsters still treat the area as if there were gaps in them?
Necros
#2303 posted by Kinn on 2004/08/11 15:51:00
Yes! I've been meaning to ask this very same question - I noticed it in Bastion, and other maps and it has always bothered me.
A Guess
#2304 posted by Kinn on 2004/08/11 15:54:43
it must be something to do with tracelines in the movetogoal code only using hull0 or something.
Answer:
#2305 posted by metlslime on 2004/08/11 20:57:28
Part of the code that monsters use to do pathfinding uses hull0, i think.
D3
#2306 posted by GibFest on 2004/08/12 01:12:51
Could anyone point me to some basic tutorials on D3 mapping preferably non video ones as my poor 56kb wouldn't like it.
Actually
#2307 posted by GibFest on 2004/08/12 01:29:43
Could someone tell me how to open the texture window with actual textures in.
3rd Post :(
#2308 posted by GibFest on 2004/08/12 01:32:21
Scrap that, got it all working, yes I suck.
Gib,
#2309 posted by HeadThump on 2004/08/12 01:38:36
I've seen some really good tutorials on map scripting (like how to get custom machines to animate properly) at doom3world.org.
Also, http://www.splashdamage.com/index.php?name=pnPHPbb2&file=index , has a forum to help level designers specifically on multiplayer matters.
Gib
#2310 posted by VoreLord on 2004/08/12 02:59:18
Have a dig around this site/forums, you should find some useful stuff.
http://www.doom3world.org/index.php
Hmm
#2311 posted by VoreLord on 2004/08/12 03:00:36
sorry, didn't see it already above in HT's post
Anyone Using GTK 1.5 Texture Select Problem
#2312 posted by h20ryder on 2004/08/12 09:47:37
I like being able to load wads into the editor without all the fuss. However in 1.5 i am unable to select a single face to change the textures. Is this a bug? Or is it me.
Thanks in advance.
-water
RE: Anyone Using GTK 1.5 Texture Select Problem
#2313 posted by Jago on 2004/08/12 10:56:01
Well...
#2314 posted by necros on 2004/08/12 12:50:20
i hacky way to get monsters to cross gaps in the floor is to make an invisible func_wall entity (like hipnotic's func_togglewall)
that way, you still can't see it, but tracelines *will* impact on it's surface.
the downside is that you can't shoot through the gaps anymore, and gibs will land on them as well...
i suppose it could be possible to make an entity somehow toggle on and off depending on if a rocket was touching it or not, but i doubt that would work well...
Question:
#2315 posted by necros on 2004/08/12 16:41:48
i get allocblock: Full.
now, i know this has to do with lightmaps and sealing the map usuall helps, but this is a little different than normal.
the map is still very small, only 1000 brushes or so. i've had maps that were 3000 or so brushes, unsealed with tons of lights without bothering quake a bit.
this map only has half a dozen or so lights.
also, i noticed the light compile time took much longer than normal. a few versions ago, it was lighting in about 1 sec while on this attempt it took 10 seconds.
aguire: this might be some issue with the actual light utility (or something i did which made an issue with the light utility) so i'm going to be messing around with stuff a bit to see what i can do.
thought you'd like to know or you might know what to do?
Edit:
#2316 posted by necros on 2004/08/12 16:43:17
got a Gl_buildlightmaps error: excessive lightmaps 67 (normal max = 64)
Fuck, We Need Edit! :P
#2317 posted by necros on 2004/08/12 16:44:04
edit2: that error appeared even when i *didn't* light the map at all. how can there be lightmaps when i didn't even have them calculated?
Last One For A While Now...
#2318 posted by necros on 2004/08/12 16:55:15
figured out what was wrong... had one of those huge/infinite brushes, so the face count went crazy. never mind... :P
Allocblock: Full
#2319 posted by Blitz on 2004/08/12 16:55:54
Is a brush error. Try to load the .map file in a few different editors to see if some brushes don't load.
If that doesn't work, try to delete any brushes you added recently that have weird manipulations.
Also, look for microscopic OR gigantic brushes in the .map file. (in a text editor)
AguirRe
#2320 posted by PuLSaR on 2004/08/12 17:06:09
Is it possible for you to try to reduce the chance of appearing of HOMs in the next version of your QBSP tools?
Or at least explain me why HOMs appear in places where they haven't been before after I place some more brushes in the room. Or does it have no explanation?
PuLSaR
#2321 posted by R.P.G. on 2004/08/12 17:22:17
When a HOM is on the surface of a brush and is not affected by VIS, I've found that it will usually fix the problem if I make sure all the edges and vertices meet perfectly where the HOM occurs.
Pulsar
#2322 posted by VoreLord on 2004/08/12 17:25:52
This may (or maynot) help you. Have a read of the "tooltips.txt" on AguirRe's site, scroll down to "Portal Problems"
Direct Link to ToolTips
http://user.tninet.se/~xir870k/tooltips.txt
AguirRe's Site
http://user.tninet.se/~xir870k/
Necros
#2323 posted by aguirRe on 2004/08/12 18:43:26
I assume the first error message was when you were not using any of my engines, the warning you got when using one of my engines, is that right?
The AllocBlock: full error has no relation to whether the map is lit or not or how many lights or brushes there are.
It's only related to having very large visible brush faces (planes) in the map that the GL engines need to allocate space for. Too large and too many of these faces will sooner or later exceed the lightmap array (normal size 64, in my GLQuake it's 512).
Software engines Win/TyrQuake don't have this problem at all.
PuLSaR
#2324 posted by aguirRe on 2004/08/12 18:48:26
what RPG and VoreLord said; check out brush alignment in the area and my ToolTips doc (Portal Problems section).
If you still can't fix the HOMs, please send me the zipped map+wad and I'll take a look at it.
Yeah....
#2325 posted by necros on 2004/08/12 19:16:38
hehe, should have specified. :P
i was using fitzquake when it crashed with the error, so i loaded it up with your [aguire's] quake engine. man, i love that engine. ^_^
.
i didn't know that about the lightmaps. i just assumed if there wasn't any lighting, that the lightmap would be zero (making quake default to fullbright)
also, is it possible to make your vis and light start with different priorities like your qbsp does? it'd be nice to make light and vis always use 'belownormal' priority. :)
|