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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Necros 
Just start vis in either normal or below priority and then start another heavy process (e.g. Light) in normal and check with Task Manager how much the 2nd process can get from the CPU.

If you want to really make it confusing, you can also put the different processes in foreground (focus with mouse), background or even both in background and see how the CPU load changes in each case.

There's a lot of code in the OS just dealing with this task scheduling and nearly all OS versions have different behaviour ... 
AguirRe 
re: openquartz compiler - yeah that's the one. IIRC, it never really did catch on. 
Q1 Detail 
Is there a reason it didn't catch on? The benefits of detail in Q1, considering the size of the last few SP releases, are obvious. I'm sure there are issues here of which I am utterly ignorant.

aguiRe: heh, email si teh awfull
78hrs, huh? That's pretty much around where I was expecting I guess. Though crashing your Rvis is a new event :( 
Kell, 
I've used the detail texture shader from rscript recently in a test of converted IKDoom textures (Ikka's textures ripped from the Reqiuem megawad), and the results were less than disirable. I used Tomaz Quake for my test. MrG has said before that RScript was a less than optimal solution (though it works perfectly fine with alpha channels and the like).

IMHO the custom engine whose shader suppot impressed me the most is QFusion which has no problem processing Q3 shaders for all the pretty things like detail, phong and the like. 
Detail In Q1 
Works like detail in q2 and DOES NOT function like detail/structure in q3 since that depends on changes made to the .bsp format. If I don't remember it all wrong detail in q2 just aids the vis process a bit by first using all non-detail brushes to split up the world and then the detail last. The purpose of this is to simplify the vis data a bit but it's important to not forget that unlike in q3 detail brushes still affect the vis data and splits up faces. 
Oh, 
a more careful reading of your post would have made it obvious you meant detail brushes. My eyes are blurry from mapping -- apologies 
Electric Laser Beam 
Hello,

In post #2055, MadFox gives me an example of "electric laser beam" use: it was the same used to kill Chtom into last level of Q1 first episode. This link seems to be no longer avalaible today...

I would like to use an "electric laser beam" in my new map (to create some electric effects into a power zone), and I would like to have some information about the use of event_lightning entity, or a map example like MadFox gave me there were few months..

Is there somebody who can help me please ??

Thanks... 
AguirRe 
if Q1 detail can be done like in Q2, ie. not requiring any changes to the Q1 bsp format, then would it be possible to implement in your compile tools? 
JPL 
Well, if you're going down that road, you might want to consider using some custom QC - the Scourge of Amagon mission pack has some excellent lightning effects. 
JPLambert 
I will send you a zip file which may be of help to you. 
Kell 
Rvis now reached 96.6% in 111h with still 12 to go (not very likely) ...

The crash wasn't reproducable, and since AutoSave was active, I just restarted and it appears OK now. My HD sometimes act up and slightly corrupt read/write operations and it can cause these anomalies. 
VoreLord 
I've just read your e-mail, and it seems that it is exactly what I was looking for...
Thank you very much... 
Kinn 
I have actually investigated a bit into this issue recently. Unfortunately, it seems to require both qbsp and vis specific support (via a new prt file format) and adds quite a bit complexity to both tools.

Since it can't help any existing maps (you'd have to map explicitly for this format), I've decided against it for now. 
Kinn 2 
Have you received my email reply as of today? All my accounts seems to refuse to send it to you for unknown reasons. 
AguirRe 
I haven't received it - hotmail tends to randomly bounce emails for no reason from time to time.

However, you can now send stuff to my original email address, as I have set up the account on my crappy computer. 
Good 
I've now managed to send [at least] one to each address, let's hope you get one of them.

Btw, I haven't been able to reproduce the abort you mentioned, no matter what I do.

I've uploaded yet a bit newer variant of WQ 1.22 to the same address as before. Please see if you still can reproduce the abort. 
Mail Sent 
I'll have a gander at the new WQ 1.22 :) 
Guys 
q1 is dead, as this board proves :\/ 
Q1 Is Dead? 
There isn't even a game called "q1", or "Quake 1" for that matter, There is however, games called "Quake", "Quake II", and "Quake III Arena", (plus mission packs of course".

All of which are still showing signs of life, As this board proves 
 
wasnt quake2 a game on its own that had nothing to do with quake1? i remember reading the planetquake fuck and they said something like this. and if its true, i wish they had named it differntly.

hell yes 
Kinn 
You wrote above "Mail Sent", should I assume that you really meant "Mail Received" and that you haven't yet replied to me? 
AguirRe 
No, i did send an email on the 16th, but i'll resend :) 
Re: <blank> 
wasnt quake2 a game on its own that had nothing to do with quake1? i remember reading the planetquake fuck and they said something like this. and if its true, i wish they had named it differntly.

I seem to recall some id guy saying in a .plan that they originally wanted to name it "Wor", but that may have violated someone's trademark so they went with "Quake II". I couldn't find the original .plan though, so I have no source to back up my assertion. 
RPG 
you have no source to back up your ass 
Kell 
Fullvis of terrain map is finally done after almost 161 hours. Your original estimation of one week was pretty accurate. Now we at least have a reference for improvements. 
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