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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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Packet Overflow 
I'm about to release a new map, but I'm currently fighting with packet overflow message during the game, that "troubles" sound rendering... I know it comes from the sound channel limitation of the engine, due to too much thing to perform...
So my question is: while a map without monsters is clean (no problem), how can I prevent packet overflow troubleshooting after I added monsters ?? Is there a method, or something to check in order to prevent this fucking problem ?? 
Bleh 
more proper visblocking, less monsters, less ambient sound sources... 
JPL 
If you've fullvised your map, then you've got a problem - it you haven't fullvised yet, then don't worry about it just yet. 
Kinn 
For the moment I just fastvised the map (fullvised preview test ran at least for 10 hours /8( ...) so, if you're right, and I guess you are, the problem will "self-disappear"... cool...
Thx 
RPG, 
just a wild out of nowhere guess, is could.bsp named after that most awesomest tune in the Alice in Chains discography? 
HeadThump 
I shall quote:

This map is dedicated to all that could have been, but never was, and all that should have been, but never will be.

ohmigosh so goth. 
The Map Is On My Drive 
but somewhere a long the line I've erased the text file. many apologizes 
JPL, 
the general level design advice you are looking for can be found here: http://www.planetquake.com/QuakeLab/QuakeLab2/articles.htm 
Lights 
any1 got experience of lighting level with lights that go thru walls? (any geometry)
can have omni and spotlights and define radius 
Speed 
That happens in old compilers before the community coders fixed it.

From your post it's unclear if you're experiencing a problem or if you actually want to achieve this effect. 
 
looking for recommendations, preferably from someone with experience (maybe someone made levels for engines where light doesnt cast shadows?)

and forget about quake plz, its for another game 
Speed 
Could you be more vague? We wouldn't want anyone actually understanding what you mean now, would we? ^_~ 
Speed 
Well if you're into looking at code, you could try looking at the changes that were made in the Q1 and Q2 compilers that stopped the light from "leaking" into adjacent rooms. Otherwise, I really don't know how to help you with your problem. Try programming some anti-lights, maybe? 
#2692 
Import textures in Wally. Made them 64x64, 8/256 colours. Load them in Quark and start game. Q3bsp won't compile, but as soon as I change my own texture for the ones in Quake everything goes fine?

What goes wrong? I just wanted to add some Q1 textures to Quake2.
Or is it already done before? 
Deathmatch Maker? 
I'm a little confused. I bought DM-Maker for Quake1. Now opening the program it leads to a texeditor for Q1, but the submaps are all Q2 submaps.
Then compiling a Q1map it wants to export Q2 md2 maps.

Strange behaviour for a good editor program.
The site for the program is down. 
MadFox. 
Oh please God no.

Don't tell me you paid money for that.

Strange behaviour for a good editor program.

Somewhere, someone has your money right now and is laughing. At you. Sorry if I sound blunt, but just download GTK (it's free!) and be done with it. 
Neh1m4 Source 
Does anyone have the Damaul neh1m4 (Grind Core) source map for Nehahra? I've tried to download it from his PQ site but the links don't seem to work anymore. 
And I Quoth 
"...DMM is the shit of my life" - QMD - RIP 2004 
AguiRe 
has the Neh1m4 source matter been resolved? 
No, 
I'd appreciate any help in the matter. 
Okay, 
when I get home tonight, I'll hook an old hard drive up that should have it. 
#2719 
hm... 
Sorry, AquiRe 
The Damaul map wasn't on my old drive. Would a decompilation be acceptable? BSPC, which I use, only mangles some of the liquid brushes touching non liquid surfaces. Otherwise the .maps are accurate. 
Thanks 
for trying. I'm aware of the decompile alternative but it won't help me; it's the original entity section I'm after. 
Arguire 
I swear there is a bsp compiler that has a command line argument that dumps all the ents in the .map to a seperate file if thats what your after? Unfortunately I cannot for the life of me remember which compiler it is :/ Sorry I cant be more helpful... 
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