 Tyrann
#293 posted by aguirRe on 2003/06/21 06:11:47
Thanks for the info, I'll think about it. I've only encountered this problem twice in a huge number of maps, so maybe it's not worth the effort. It's good to know why objects could disappear though.
 Metl
#294 posted by Tyrann on 2003/06/21 12:59:30
It behaves as though the origin is at the "mins" of the bmodel because the QC takes that into account. E.g.
setorigin(self, targ.origin - self.mins);
...and...
SUB_CalcMove(targ.origin - self.mins, self.speed, train_wait);
 Tyrann:
#295 posted by metlslime on 2003/06/21 14:31:14
ah, i see.
 Heh... First Time I've Ever Had A Problem With Light...
#296 posted by necros on 2003/06/27 12:50:34
H:\q1\maps>tyrlite -extra nesp09_q1
----- TyrLite v0.94 -----
extra sampling enabled
BSP is version 29
using minlight value 35 from worldspawn.
1487 entities read, 831 are lights.
WARNING: entity at (0, 0, 0) (trigger_once) has unmatched target
************ ERROR ************
GetFileSpace: overrun
cheked on quakelab, but there's no solution to that problem... help?
 You've Exceeded The
#297 posted by aguirRe on 2003/06/27 13:37:58
max light data size (MAX_MAP_LIGHTING) which I believe is 1MB in TyrLite 0.94 if you don't use coloured lighting.
Either you'll need to change lighting in a way that you get below the limit or you'll need another light tool with higher limits.
Maybe Tyrann can fix it for you or suggest how to reduce the light data size.
 Necros
#298 posted by Vodka on 2003/06/27 20:22:13
Use large texture scale (like 2) on some huge distant surfaces to save lightmap space. Should help
 Is There A Way,
#299 posted by necros on 2003/06/27 20:34:51
to know how much i've gone over the limit?
this only happens in -extra, and i want to know if it's worthwile for me to go around fixing stuff or just release the map without -extra on light...
is there a way over the limit without changing the map? or is this one of those quake limits that can't be changed without altering the netcode...
 The Tool Aborts
#300 posted by aguirRe on 2003/06/28 04:57:40
when it reaches the limit, so it can't tell you how much extra you'd require to finish.
As I said, if you don't want to change lighting, you'll need another light tool that has this (and other limits) raised. At http://user.tninet.se/~xir870k you'll find such a tool.
I also have an enhanced version of TyrLite 0.94 that among other things has this limit quadrupled (to 4MB). If you ask Tyrann, he can do the same fix to the official version.
AFAIK, the engines or netcode has no problems with having this limit raised.
 MAX_MAP_LIGHTING
#301 posted by Tyrann on 2003/06/28 05:30:25
Yep, that's a bug in TyrLite. I meant it to allocate 4MB, but a logic error in LightWorld() screwed things up. I have a few minor changes queued up now, so v0.95 should be along soon.
 Necros
#302 posted by DaZ on 2003/06/28 09:29:02
yeah try scaling up textures on large rocky walls etc like speed said, for one the lightmaps are smaller on them and 2, I actually think the walls look better with this done to them, makes the walls look huge and massive a bulky and oooooh u know craka!
I ate a fish.
 Would There Be
#303 posted by aguirRe on 2003/06/30 12:56:06
a general interest of having access to the old QMap "Mapping Help" thread dating from Jun 2000 to Oct 2002 ?
I have it archived in html format with graphics and could upload it to someone who'd like to host it (metlslime ?).
It's quite big and not in a nice format for the bandwidth limited, but maybe that could be fixed too ?
 AguiRe
Hmm, how many megs is it zipped?
 About 700K Zipped
#305 posted by aguirRe on 2003/06/30 16:33:16
for a version that only has one html file for all three years (rather difficult for the browser to handle - sucks memory to no end). This variant is not very useful online but OK for a powerful computer offline.
I've also made a separate 3-part version that has one html file for each year which is easier to manage in the browser offline. It will still be difficult to use online, though.
The entire package of both versions is about 1.4 MB.
 AguiRe
Would be cool if you could send me those per mail. I think about putting all the posts into a database and quick code some stuff to search through all the data...
 Qmap, Mappng Help
#307 posted by Abyss on 2003/06/30 18:01:57
You couldn't upload it somewhere, so it could be downloaded by those (like me)who may want to read through and get some of the usefull info that is sure to be in there could you? please, huh.....................................
#308 posted by Kell on 2003/06/30 18:34:22
If it's under a meg, there's no problem with me uploading it to Signs Of Koth and making a linky thingy on one of my pages. It could also be linked from where ever else.
 Uhm...
... if I'd put that database up I'll make it available on gomjabbar.de for everyone. Just so you know ;).
 Gom Jabbar
#310 posted by aguirRe on 2003/07/01 08:33:19
I've sent the whole package to you by email. If you change it into a more managable/searchable format, publish the link here.
 Yay!
Got it aguiRe, will see if I come around working on it tonight...
 Just A Question
#312 posted by here on 2003/07/03 15:33:06
How to make ladder on q2 ???
 Ladder
#313 posted by . on 2003/07/03 16:21:13
Create the ladder brushes as you want but edit their surface attributes and give them the 'ladder' attribute..
that's about all I think is to do, it's been awihle.
 QMap Mapping Help
#314 posted by aguirRe on 2003/07/04 03:55:36
archived thread is now available for download at http://user.tninet.se/~xir870k .
Zip contains both full and split versions. Just unzip and you can use it immediately.
 Thank You
#315 posted by Abyss on 2003/07/04 05:06:37
Very much kind sir !!
 QMap Mapping Help
Will prolly set up a searchable database of the Mapping Help Thread at the weekend.
 Refers To 301:
#317 posted by necros on 2003/07/04 14:10:39
Tyrann, that new version wouldn't happen to be done before qexpo, would it? :P
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