Tyrann:
#3258 posted by necros on 2005/01/29 09:39:07
Detail Brushes
#3259 posted by dakza on 2005/01/29 13:49:00
In Gtk 1.4, there's an option to apply "make detail" to a brush. aperently this helps to lower r_speeds. Can i apply this to a Q1 map?
No
#3260 posted by VoreLord on 2005/01/29 14:45:55
make detail is not used in Quake, but you can do other things like make it a func_wall etc, but I think you must be a bit carefull not to go overboard with the amount of them you use. Plus you should be careful, because func_wall does not block vis. (I think) But someone else who can explain it better than I will come along. But in short, No to Detail Brushes in Quake
Got It
#3261 posted by Tyrann on 2005/01/29 14:50:00
Thanks Necros. I'll run some test on these today. aguirRe has also done some testing now and there's a few things I'll need to follow up from there.
Error
#3262 posted by Mikko on 2005/01/31 08:58:38
Well I got the full version from VoreLord (big thanks) and the switch was simple & painless.
One thing: I have to set up the directories & settings every time I open the program. It just won't save the changes or something. I didn't have this problem with the shareware version.
Second: What does "WARNING: brush with duplicate plane" mean?
MIkko,
#3263 posted by necros on 2005/01/31 10:01:39
maybe the config file for wc is set as readonly?
Mikko
#3264 posted by JPL on 2005/02/01 05:01:04
Take a look at aguirRe's Q1 Tool Tips at
http://user.tninet.se/~xir870k/tooltips.txt
The short answer in this document is:
"Brush with duplicate plane on line x"
Non-critical since the reported brush faces are skipped. Usually caused by an editor error.
But there are many other cool informations and advices about tools problems, and how to avid them...
Hrm
If you're using worldcraft, usually loading the .map will get rid of the offending brushes causing the duplicate plane errors. But then if you save to .rmf (to overwrite the borked one) you lose your visgroup/camera info, though.
#3266 posted by Zwiffle on 2005/02/01 19:27:24
My door is off-grid in my map. In GTK it's lined up perfectly, with Lip of "0", but when I compile it moves and stops like it has a Lip of "0.5" I've tried setting it to have Lips of 1, 2 and 4, but they're always off.
I'm not sure why this happens, it was working fine in earlier versions and only started recently. It's for the Lost Chapters mod, but I've had this problem before when I worked in Hammer, but I'm not sure how I fixed it there either.
Any solutions, or should I remake the door?
Zwiffle,
#3267 posted by necros on 2005/02/01 19:33:28
when lip is '0', the code actually defaults to lip '8'.
the only real solution (barring code changes) is to make the door 1 unit taller than it should be then set the lip to 1.
:(
#3268 posted by Mikko on 2005/02/02 12:47:16
Well I don't but this seems pretty critical. This is what I get when I try to compile: "The file d:\games\quake\id1\maps\jatkuu.bsp was not built. Do you want to continue?"
If I click 'yes' it just prints the following in the compile window:
-----------------------------------------------
** Executing...
** Command: Copy File
** Parameters: "D:\WORLDC~2\RMF\JATKUU.map" "D:\games\QUAKE\ID1\maps\JATKUU.map"
** Executing...
** Command: D:\worldcraftFULL\Q1Tools\QBSP.EXE
** Parameters: D:\games\QUAKE\ID1\maps\JATKUU
outputfile: D:\games\QUAKE\ID1\maps\JATKUU.bsp
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush with duplicate plane
WARNING: brush plane with no normal
************ ERROR ************
Line 4478 is incomplete
** Executing...
** Command: D:\worldcraftFULL\Q1Tools\LIGHT.EXE
** Parameters: -extra D:\games\QUAKE\ID1\maps\JATKUU
----- LightFaces ----
extra sampling enabled
************ ERROR ************
Error opening D:\games\QUAKE\ID1\maps\JATKUU.bsp: No such file or directory
** Executing...
** Command: D:\worldcraftFULL\Q1Tools\Vis.exe
** Parameters: D:\games\QUAKE\ID1\maps\JATKUU
---- vis ----
************ ERROR ************
Error opening D:\games\QUAKE\ID1\maps\JATKUU.bsp: No such file or directory
-----------------------------------------------
So no BSP is created - I can't play it. Even the old bsp with the same name disappeared along with this problem. Any suggestions?
Complete Line 4478
#3269 posted by HeadThump on 2005/02/02 14:00:12
that is what I would recommend doing.
Open up the map in a text editor. I would bet you a donut that 4478 is the last line in the text and it is lacking a '}' to encapsulate the worldspawn entity.
I'm More Inclined To Say...
#3270 posted by distrans on 2005/02/02 16:19:31
...the six milllion 'brush with duplicate plane' errors aren't a problem, but that 'brush with no normal' error at the end is AFAIK a compile breaker. Fix that brush and you should be right.
Could It?
#3271 posted by Mikko on 2005/02/03 01:32:44
So I just have to find the brush first. Could it be a cylinder I created? The error occured for the first time a bit after I had created the level's first cylinder brush.
I'm Not Sure
#3272 posted by R.P.G. on 2005/02/03 05:27:14
but MapSpy might be able to find the bad brush. It's designed for Q2, but it's also great for finding BSP problems in maps for all Q-engine games.
http://mapspy.gamedesign.net/
"State File Out Of Date"
#3273 posted by . on 2005/02/04 22:07:14
Any idea what this is?
---- Vis 2.29 ---- Modified by Bengt Jardrup
File: E:\Games\QUAKE\ID1\maps\opstart.bsp
166 portalleafs
645 numportals
State file out of date, will be overwritten
testlevel = 4
Using Bengt's latest tools, have checked the Tool Tips txt, doesn't say anything regarding this. it took 28 seconds to VIS a real small room on full, which is I thought was odd.
That
#3274 posted by necros on 2005/02/04 22:09:21
is when the vis save is out of date w/relation to the bsp file.
usually happens when you compile a map again and the statefile for the vis processing is out of date.
you can safely ignore this.
Ok Thanks
#3275 posted by . on 2005/02/04 22:18:36
Never got that before.
Beveling
#3276 posted by . on 2005/02/04 23:16:03
If I were to bevel every rivet texture like this, and other textures throughout a map along the walls and floors...
http://www.phait-accompli.com/q/crap/bev.jpg
What would that add significantly too, if anything?
R_speeds.
#3277 posted by necros on 2005/02/04 23:40:32
:P
you're wpoly count will go up quite high as will clipnodes unless you clip _all_ those surfaces
marksurfaces will be affected too, i'm sure, but not by how much
it would look damn cool, but lighting may also be a little strange at times unless you use a high anglesensitivity setting un aguire's light program.
Yeah
#3278 posted by . on 2005/02/04 23:45:32
I realized exactly how bad this would become doing this for every texture just to compensate for lack of bump-mapping and not forcing the player to use a custom engine...
It sure does look nice though:
http://www.phait-accompli.com/q/crap/bev2.jpg
http://www.phait-accompli.com/q/crap/bev3.jpg
*sniffle*
Could be doable for a small map...
Sorry, Dude, But IMO That Looks Pretty Bad
#3279 posted by R.P.G. on 2005/02/04 23:56:23
.
Phait:
#3280 posted by metlslime on 2005/02/04 23:57:00
that sort of technique works a lot better in quake3 (and quake2 probably,) where the inverse lighting model is designed to flatter it a lot more. Quake's lighting model seems to work best with big, simple geometry with high-contrast textures for details.
all this is my opinion of course....
And Btw...
#3281 posted by metlslime on 2005/02/04 23:58:55
why do all your screenshots look so washed out? like you're using the old glquake -gamma feature or something.
To Each Their Own
#3282 posted by . on 2005/02/05 00:00:05
Maybe the problem is the bevels are too big anyways.
Heres a question about Bengt's tools. I've checked the readme's and stuff and can't find any info on water transparency. I know you can type r_wateralpha x.x in the console, but apparently this only works for maps that were compiled with support for wateralpha, correct? Cause I tried it in a test map, it worked. I tried it in an id map, it didn't work. Would it not be wise to set the wateralpha in an autoexec for the player, or just tell them to type it in.
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