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"State File Out Of Date"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State file out of date, will be overwritten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is when the vis save is out of date w/relation to the bsp file.
usually happens when you compile a map again and the statefile for the vis processing is out of date.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.
Gamma
#3283 posted by . on 2005/02/05 00:01:23
Washed out? You must have a bright monitor, it looks fine to me. Screenshots end up as really dark TGA's, I up the gamma to about 1.5 to 1.9 depending and they look better.
Skin Export
#3284 posted by . on 2005/02/05 02:10:57
What does anyone use to export Q1 skins? I have Qped which manages PAK files, it can view the skins properly, but you can't export it - just the .MDL. If I open the MDL with "MDL", the skin colors are fucked. Or if theres a resource for Q1 monster base skins...
Phait
#3285 posted by PuLSaR on 2005/02/05 02:13:24
quakeme
AHa
#3286 posted by . on 2005/02/05 02:18:01
Yeah I just found it, thanks anyway :D
Er
#3287 posted by . on 2005/02/05 03:53:38
So I'm testing my skin in progress, have added it to the MDL, then it's going in a custom pak. QME has a limit of 20 frames, cannot export Ogre.mdl and MDL 'Quake Model Editor' says 'floating point overflow' :|
Skins, QMe And All That Stuff
#3288 posted by Preach on 2005/02/05 04:25:35
If you're just looking to swap the skin on a model, adquedit will suffice. But because it's such a handy program to have around in full, I'd recommend getting the full version of QMe. t's handy for editing the mesh or animations of a model, plus gives you a preview of the skin on the model straight off. Add to that the two click removal of any fullbrights, and it's more useful than anything else. The full version of 3.0 can be found at http://www.edgefiles.com/files/9100.html
You can use the patch that comes with the 3.1 demo to turn this into the full version of 3.1.
Preach
#3289 posted by . on 2005/02/05 13:52:46
Thanks about the full QME but the file is not at any of the servers linked there. I'll go hunt around for adquedit.
Phait
#3290 posted by Mike Woodham on 2005/02/05 13:56:52
Scroll down to the external mirror site link.
Doh'
#3291 posted by . on 2005/02/05 14:31:29
Got it thanks.
Scottishpig
#3292 posted by Mike Woodham on 2005/02/06 12:20:34
What is it that the doors are doing/not doing wrongly?
I can see that you have some multiple-triggers that seem to be unattached, but give us a clue and someone will help.
Terrain
#3293 posted by . on 2005/02/06 15:33:10
Here's some shots of some terrain I'm working on using the triangle method. Generally I'm doing this in seperate groups of tris and then join all them together at some point.
www.phait-accompli.com/q/crap/ter1.jpg
www.phait-accompli.com/q/crap/ter2.jpg
www.phait-accompli.com/q/crap/ter3.jpg
www.phait-accompli.com/q/crap/ter_ed.jpg
In the 1st shot on the grey bit theres shadows, this is because that group isn't finished - some tri points aren't met with other points to provide a cleaner terrain - don't want the player getting snagged on this, although you could place clip brushes.
FUCK
#3294 posted by . on 2005/02/06 15:37:18
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