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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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Er 
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 
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 
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 
Scroll down to the external mirror site link. 
Doh' 
Got it thanks. 
Scottishpig 
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 
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 
Terrain 
in the last shot I can see a vertex meeting the middle of an edge in the top-down view; surely that's not a good idea, as it might not line up ingame? 
Kinn 
Could you circle the area you see this in? Worldcraft reports no problems, and neither does quake. I've made a flatter, bigger mound recently. 
A Good Rule Of Thumb 
When using the triangle method is to never have more than three triangles sharing the same point...otherwise it can look too artificial.

There's a good tutoral map at gamedesign.net for doing the triangle method. 
 
"triangle method" is called 'trisouping'. 
"Hi My Name Is Sean, I Work At Raven" 
I am the definitive Quake resource on this board because they pay me to glue models together at Raven. But when the Bobs stop by Madison, I'll have the same fate as Michael Bolton. 
All Right, All Right 
"triangle method" is also called 'trisouping'

Is that better? 
Phait 
Are you confusing me with Starbuck again? (Hint: same colour name != same person) 
Ahhh 
D'oh 
Terrain With No More Than Three Tris Sharing Any Given Point? 
Good rule of thumb? Try "geometrically impossible".

Six, maybe (four is the minimum). I'd be more inclined to fuck rules of thumb off entirely in this case. 
 
Are you confusing me with Starbuck again? (Hint: same colour name != same person)


No, but if you have the same 1st letter and the same number of letters in your name, then you're the same person ;) 
Starbuck 
Well I was only implying the confusion was caused by nick color and not.....
oh shit 
Heh 
Try "geometrically impossible".

You just aren't trying hard enough 
AguirRe 
I got a *** WARNING 22: Healing degenerate edge at (43 -168 224) in all 3 hulls in a map I'm working on. Your tooltips say to not really worry about it, but I'm wondering why I'm getting this error now when I haven't gotten it before. I have indeed changed a couple things, but none of them were in the region that gave the warning. 
That's Not Unusual 
having such warnings pop up or disappear while changing seemingly unrelated stuff. It can be the editor shuffling things around in the map file or qbsp balancing on the edge due to the float calculations.

Most likely you don't have to worry about it, otherwise check out the position in hull 0 and see if you can find any off-grid vertex. Hulls 1/2 will probably follow a fix for hull 0.

You could also try Tyrann's new qbsp; it has a lot of changed logic that might help. 
OMG! 
No, but if you have the same 1st letter and the same number of letters in your name, then you're the same person ;)

Starbuck is Shambler! 
OK Then 
I just wasted a good hour of my night trying to prove a point, but it was all worth it.

You'll notice that no more than 3 of the "terrain" triangles share any point. You'll also notice that you have the ability to move through some of the brushes, despite the fact that there are no func_illusionary brushes :(

It will eventually compile without those brushes that you can move through if you play with the size and style of the troubled brushes a bit. The .map file is included as well as a .bsp, so have at it.

http://blitz.circa1984.com/terrain.zip

P.S. I suspect that this map file would work flawlessly (i.e. without the move-through-able brushes, in Q2 or Q3) 
 
You'll notice that no more than 3 of the "terrain" triangles share any point

You'll notice the pertinent inclusion of quotation marks around the word 'terrain' :P

No more than 3 triangles share a vertex because this isn't terrain, it's a path
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