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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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Ah.. 
yeah, never mind, ignore that post. >_< 
C'mon Necros... 
...we all want to poke fun. What "silly" mistake did you make? 
Somehow... 
i set minlight to 260. O_o 
Heeheeheehee 
heeheeheehee 
Hah! 
classic. 
I Set Minlight To 1024 Once And Started My Machine On Fire 
Might look into the settings and perform some tests too see if the different ShadowOpt settings and LightCarve actually are worth doing

Lightcarve is definitely useful - splits brushes along light volume edges, meaning that lights only increase passes on the the surfaces they include and nothing more. Would be even more useful if you could set it on a per-light basis instead of globally (often you'll want big fill lights to split geometry but not little footlamps).

As for the ShadowOpt settings, I have no idea. Nice of them to explain what things like SO_CLIP_OCCLUDERS actually mean. I get the feeling they aren't ranked in order of awesomeness, either - each one probably does some special thing that we can't fathom without more info. 
Kinn 
That using these new compilers, Marcher's #clipnodes dropped from around 32k, to 25k.

I'm tempted to restore all the stuff I had to chop out in the release version o_O


There is no reason why you shouldnt. :) 
anyone knows if you can make doom3 lights affect only specified objects\faces (flags \keys for geo or lights) ? 
Vis Frozen Like An Icicle? O_o 
H:\q1\maps>vis map
---- Vis 2.25 ---- Modified by Bengt Jardrup

File: map.bsp
3654 portalleafs
12249 numportals
Loading state file: map.vis
testlevel = 4

Base:100.00%, Elapsed: 1:23

Full: 30.72%, Elapsed: 52:16


(continuing from a previous vis session)
this has been like this for about 3 1/2 hours... usually isn't there the +---+---+ thing that shows up to let me know that it's just taking a long time to vis one portal or something like that? is it frozen? 
Necros 
try inserting giant brush in the complex area of the map and let qbsp, cut it off the level and see what happens 
It's Unusual 
that it gets stuck in one portal already at 30%. The portal progress bar can be extremely non-linear, so not showing anything for 3 hours isn't strange (only discouraging ...).

I've seen one portal going for 12h without any feedback and another for 5h with only two updates.

To make sure it's still running, confirm with Task Manager that vis is hogging the CPU. 
Yeah, 
it's still using up 90% of the cpu... i did switch it's priority manually via task manager to 'belowaverage' so it wouldn't slow down games and such, but i left the machine alone for those 3 1/2 hours so it should have been able to make full use of the processor.
does switching the priority do anything to it? 
There's Also 
a newer version of vis (2.29) where I've tried to improve on the linearity of the portal progress bar. Expect no miracles though ...

As for priority, there's not much to do if it's already hogging the cpu. Normally, priority is lowered for hogging, lengthy processes (like vis) or raised for non-hogging, brief processes (e.g. copying a file over the network).

Raising priority for a process like vis will only make the whole OS unresponsive or even completely blocked, requiring power cycling to regain control. Changing priority often have unexpected results.

If two or more processes are fighting over a single cpu, the total time will be a lot more than running the processes one by one. 
Uh... 
yeah, i know that. i was asking if lowering the priority has bad effects on vis.

anyway, i'll restart vising with the newer version... maybe it will work a little better... 
Quake With Realtime VIS And Light... 
is my dream. 
Darkplaces... 
does both already :) 
Well... 
something in there is messing up the vis... it got frozen at the same percentage with the new vis program too:
...
...
Full: 30.63%, Elapsed: 51:20, Left: 8h 58m, Total: 9h 50m, 8%
Full: 30.68%, Elapsed: 51:34, Left: 8h 58m, Total: 9h 49m, 8%
Full: 30.72%, Elapsed: 51:56, Left: 8h 57m, Total: 9h 49m, 8%


there is a lot of complex brushwork... would that cause a freeze with no error messages like this?

(also, i'm pretty sure it was frozen before because it was still stuck at 30.72% 4 hours after i posted... O_o) 
Although 
any software can theoretically get stuck, I've yet to see vis doing it. If you don't want to wait, I'd suggest doing what Vondur said; put in one or more solid brushes over the most complex areas and see if you can get a change in behaviour.

Lowering priority for vis only tells the OS to prioritize other processes, but since all of them should be blocking (waiting) for most of the time, vis will still hog the cpu. If you start another cpu hogging process (e.g. a game), vis will yield almost completely until the other process finishes. 
Patience In A Virtue... 
wow, it took a long time (4hours) with the new vis.

but now it's going on it's happy way towards completion. i'm just surprised that it did it so early on (barely an hour into vis). usually that kind of stuff is at the end. *shrug* 
WC 1.6a 
Anybody ever see this?

http://img183.exs.cx:81/img183/3344/archdlg18ae.jpg

Doesn't work as expected though. I just thought you might want to know :) 
 
man, no real mappers use arch\shape generators - they create shite

(well, I did. But I cant map.) 
I Can't Map Either, But... 
It's just weird how I got that funny dialog to pop up:

In Worldcraft 1.6a -- with a map open, of course ;) -- I selected the Block Tool and in the New Objects toolbar, in a Category other than Primitives, chose the last Object in the list. I then drew my rectangle and pressed ENTER to create the New Object. Next, I picked the Category Primitives. This time I left Objects blank and drew my rectangle. When I pressed ENTER, Viola, that odd little dialog appeared!

While it doen't seem very useful, it was fun to find at least :) 
Arch Tool 
not that hard to find. As already said though, it produces crappy off-grid rubbish. Just do the right thing and read czg's curve guide. 
Bleh. 
vis froze again, this time at a different point.

Full: 50.43%, Elapsed: 27h 49m, Left: 18h 44m, Total: 46h 34m, 59%
Full: 50.45%, Elapsed: 27h 49m, Left: 18h 44m, Total: 46h 34m, 59%
----+----+
Full: 50.48%, Elapsed: 27h 53m, Left: 18h 43m, Total: 46h 37m, 59%
Full: 50.49%, Elapsed: 27h 54m, Left: 18h 43m, Total: 46h 37m, 59%
Full: 50.55%, Elapsed: 27h 54m, Left: 18h 42m, Total: 46h 36m, 59%
Full: 50.66%, Elapsed: 27h 54m, Left: 18h 39m, Total: 46h 34m, 59%^C (break)
H:\q1\maps>vis -level 4 -savetime 20 map
---- Vis 2.29 ---- Modified by Bengt Jardrup

File: map.bsp
3654 portalleafs
12249 numportals
Loading state file: map.vis
testlevel = 4

Base:100.00%, Elapsed: 1:33

Full: 50.58%, Elapsed: 27h 54m
Full: 50.66%, Elapsed: 27h 54m, Left: 3h 23m, Total: 31h 18m, 89%


i think it's when i play games... i was playing a lot of vtm:b... i hear there some kind of memory leak in that game... maybe that's what's screwing it up? O_o

oh well, restarting again. :\ 
Edit: 
before the ^C break, it had been stuck on that one for 6 hours, then restarted and it was stuck again for about 10 hours.

also, note the wierd jump on that final percent value... O_o ? 
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