AguirRe
#3987 posted by PuLSaR on 2005/08/02 08:50:06
I have a small problem with light. There's always a fullblack stripe to the left from the brush that I use a lightsource (32x32x8 sized). The light spot is situated in 16-32 units in front of it.
Here's the screensot of it: http://www.quakemaps.nm.ru/misc/light2.jpg
Any ideas of how to avoid it?
the commands line is: light.exe -fast -gate 1
Try
#3988 posted by aguirRe on 2005/08/02 11:10:27
removing -fast and/or adding -soft or -extra4. If it's still there it could be that you're using an editor that requires enhanced texture positioning (e.g. QuArK or Hammer), then try adding -etp.
The last thing I can think of is that there's a brush problem (misalignment), it can sometimes cause bad shadows. Try manipulating the brushes and see if it helps.
The Sloping Curves Thingy
#3989 posted by bambuz on 2005/08/02 11:39:54
I did some stuff, like a spiral staircase (a map in progress) but a ramp instead of steps. Thanks for help from func people and czg especially.
So don't read if you already know.
Since it is a twisted surface, it must be constructed of triangles. (The slope is steeper on the inner curve than the outer curve, so they can't be in the same plane and thus can't be edges of the same face.)
Requires vertex editing in Worldcraft and isn't that hard.
That technique should be extensible to tubes and all the like too. I think maybe sometimes by skewing the brushes and sometimes by rotating them. One by one.
I'm off now.
But...
#3990 posted by grahf on 2005/08/02 12:00:49
skewing with multiple brushes selected in Radiant does wacky things. At least, it doesn't move them all as a unit.
It's Becuase...
#3991 posted by metlslime on 2005/08/02 13:27:28
radiant "skew" isn't really skew. it's more like "drag all the edges that belong to this face."
Help....
#3992 posted by ionous on 2005/08/02 17:26:35
Worldcraft error:
I was innocently mapping away, when i clicked on the camera button. There was no camera to be found now. It seems to have disappeared. Even when i closed the map, and then reopened it, no luck, still no camera.
What's going on?
Ionous...
#3993 posted by distrans on 2005/08/02 18:16:47
Are you working from the .rmf or the .map?
The .map does not contain camera info, the .rmf does.
Grahf...
#3994 posted by distrans on 2005/08/02 18:30:39
Just shot through a .bsp and .map, that might be useful, to your gmail acc.
Title == Spiral Tube
#3995 posted by ionous on 2005/08/02 18:31:54
I was working from a .rmf.
I just ended up selecting the entire map, and pasting it on a new map.
Thanks though.
Worked Around It
#3996 posted by ionous on 2005/08/02 18:32:19
Just copied entire map and pasted on a blank one, saved under old filename.
Thanks though Distrans, it was a rmf, have no idea what caused it.
Thanks For All The Curves Folks
#3997 posted by grahf on 2005/08/02 19:06:30
I gave up a couple days ago and worried about other things, but several of you have sent me interesting map files.
Distrans solved the problem actually, at least to my satisfaction. The answer is: the part of the pipe that curves around, cannot also be a ramp. there has to be a section of completely straight axial pipe that is the ramp upwards.
Now, another question:
Is there any syntax for the Radiant .def entity format that will cause a certain key/value pair to be added whenever I create a certain entity. Like, let's say I want all my func_doors to have a "wait" of 5 and a "sounds" of 4... can I specify these values in the .def file such that I don't have to enter them manually?
Ionus
#3998 posted by Ankh on 2005/08/03 00:36:44
I don't know if I understand your problem.
It happens often to me that I delete a camera by mistake when I press Delete while in camera view.
To create new camera. Just select the camera button, then go to any of the 2D views, hold Shift and drag the mouse. And you have a new camera :). You can have more than one camera in a rmf file.
OMFG...
#3999 posted by generic on 2005/08/03 06:32:36
I LOVE ANKH!!!
I have been tackling Ionous' deleted camera problem the same way he has...until now.
THANK YOU - THANK YOU - THANK YOU!!!
Good To See Happy People :)
#4000 posted by Ankh on 2005/08/03 07:01:35
AguirRe
#4001 posted by Mike Woodham on 2005/08/03 10:27:22
I have a 'no entity in empty space' warning. Usually I simply no_clip around the map and the empty space becomes self-evident, and is easily dealt with.
However, I cannot find this latest one. I know that it is not a major problem but as I am getting close to certain limits e.g. clipnodes, can you tell me what is the overall effect of leaving it? Presumabley, unnecessary clipnodes and marksurfaces? Is there any way to find the area?
In The
#4002 posted by aguirRe on 2005/08/03 10:53:03
hull(s) you get that warning, qbsp doesn't fill (remove) the outside volumes, which most likely increases #clipnodes. Marksurfaces are only affected by the visible hull.
To fix it, you'll need at least one entity that's sufficiently clear from solids in all directions. Please remember that hulls 1/2 are expanded from the visible one, so they need increasingly more free space.
I don't recall the exact distances, but it sounds like you have pretty cramped quarters. Or all your entities are very close to the walls. You can e.g. just insert an info_null in the middle of a large room.
You're not using any odd qbsp options?
Nothing Odd...
#4003 posted by Mike Woodham on 2005/08/03 11:19:41
...I have been joining some large maps (my three have become one) and I have already cleared some true empty space i.e. space completely enclosed without any entites and the player cannot get to.
I am actually using qbsp with only -verbose. It is reported in hulls 1 & 2. The latest one must be so small that I cannot use the noclip method to find it.
Being so small, it can't be generating many clipnodes so I'll ignore it.
I'm A Silly Ol' Sod!
#4004 posted by aguirRe on 2005/08/03 11:48:58
This particular map didn't have any entities in it yet - no lights, no doors; nuffin'. Groan...
What The Fuck Happened!?
#4005 posted by . on 2005/08/03 12:05:17
I reformatted my drives yesterday, I did backups of all my work on CD and uploaded to my server.
Both the backup .RMF and uploaded .RMF map sources report "unused keyvalues" in each map, and there are TONS of these reports when I do a problem check in Worldcraft.
I don't get how this happened! I didn't have these problems before the reformat. WTF!
Heh Nevermind
#4006 posted by . on 2005/08/03 12:12:08
Y'know all I had to do was use CZG's updated FGD -- which I normally do use! But I thought that it was in my Worldcraft backup .zip, which is what I extracted my current setup from.
Ta.
Nice Try Mike...
#4007 posted by metlslime on 2005/08/03 12:16:15
but i don't think AguirRe would use the word "sod."
AguirRe
#4008 posted by PuLSaR on 2005/08/03 13:03:51
thanx, removing -fast option seems to help me. The dark strip is still visible but it's much brighter now. I think it'll go away after extra lighting of the map.
Ooops
#4009 posted by Mike Woodham on 2005/08/03 13:11:53
Sorry aguirRe. I was, of course, talking about myself.
Vertice Alignment Issues
#4010 posted by . on 2005/08/04 09:42:39
This is a slightly different issue from cracks appearing in pipes and other manipulated stuff, because everything is aligned quite well.
As you can see in-editor, everything on the tower lines up well:
http://www.phait-accompli.com/q/s4/pre/misalign-ed.jpg
But in-game:
http://www.phait-accompli.com/q/s4/pre/misalign.jpg
While these misalignments are quite small that I feel the need to fix them, I still am curious why they happen.
Bah
#4011 posted by . on 2005/08/04 09:44:46
Corrected: While these misalignments are quite small that I don't feel the need to fix them
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