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
Tronyn
#4012 posted by aguirRe on 2005/08/04 10:22:36
Did you get my last two emails?
The Grid, The Grid
#4013 posted by Preach on 2005/08/04 10:51:27
Although the vertices look like they are lined up in the editor, this is misleading because of how the compilers load the map. The vertices are not loaded, the planes of the faces are. The vertices are then recreated by the compiler by calculating the intersections of the planes on the brush.
If your points are on the grid, then the planes will always be defined by nice round numbers, sufficiently so that the intersection points actually line up correctly. If the vertices are not on grid, then there is the chance of rounding errors. Some rounding errors are great enough for different brushes to place the vertices in different locations.
I'm sure somebody else can give you a more technically correct explanation of the process, but that's how it works to the best of my knowledge.
#4014 posted by grahf on 2005/08/04 12:46:52
the "indent" in that core cylinder looks nice, but it looks in the editor that the narrowest part is snapping onto quite a small grid size (around 4 perhaps?). remake the slanty bits so they match up on no less than a grid of 8 or 16 and i bet it would go away.
Misc_shubbyporttrain
#4015 posted by generic on 2005/08/05 19:28:06
Does anyone have an (Worldcraft) FGD definition for a misc_teleporttrain and, while I am asking, a handy tutorial on how to properly set up Shubby's demise?
Gee, thanks.
Grab This File
#4016 posted by HeadThump on 2005/08/06 01:24:44
Hellzbellz
#4017 posted by HeadThump on 2005/08/06 01:26:41
grab every file listed under QuakeLab, there are quite a few gems in there
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