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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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1930s House Textures 
Might I be missing anything? So far I've got about 8 or 9 thumbnails sketched for interior wall designs, and with variations it comes out to about 27 - for interior walls. Here's the full list though:

Interior Walls:
wallpaper, concrete, panels (wood), tile

Exterior Walls:
wood, concrete, brick

Interior Floors:
concrete, wood, tile, carpet

Materials:
wood, stone, metal, porcelain/glass (think toilets/bathtubs

Furniture:
chairs, couches, stools, file cabinet, cupboard, cabinets, dressers, bed, shelves, armoire, bookshelves, desk

Outside:
grass, earth, mud, road, sidewalk, rock-brick, sky, water, trees, foliage, stonebeds, gravel, floral

Miscellaneous:
sewer covers, typewriter, clocks, phone, stove, fridge, phonograph, lamps, lights/sconces, picture frames, broken mirros, bathtub, sink, roofs, windows, doors 
Um 
Don't you have a map in the works already? It's bad to derail your mapping progress... like reading more than one novel at the same time! 
Nope 
 
 
You forgot the potty! 
Nope 
It's on the list just under materials. I actually have it written down, but not under miscellaneous on the list here :P 
Qick Confirmation 
Hunk_Alloc: failed on 1346914400 bytes means a map is too big to load, right? The solution is adding...what to the command line? -heapsize? For a mac G4 powerbook with 512 megs of ram. I'm assuming FitzQuake is the engine being used. 
Mac Powerbook? 
There is no fitzquake for mac os x I don't think, unless metl's been keeping something from us. It would have to be either pOx's builds (macglquake.sourceforge.net) or the Cocoa version from fruitz of dojo (www.fruitz-of-dojo.de). I am skilled in the ways of Macness....

But as far as I know, -heapsize should work the same there as it would on any pc engine. You might try increasing -zone also, to 8192 or so. 
Grahf 
Thanks. Despite being scottish, I know this -><- much about Macs. And it shows >_< 
FQ Mac 
Would be nice. The gamma is wanked on my Mac port. 
Grahf / Powerbook 
What is this about quake on osx? I want to get a fuhquake port working on my powerbook... if anyone knows whats up with that, let me know!

/me wants to watch demos of people playing my map ;) 
Uhoh, I Just Nominated Myself For Macquake Tech Support 
phait: you mean the brightness slider in the options and the console command "gamma" don't work for you? which macglquake build are you using? what gfx card you got? Perhaps darkplaces would solve that, see below...

inertia: fuhquake, is that some quakeworld thing? Not likely I recon. But there are several normal quakeworld builds, what's the diff?

There is Darkplaces for mac actually, but you have to download (hehe) Nexiuz to get it. Open up the Nexiuz Mac application package (right or ctrl click, show package contents), browse to the "MacOS" directory in there, and pull the "darkplaces-sdl" file into your quake dir and run it from the commandline.
To take it a step further, look in the "sources" directory of the nexuiz install, there should be an application package called "darkplaces." Put the "MacOS" directory from Mac Nexuiz (it should have libvorbis and libjpeg as well as darkplaces-sdl) into the "Contents" directory of the Darkplaces app package. Now put your new beefed up Darkplaces package into the proper quake base directory, and wee! It runs just by doubleclicking now, no Terminal access need! Works exactly the same as PC Darkplaces as far as I can tell. Downside: As far as I know, you would still have to run it through the cmdline if you wanted to pass it cmdline options.

You could compile your own Mac Darkplaces apparently, Lordhavoc told me there are directions on the nexuiz forums, but why would you want to do that when this is so much easier? 
Grahf 
fuhquake is a very enhanced version of qwcl.exe. I could never go back! 
Hall-of-mirror With No Brush Errors... 
Grahf -- the slider works, but maybe it's just my monitor, it is a Powerbook after all - but I don't get decent contrast. My PC's Samsung, on the other hand... (despite it's 'negative' black instead of true black)

Hall-of-mirrors...
I'm working on some terrain and there is a HOM patch up in the sky for some reason. Worldcraft reports no invalid solid errors and it compiles without error. What might be causing this? I'll prob. just have to redo a few brushes up there, but I'm curious why it happens.

Crosshair pointing at it: http://www.phait-accompli.com/q/s4/pre/hom.jpg 
PHAIT 
IT LOOKS FINE KEEP MAPPING

;< 
 
you might try idgamma, phait. it's a tiny pak2.pak file that replaces the quake palette with slightly more vivid colors. 
Re: Terrain HOM 
Oddly enough, after building another terrain wall - the HOM disappeared. 
 
Not that surprising actually. It was probably some semi-fuckup of qbsp's/vis's leafs/nodes/portals, and when you added more stuff. the bsp tree changed, and the problem went away. 
Kell 
I get a message like that when I try to play lost chapters on my ibook using the fruitz-of-dojo build. Using the macglquake.sf.net build works OK, though. I haven't tried to dig further -- but I don't think it's a matter of insufficient RAM, why would quake be try to allocate slightly more than a gig in one go? 
Mac Quake 
I've generally had no problems running addons, including Lost Chapters. The only problem I've found is that with my custom menu and HUD graphics PAK, which works fine on PC WinQuake, GLQuake, FitzQuake -- won't work on Mac Quake -- it says not enough RAM allocated. 
HOMs 
I still have no idea why they appear/disappear when I add/remove some brushes in completely different areas. Is there any obvious cause of them or is it a mystery that depends only on quake/compiler choice? 
Phait 
I know it went away, but if it happens again, try breaking up the sky brush into other smaller brushes where their vertices perfectly match up with the vertices of your terrain. I've found that this minimizes those HOMs. 
HOMs 
Make sure you're using aguirRe's latest qbsp compiler. If that doesn't work try mine. If that doesn't work, you'll probably have to resort to playing games with the surrounding brushwork. 
RPG 
that method creates lots of lame breaks in the sky texture, doesnt it? 
Inertia 
Only if you use antiquated engines like glquake.exe or Build. But in that instance it looks nasty anyway, so you probably won't care. 
Yeah... 
if you're not using a gl port that fixes the sky rendering, woe unto you. 
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