:O
#393 posted by pushplay on 2003/08/17 04:59:54
15 characters, eh? That's exactly the kind of until-now unwritten rule I was talking about. A few of them are 16 or 17 chars. It's not my fault, Wally let me do it!
Fixing the texture names is easy, I can have that done by the morning, but doing a proper vising on this map takes nigh on forever. Does anyone have a super computer they can lend me?
Arguire
#394 posted by pushplay on 2003/08/17 06:51:01
So it turns out that I can't count at 4 in the morning. The longest texture name is exactly 15 sans extension. The texture with the underscore is e8clangfloor04_ which I used extensively.
However, my wad didn't have the trigger or clip texture. I passed them off as only being necessary for the editor, and edited using common/trigger. Do you think that would cause the problem?
I'd Suggest
#395 posted by aguirRe on 2003/08/17 06:51:46
that you rebuild it the same way as before, i.e. only fastvised. A fullvis on this map will be pretty painful; you're most likely looking at several days of processing even on a powerful machine.
Although the Win/TyrQuake guys will most certainly feel the r_speeds hit even more ...
Simultaneous Posting, Eh?
#396 posted by aguirRe on 2003/08/17 06:57:57
I'm not sure but I'd definitely make sure that all textures are included in the wad before doing anything else. Also check compiler log for missing texture entries.
Since I think that the bad bsp miptex entries I found before in fact are from the trigger_hurts, it makes sense that this is the problem.
#397 posted by Kell on 2003/08/17 07:35:47
and edited using common/trigger
That's the trigger texture for Quake 3, not Quake 1. AFAIK you must have the trigger texture contained in your .wad - it really isn't related to the way Quake 3 handles it. Definately sounds like a likely culprit because even though the texture is missing, no-one can see the error because triggers are invisible.
Pushplay:
#398 posted by metlslime on 2003/08/17 17:28:45
15 characters, eh? That's exactly the kind of until-now unwritten rule I was talking about.
http://www.celephais.net/stuff/texturefaq.htm
Also, you should have trigger in your wad. I don't know offhand if you need clip.
.
#399 posted by pushplay on 2003/08/17 18:34:49
metl: damn, I knew it all except that one.
It doesn't matter if I map with common/trigger or the new trigger extracted from my wad because the map converter strips out path names. The common version is just a lot more attractive.
I'm recompiling and fast vising with the new wad. The compile is already done. The warning count is 0 and the brush count is 2249.
AguirRe
#400 posted by distrans on 2003/08/17 23:29:13
If you push them 1,2,3,4... there shouldn't be a problem.
Pushcoag, V2
#401 posted by pushplay on 2003/08/18 00:13:16
Pushplay
#402 posted by Stubgaard on 2003/08/18 04:23:46
It still gives me an error.
No, It Still Aborts
#403 posted by aguirRe on 2003/08/18 04:25:56
with "Bad surface extents" (I tried TyrQuake 0.0.41). FitzQuake still works as before.
I've also checked the bsp and now there are no bad miptex entries (no missing textures) and TexMex shows that the clip/trigger textures are there.
Weird. Perhaps there is a limit on how large trigger brushes may be? Try cutting up the large trigger brushes into e.g. four pieces and if that doesn't help, do the same to the large sky brushes. That's all I can think of right now.
distrans: I must have pushed them in the wrong order or something (too busy fighting).
Well I'm Licked
#404 posted by pushplay on 2003/08/18 05:10:54
If anyone wants to play with the source, feel free to have a kick at that can.
http://www.cursesandepithets.com/quake1/maps/pushcoag_source.zip
Includes converted map file, unconverted map file, and wad.
It Works Here
#405 posted by aguirRe on 2003/08/18 05:37:00
when I rebuild it using TxQBSP, both in TyrQuake and FitzQuake. I use the converted map file and the supplied wad, no errors or warnings, everything seems OK.
What command line are you using for qbsp?
I'll send you my rebuilt bsp later and then you can publish it for download.
It Works Here
#406 posted by aguirRe on 2003/08/18 06:49:54
when I rebuild it using TxQBSP, both in TyrQuake and FitzQuake. I use the converted map file and the supplied wad, no errors or warnings, everything seems OK.
What command line are you using for qbsp?
I'll send you my rebuilt bsp later and then you can publish it for download.
From The Bat File
#407 posted by pushplay on 2003/08/18 06:57:03
Tree-Qbsp.exe -transwater -verbose -oldaxis -oldtexpos -subdivide 256 pushcoag.map pushcoag.bsp
Aha!
#408 posted by aguirRe on 2003/08/18 07:10:39
The subdivide setting is unusual and directly controls the face division logic of the compiler which definitely is related to this issue.
I tried a quick rebuild also using the "-subdivide 256" setting and then I get the "Bad surface extents" error in TyrQuake.
I'd suggest not using that option unless you have a very specific reason for it.
In any case, I've now sent you my rebuilt version so you can publish it.
W00t
#409 posted by Kell on 2003/08/18 09:36:56
Problem solved. Group hug!
I Am Not Hugging Anyone.
except maybe RPG. :o
O_o
#411 posted by R.P.G. on 2003/08/18 15:54:48
I am not hugging anyone. except maybe RPG. :o
O_o
#412 posted by Kell on 2003/08/18 16:40:16
Don't look at me, I was just kidding.
Ok, That's It
#413 posted by pushplay on 2003/08/18 17:01:33
I shouldn't be allowed to be in charge of compiling my own maps.
So Was I.
dont worry i am strictly females only.
.
#415 posted by pushplay on 2003/08/19 01:16:42
Pushplay
#416 posted by Vodka on 2003/08/20 00:24:44
Have you fixed random fullbrights on your textures ?
Speedy
#417 posted by pushplay on 2003/08/20 03:52:37
Nope.
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