News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
Hipnotic Development Kit? 
Are the Hipnotic and Rogue development kits still available somewhere? (I have the Zerstorer one)

Google isn't turning up anything.

In particular I'm after the force field/particle field QuakeC. 
Or 
look for the custents devkit which has both the hip and rogue code stuffs as well as other things 
QC Source 
Got 'em 
And it occurs to me how doomed Quake would be if we ever lose ftp.sunet.se (the final mirror).

aguiRe, ever thought of adding Tyrann's "remove_skip.exe" code into txQbsp? I can't see someone using a texture named "skip" texture for anything but for a "removed texture". 
There Are Other 
idgames2 mirrors, but I only know of sunet's planetquake subdir, which actually contains a lot of stuff.

No, I haven't thought of putting that feature into qbsp. 
Skip Removal In Qbsp 
yeah, this would be nice. Probably should be off by default and activated by command line.

Tyrann's skip removal tool is pretty hacky -- it doesn't remove the surfaces or marksurfaces from the file, it simply shortens the list of marksurfaces for each node. Or something like that, i can't remember exactly.

A more robust version (actually removing the faces from the bsp, not allocating lightmaps for them, etc.) would only really be practical if it was handled during the qbsp stage. 
How To Do Large Rectangular Lights Right? 
I've seen lights that are long rectangles ...

---
| |
| |
| |
| |
| |
| |
| |
---

Are they making a ton of individual lights? What technique are they using?

Or is there an easy way to take a brush and make it illuminate? 
Baker 
Unless you're using surface lighting, you just need to place one or a few lights. Sometimes I go with one, but sometimes two. 
Baker 
If the texture is one of those 32x128 dimension light textures, i recommend making 4-8 light entities along the length of it. that gives a nice and even illumination. Copy / paste is your friend. 
Skip 
Tyrann said he stopped using his skip program cause it causes visual glitches sometimes, I've been using it quite a bit and haven't come across any problems though...
But yeah, a real skip pass during qbsp would be awesome, one of my maps keeps going a bit over markedsurface engine limit, and being able to skip some stuff could probably help. =D 
Idgames2 Mirrors 
Does Skip Tool Help To Reduce Marksurfaces? 
I have 31499 marksurfaces in my map already. But I still need to make a large hall for final battle. I need to reduce their number. Any ideas? 
Pulsar: 
no, it doesn't remove them, sadly. 
PuLSaR 
I have the same problem with my current project: marksurfaces value is around 35000...o_O...and unfortunatly I was not able to solve it :(... and I have to let it as is....
AFAIK, it's not a problem for FitzQuake engine (either equivalent, or better) to manage this too high value: you would only have choppy visual effect ingame with "old PC". And unfortunatly, WinQuake and standard engine should abort during map load.
It seems to be a recurent issue for big maps.. :( ..
Hrimfaxi also has this issue with his last map (tris), and he told me he was able to solve it... We also had interesting discussion about this issue (concerning my map).. so maybe you could contact him directly.. though.. 
Ffs Guys 
make episodes of normal maps, not huge-ass maps. It's nicer to play that way too!
Well sorry, I haven't seen what you're working on...

Is this all because of kinn? Some penis measuring contest? 
Bal 
If you exceed the marksurfaces limit of 32k, I'd suggest not to worry too much unless you experience obvious problems (typically map crashes).

There seems to be some kind of margin before real problems appear and there are several big maps released (e.g. Menkalinan) that exceed the limit without having any apparent issues.

Inside normal engines, bad things will happen immediately when passing 32k, but it might still not cause any harm. 
 
Is this all because of kinn? Some penis measuring contest?

*teeheehee* ^_~ 
Penis Measuring Contest 
a good theme for event =) 
Markedsurfaces 
Actually, as soon as my map went over the limit (by a few hundred markedsurface), fitzquake became unable to load it (crashes)... That normal? Runs fine now that I'm under again (had to move a part of the map for later use =\ ). 
Marksurfaces 
Actually you could try to go on mapping on the map as it is.
While working on my last map Tris, I several times went over the max marksurface count.
I found that even if the map chrashed the engine, putting more brushes into the map made the number of marksurfaced drop well below the max again.
Sometimes I had to map in two seperate areas of the map to achieve this but it worked!
I mapped for 5 weeks where the number raised and dropped all the time.
But of course there must be a point where it wont drop anymore, and it may not work in all maps. 
I Hate Markedsurfaces... 
they're like ants-- you don't know where they come from, but there's a shit load of them. 
Hmmm... 
How come they go up and down? I'd imagine more areas = more markedsurfaces... no?
I guess I'll be the one to ask the obvious question, what exactly are markedsurfaces? 
Marksurfaces Revisited 
There are posts earlier in this thread starting here: http://www.celephais.net/board/view_thread.php?id=4&start=1727

including an explanation from metl and several empirical observations that might help. 
AguirRe 
Thanks. ;)
Well, guess I'll just finish the map for now, and put the area I removed back in once it's done, see if the markedsurface still jump over 32k. 
 
they're like ants-- you don't know where they come from, but there's a shit load of them. - these words are golden.

I got an idea: I'll save my map as it is atm, and if it starts to crash in progress, i'll make the final battle in a sepapated map. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.