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
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. 
Teleporting Items... 
I have seen this technique achieved in some maps but haven't been able to do so myself.

Is there any way to teleport items (keys...perhaps) in Quake?

Thanks in advance :) 
Bsp Wasn't Built. 
when I try to run my map in worldcraft I get an error message saying that the bsp wasn't built, and asking if I want to continue anyways.
Why does this kind of thing happen?
Any idea how I should go about fixing it?
Thanks. 
Drew... 
Check out the last few entities/triggers you created/changed and make sure there isn't anything funky with their settings. Remove them and recompile the map as necessary. The QBSP_LOG file may be of further assistance.

Good luck! 
Anti-camping? 
Ok, I have taken a short detour from my small SP dealy. I have been playing about with a simple DM map and I have an area that is very campable. I would like to have a shoot-able switch that resets every 30 seconds or so and makes that campable area a deadly place to hang out. I'd like the damage to be inflicted for only a second or so and the resest until the switch is reset. In Q2 maps I have used func_explosion with a multiple fire switch. Also complicating things, I have a tele-destination in / at the area I want to target...

Suggestions on the best way to accomplish this? 
Well, 
you can just make a big door that's hidden in the ceiling and has a very high speed (2000+) and whatever damage you want.

have it targetted by a button with a high wait (30 seconds like you said)

or, you can make the door visible and build a crusher thing and make it a prominent part of the map, whatever works. 
Generic 
i don't think teleporting items are possible in vanilla quake.
the workaround would be to have a small closet with a door (and an optional func_illusionary) on the ceiling which opens at a certain event, lets the items drop out and then closes to make the surface seem solid again; or let items rise from a hidden hole in the floor. 
I've Seen Mods With Grenades That Go Thru Teleporters 
>i don't think teleporting items are possible in
>vanilla quake

I don't know if this counts as an item 
Speedrunning Friendly Maps - What Should Be Avoided / Be There 
Does anyone here care about quake speedrunning? Anyway, maybe someone has some thoughts.

What are the main aspects to make a map speedrunning friendy? The most obvious is to stay clear of clip brushes which block players movement. But I'm shure there are more aspects. What do you think? 
Hmmm... 
The moving door will not work out well due to this being an outdoor area... Ain't no lid on da' crib.

I was thinking of an area_damage, can this be toggled multiple times via a button / switch? 
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.