Hm...
#4825 posted by necros on 2006/03/05 11:52:18
i had something like this i ne_marb... basically, it was some complex geometry in the terrain area (where the shore is that leads to the cave) that was messing it up. you couldn't atually see any leaks but it was there... basically, i just ended up redoing a fair amount of brushes in that area to a much simpler look as it is now.
so that would be my only suggestion: find areas that have complex geometry (terrain, complex trims, etc) and try removing them and replacing them with simple placeholders. When the problem goes away, you know you've found the culprit(s), and can simplify/fix/remake/whatever
sorry i can't be of more help.
one last thing, i'd suggest trying out aguire's bsp compiler, it might have more luck on complex geometry
Aguire's Bsp Worked...
#4826 posted by Fern on 2006/03/05 13:33:17
...by actually generating a pointfile so I could track down the leak. Thanks to biff, bal, and necros for suggesting it. Still a mystery why there were no leaks detected while processing the clipping hull but at this point I don't particularly care. :)
Fern
#4827 posted by aguirRe on 2006/03/07 01:22:29
Is it possible for you to rebuild the fr3n1m3 map using my qbsp? It's got those annoying tjunction sparklies. Or if you'd send me the zipped .map and I'll rebuild it myself.
Define
#4828 posted by Fern on 2006/03/07 09:10:18
I asked for a link to yours and got txqbsp and treeqbsp. Whatever I used, it worked. But what am I SUPPOSED to be using? I hate those sparklies just as much as you. :)
Using
#4829 posted by aguirRe on 2006/03/07 15:33:54
my compilers, you don't have to do anything special; they both default to tjunction padding (= no sparklies). It's some of the old compilers (e.g. dubsp) that default to no tjunctions (= sparklies).
Yes Yes I Know What You Mean
#4830 posted by Fern on 2006/03/08 06:24:12
But I was under the impression that I already WAS using your compilers. Is this the wrong URL or something?
http://user.tninet.se/~xir870k/
Well
#4831 posted by aguirRe on 2006/03/08 10:31:43
my initial request above was for the released fr3n1m3, which as far as I can see has the sparklies, i.e. it's either built with an older compiler (e.g. dubsp, which you also asked about before) or using my compilers and adding the -notjunc option (definitely not recommended).
The URL is correct, sorry for the confusion.
Lol :)
#4832 posted by Fern on 2006/03/08 11:15:35
I'll probably fix it soon then.
Btw
#4833 posted by neg!ke on 2006/03/08 13:13:59
How do make elevator buttons that move with the elevator?
so how is done now?
some trick as in half-life, like a fake button on the lift and triggers at the corresponding spots in its extended positions? but how could it be done (preferably without hacks) that it only works when the lift is in the right position?
maybe with a skip/clip door blocking the trigger that was just used after the lift starts moving, while unblocking the other...
a very basic question...
#4834 posted by czg on 2006/03/08 13:45:42
I'm guessing some sort of crazy setup with trap_spikeshooter logic gates would do the trick. Still you can't make the button move first then move with the elevator though.
Well There Is One In Fr3n1m3...
#4835 posted by Fern on 2006/03/08 15:10:26
using a really huge button that moves outside the playable area when pressed. I might do something similar but better looking in the next map just for the heck of it.
One Way To Do It Without Hacks...
#4836 posted by than on 2006/03/10 17:34:44
...is use a mod like pox extras, that lets you attach buttons to lifts, moving water that actually works and have all manner of particle effects.
There is more stuff in there too. I don't think I've seen a map using this mod yet though :(
http://developer.chaoticbox.com/quake.php
Hmm...
#4837 posted by negke on 2006/03/12 01:38:43
yes ok. but i'd like to figure out how it could be done in vq (the manual way).
fern, where is it? - i couldn't find it in the map.
sounds like this way it would only work for one-time lifts or lifts that go back into their starting position after some time.
but i am thinking of a toggle lift (door).
dunno about the logic gates thing.
the button movement could be simulated through doors or trains with a button0 texture (and a button1 texture at the same spot on the lift itself) which then moves into the wall, so the button looks like it's been pressed. this method would still rely on the trigger, though, and only work if the lift/button was adjacent to a wall.
Person With Punctuation Nickname
#4838 posted by Fern on 2006/03/12 19:19:40
it's the scarab button on the final lift, and the trick is basically the same as you described in your last paragraph.
Quake 3
#4839 posted by necros on 2006/03/15 06:49:49
i've been trying to get into this a bit and i've found i have absolutely no idea about a lot of the stuff this engine can and can't do...
for example, are there any major engine limits similar to edict limit of quake1? can you make rotating brushes? how does clipping work for bounding boxes?
anyone know the answers to these questions? :P
Necros
#4840 posted by bal on 2006/03/15 07:52:14
I don't think there are any real engine limits, you'd be hard pressed to reach them if they're were I think.
Can't remember about rotating brushes, but if it's possible it should be obvious from the func_s available.
What do you mean about clipping on bounding boxes? For when you fire at models and such?
Well...
#4841 posted by necros on 2006/03/15 09:01:39
for example... does clipping work the same way it works in quake? ie: bsp generates different hulls for different sizes, meaning only certain size bboxes are allowed? or did id do proper collision and virtually any size is possible now?
and if i made a map with 5k rocket launchers, it wouldn't overload model limit or something?
Necros
#4842 posted by bal on 2006/03/15 09:14:20
Dunno about bounding boxes, considering it's a multiplayer game, I'm not so sure what they did in that area (all players have same bbox of course).
You can have 5000 rocket launchers in a map as far as I know, would just be slow depending on your machine of course. =)
What are you working on?
Necros
#4843 posted by R.P.G. on 2006/03/15 09:18:32
AFAIK the bsp process does not compute seperate hulls and all bboxes have collision computed dynamically.
Necros / Kell / Anyone
#4844 posted by ijed on 2006/03/15 09:25:52
can you send me the qouth .fgd?
louismanningatgmaildotcom
I tried a few links and quite a few different types of searches but can't seem to lay my hands on it.
Cheers
#4845 posted by necros on 2006/03/15 12:07:21
http://www.planetquake.com/necros/quoth/quoth_fgd.zip
and i don't want to say anything yet because i don't want to get anyone's hopes up. :P
AFAIK the bsp process does not compute seperate hulls and all bboxes have collision computed dynamically.
^_^ awesome, that's what i was hoping to hear.
Hehe
#4846 posted by bal on 2006/03/15 12:59:56
omg necros is making q3sp.
=)
Naw
#4847 posted by necros on 2006/03/15 20:44:48
it's a mod that makes all the players 500 lbs overweight! whenever you take damage, you gain weight, and if you hit 1000 lbs, you explode.
Btw
#4848 posted by necros on 2006/03/16 06:50:26
are there edict limits in D3?
i have a map i'm working on, and it's getting rather large, lately.
does anyone know about problems larger d3 maps can run into? (it's all brushwork, no premodeled areas like the hell levels)
Necros
#4849 posted by R.P.G. on 2006/03/16 07:32:52
So when a player explodes, does it print the message "Player ate a wafer-thin mint"?
|