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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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air_bubbles 
OoOoOoO 
@PointClass base(Appearflags, Name) = air_bubbles : "Air bubbles" [] 
D3 And Edicts Etc. 
No limits that I know of. How large map are we talking about? 20000 brushes, bigger? 
 
woah... not that many-- lol! more about 14k~ or so.

problem is it's no where near finished, so i could see it going as big as 20k or more. there's a lot left to do atm.

i was just asking so that i'd know in advance. thanks for that bit of info. :) 
Lump File Issue 
I have to modify a lump file (i.e conback.lmp) to create a custom console background. I used a tool called GFE (Game File Explorer) to export and save the bmp image embedded in the lmp file. My concerns is how to create a lmp file from the modified bmp file ? I guess it exists, at least, one tool that is able to perform this feature, so what is this tool (or these tools) ?
Thanks in advance. 
Texmex Can Export To Lmp 
Lumps 
adquedit can also do this, though it is buggy and has been known to erase your data in certain circumstances. Otherwise it's a nice tool.

I actually wrote some command line windows tools that convert to and from .pcx and .lmp and .spr a while back, maybe I should release them. 
Czg / Metlslime 
czg: TexMex is installed on my PC, but I didn't check yet the feature. So thanks for the tip: I will check it this evening

metlslime: Yes, it would be great !


Thanks for the quick reply ! 
Btw. Where's The Difference 
between mipdip and adquedit and why do they look so much alike? 
Err.. Not Adquedit 
but that one program which is basically the same, only with a different title... 
Negilke 
mipdip and qArt are the same program, but qArt is the name of it after it became a commercial product. It was offered by the same company that offererd qED and qME i think. 
Thanks For Clarifying 
there was a time when i had to use qart, for mipdip wouldn't start anymore (or i was too dumb to fix it). now, both have been obsoleted by textmex anyway. 
Are There Any Way... 
to stop a weapon/item from rotating (minus QC, of course)?

Thanks in advance, Neg!ke :) 
Yes 
edit the model file and remove the 'rotate' flag on them. easy sleezy! 
AWWW... 
...POOP! 
Or 
with some obscure func_illusionary/info_notnull model technique, whereby the acutal weapon (if it is supposed to be picked up) would be placed in a hole underneath it, with an illusionary + clip, or maybe a skip wall, only deep enough that its bbox stays some units above floor level. the weapon then has to killtarget the fake model when upon pickup.
might not work with a func_wall, for the item would likely drop out of the map. maybe a fast skip door pushing it up and thereby also making the floor solid would work better in this case.
of course this could also be done by having the weapon being pushed into the player from a hidden closet the wall, or let it drop from the ceiling (model-item dropping does not work with darkplaces, though), but these solutions would be even more visible to the player... 
What?!? 
I not sure I understand, Neg!ke. Perhaps if you made me a sample map with some examples...or even a "complete" SP map with a few examples...or how about a 8-map Q1 Episode full of examples, then it would be clearer :) 
Engine Limits 
Ok, I've just been looking through the source and readmes on Aguire's site, and have found a list of Quake engine limits. However, I am not sure which of these are increased, and which aren't. I have a fairly good idea, but could someone be so kind as to correct me:

// Data-restrained limits
#define MAX_BSP_MODELS 256
#define MAX_BSP_PLANES 32767
#define MAX_BSP_NODES 32767
#define MAX_BSP_CLIPNODES 32767
#define MAX_BSP_LEAFS 32767 (8192)
#define MAX_BSP_VERTS 65535
#define MAX_BSP_FACES 65535 (32767)
#define MAX_BSP_MARKSURFACES 65535 (32767)
#define MAX_BSP_TEXINFO 32767


The bracketed parts are the limits of standard engines as far as I can tell. Perhaps some of the other limits have been increased. Aguire, please correct this list if it wrong ;)

Currently I got this output from my last compile:

---- WriteBSPFile ----
11217 planes 224340
36426 vertexes 437112
16427 nodes 394248
3923 texinfo 156920
29246 faces 584920
31759 clipnodes 254072
7357 leafs 205996
35086 marksurfaces 70172
130679 surfedges 522716
66440 edges 265760
87 textures 1258432
lightdata 0
visdata 0
entdata 152870


Tyrann's skip tool is taking out a couple of hundred faces, but that's not enough considering what I am going to be adding.

I still want to make the map run in Fitzquake, winquake and glquake (currently it works in all three, no problem), but I have a couple more important areas to add, so perhaps it is impossible.

I am not too worried about clipnodes, because I haven't really done the clipping yet, so a lot can be saved there.

What the hell is going on with marksurfs though? The map is working fine, despite exceeding the marksurfs limit.

The numbers on the right hand side are the size of the data, right?

Metl: Any chance of a version of Fitzquake with increased surface and clipnode limits? I've don't even care if it doesn't support the new protocol, so long as it loads my map ;) Thankfully, the map still looks decent in bjpquake. 
Bleh 
Lucky, as soon as I go over the marksurfaces limit on my map, it crashes fitzquake. Fortunatly I've been able to lower them quite a bit thanks to aguirre. 
Tips? 
got any marksurf lowering tips? wtf are marksurfs anyway? Just surfaces? What are faces then? same? 
Generic / Jpl 
generic: i forgot illusionaries can't be killed, so the model thing has to be done with the info_notnull/modelindex trick. i would have sent you a sample map already, but i have no idea how to get the modelindex to work. so if anyone was so kind to tell me how to find out the right number, i'd be glad (what's the command in aguirre's engine? how do i find the number in darkplaces if counting the modellist doesn't help?). bleh.

jpl:
about your trigger_push problem. :)
could it be that the malfunctioning trigger had angle "0"? with "360" it would have worked.
i could have thought of that possibility earlier... 
Marksurfaces 
I also have problems with marksurfaces and have all but given up on my current map because of it.

And they're only showing 33k and it crashes Fitzquake 0.80 - clipnodes are still under 30k.

And I haven't added all the intended trims yet.

And I haven't finished the final battle area.

And I have already split the map in two.

Jeez... 300+ monsters waiting to die! 
Marksurfaces 
I still don't quite understand what they are, and the tips aguirre gave me were really specific to my map, so probably wouldn't help you.
Best bet is probably to try pestering aguirre about it, he's wonderful for map fixing. =) 
Neg!ke 
Well, I don't know. I just finished the final build of the map concerned by this issue (it's ready for release, I will post it friday evening).. I changed the wind tunnel into a "walking" tunnel... sorry for this...
Anyway, thanks for the tips: I will try to make a test and see if it helps. 
Mike W. 
Well, it's pretty weird effectively. In "Castle of the Dark Ages" map, I had 35k marksurface / 31k clipnodes (if I remember well) and the map didn't crash at all... It sounds to depend also of your PC performances as well... though...

The last possibility you have (if you don't want to change too much your map), is at least to add a note (in txt file) to player stating that only aguirRe's GLQuake will support your map.

Good luck. 
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