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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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Drew 
I haven't actually created any maps of my own, but I've been extensively through most of the paces to build/repair maps.

I believe that without that experience or the source map contributions and suggestions from many mappers, it would've been very difficult to improve on the tools/engines. 
Yeah 
I was just wondering if you had your leakproof, fully vised first map sitting around somewhere. 
Win Lose Or Draw 
I can give you my last HOM maps that were so leakfull they couldn't sit anywhere without wondering around...

and I'm gratefull to get some good advice to make them playable before they got lost in Quake's void.

Like to beta test Drew? 
Er... Metlslime 
I've a memory live a sieve so can you just play along here?

Does Fitzquake change liquids to always be fullbright? I have the texture 'brimstone' and it has no fullbrights. I simply add an * to the front of the name, and although I get my warping liquid effect, I also get fullbright.

But I really do want non-fullbright liquid. Am I missing something? I want all other fullbrights to remain, I just don't want this one liquid to be fullbright.

I've done the usual things with TexMex and the same texture without the '*' is definitely not fullbright. Put the '*' in and it lights up like... well like something pretty damn bright. 
Mike: 
That's quake. Liquids do not get lightmaps, so they are always uniformly bright. Darkplaces is the only engine I'm aware of that breaks this functionality. 
Metlslime 
Double bugger, twice!

But thanks for the info anyway. 
Map Compile Problem 
Baker,

I'm having some problems with Quark! All my maps gives this message when I try to connect to a server running it: "map model file does not match"

[url=http://img108.imageshack.us/my.php?image=ezquake0009gu.jpg][img]http://img108.imageshack.us/img108/7492/ezquake0009gu.th.jpg[/img][/url]

If I run the map directly into the client, there's no problem and it works fine!

This happens with any map I compile! Even with the basic map created by Quark (a square with a spawnpoint).

I already tried all kinds of Qbsp, VIS and Light utilities. A friend of mine, who is also trying to make some maps, has the same problems. Plus, he tried other tools too (worldcraft, qoole) and he always get the same erros.

I asked Trinca about it and he said to me he does exactly the same as I do, but unlike my case, there's no error.

I would appreciate any help, thanks! 
About My Last Post 
The "Baker" in the last message is there because I copied this message from a thread at quakeone.com.

And here is the link to the image of the error message.

http://img108.imageshack.us/my.php?image=ezquake0009gu.jpg

TKS! 
I've Never Seen 
that message before (it's QW specific), but looking at the Fuh source, have you tried disabling cvar sv_mapcheck
 
the server has a different version than you have, i have had friends getting this when trying to connect to a server with a map and another version of the map is on the client
OR
you have 2 version of the same map 1 in id1/maps 1 in qw/maps then the same happens 
Madfox 
I'd beta for you, but I can't right now. no computer, no quake. 
Vege 
check that you don't have a map of the same name in both id1/maps and qw/maps or other directories. I always put my maps in id1/maps.

Also, try running in fitzquake / aguirre's quake if all else fails. 
??? 
Does anyone know how I can extract Daikatana textures from a BSP into TGAs?

I'd like to try them out in JPL's new map.

Thanks. 
DKT Texture Sets 
If anyone need the four DKT texture sets, just send me an email, and I will send you the stuff.
Note that it is 15MB zipped... 
JPL... 
Are those texture sets in (native?) DKT WAL format or are they Q1 WAD files? 
I'm Also 
interested if anyone has the original 24-bit texes, AFAIK JPL has only got the 8-bit WADs.

There is a relased Q3A map with some of the Event texes in 24-bit jpgs and they look fabulous. 
Generic 
As aguirRe said, it is only 8-bit wad files.... 
Generic 
To answer your original question, you can e.g. use TexMex to extract the 8-bit bsp texes and save to tga. There won't be any big difference of course as this process is also made in the GL-engines automatically.

However, if you use idgamma normally there'll be a difference if you don't also adjust the tgas in a similar way (which is very difficult, but can produce interesting results). 
AguirRe... 
I meant DKT BSP files, which TexMex can't seem to open :\

I have the original DKT WAL files but Wally doesn't like their format :\

So far the only solution is to convert them to BMP with Daiwal and use some other batch software to convert them to TGA. I downloaded Advanced Batch Converter but it only does 6 images at a time in demo mode :\

I can send you the WALs if you likey :) 
Definitely Interesting 
How much is the total amount compressed (7-zip, rar or zip in that preferred order)? Can you upload it somewhere and offer a link?

If you want to batch convert pics, I can recommend IrfanView ( http://www.irfanview.com ), it's small, free and very good at batch conversion. XnView is another pretty good free pic viewer/converter. 
AguirRe 
~50MB zipped w/o removing any redundant files from the 47 folders.

I will try to break them up into bite-sized chunks and email(?) them to you -- probably not until next week though ;)

I will also give IrfanView a go. Cheers for the link. 
50MB Is OK 
but via email might be problematic, even split up (e.g. account limits). Since binary data is encoded, it will also be much bigger as email attachments.

Best thing would be if you could upload it somewhere and offer a link. That way other people could also get it while it's up. But if you can't, we'll try the email variant. 
ARGH! (Aguire) 
Two problems. One compiling, and one running my map.

BSP and VIS seem to run fine. Light crashes at startup after printing the following:

1686 entities read, 1318 are lights, 29578 faces, 3.6G casts
4 switchable light styles


That is a lot of lights, but it's worked fine until now.

When I try to run the map in fitzquake, it crashes. When I try Aguire's engine I get the following error:

Mod_SetParent: excessive tree depth in maps/current.bsp

The BSP stats of the map are now as follows:

11437 planes 228740
36809 vertexes 441708
16595 nodes 398280
3945 texinfo 157800
29578 faces 591560
32985 clipnodes 263880
7389 leafs 206892
35419 marksurfaces 70838
132081 surfedges 528324
67155 edges 268620
87 textures 1258432


VIS gave some nasty sounding numbers, but no warning:

average leafs visible: 149
max leafs visible: 522 near (384 960 -615)
c_chains: 28770619
visdatasize: 156 kb compressed from 1090 kb


I realise that I have exceeded marksurfs and clipnodes. The clipnodes can be reduced easily, but I don't want to start doing that yet unless it is the cause of this problem. I exceeded marksurfs before, with no errors.

Please help!

Note: After previewing my post I noticed that VIS has given me a coordinate for Max leafs visible. Is this the problem? Is the limit 512? 
Generic 
couldn't you upload to quaddicted?

And if you compress using rar - multiple copies of same texture doesn't take any extra space since it uses compression between files too, unlike zip. (It can also chop up nicely.) 
Than 
I put in that error check to prevent bsps with corrupt node trees from generating an engine stack fault (which is probably why Fitz crashes). It indicates that the bsp node tree is too deeply nested.

The amount of nodes and leafs from your printout is not over any limit yet, so either the bsp has become corrupt somehow, your map is too complex or I'll have to increase the tree depth limit (currently 4096 and 8192 seems to generate stack fault).

I'll need the zipped bsp to investigate further. Btw, which qbsp/vis/light versions are you using?

The RVis max leafs printout is not a warning or error; just to help you locate the spot where many leafs are visible from and thus is likely to be slow in-game. 
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