Er... Metlslime
#4903 posted by Mike Woodham on 2006/04/03 14:36:05
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:
#4904 posted by metlslime on 2006/04/03 16:53:41
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
#4905 posted by Mike Woodham on 2006/04/04 11:10:23
Double bugger, twice!
But thanks for the info anyway.
Map Compile Problem
#4906 posted by vegetous on 2006/04/04 13:33:36
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
#4907 posted by vegetous on 2006/04/04 14:10:57
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
#4908 posted by aguirRe on 2006/04/04 15:06:52
that message before (it's QW specific), but looking at the Fuh source, have you tried disabling cvar sv_mapcheck?
#4909 posted by Elvis on 2006/04/04 16:29:08
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
#4910 posted by Drew on 2006/04/04 21:02:50
I'd beta for you, but I can't right now. no computer, no quake.
Vege
#4911 posted by bambuz on 2006/04/05 06:21:27
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.
???
#4912 posted by generic on 2006/04/05 07:50:47
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
#4913 posted by JPL on 2006/04/05 08:05:31
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...
#4914 posted by generic on 2006/04/05 08:32:51
Are those texture sets in (native?) DKT WAL format or are they Q1 WAD files?
I'm Also
#4915 posted by aguirRe on 2006/04/05 10:52:54
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
#4916 posted by JPL on 2006/04/05 11:34:26
As aguirRe said, it is only 8-bit wad files....
Generic
#4917 posted by aguirRe on 2006/04/05 11:52:46
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...
#4918 posted by generic on 2006/04/05 12:36:25
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
#4919 posted by aguirRe on 2006/04/05 13:34:03
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
#4920 posted by generic on 2006/04/05 15:14:31
~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
#4921 posted by aguirRe on 2006/04/05 15:44:39
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)
#4922 posted by than on 2006/04/05 16:49:54
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
#4923 posted by bambuz on 2006/04/05 17:06:48
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
#4924 posted by aguirRe on 2006/04/06 02:56:33
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.
Aguire
#4925 posted by than on 2006/04/06 03:37:37
The tools I am using are mainly Tyrann's, since I never had any problems with them (except Tyrlite) and so I am only using your light. I will try your other utils tonight, after I make some more adjustments to the area that possibly caused the problem.
Why do you think light crashed? Is there a max number of lights (surely it is impossible to cross that line).
If I can't get things working by tomorrow morning, I will send you the zipped bsp. Cheers for offering to help =]
Light Crash
#4926 posted by aguirRe on 2006/04/06 03:56:59
Since Light also loads the bsp node tree to do raytracing (check point-to-point visibility), it'll probably crash for the same reason; stack overflow. I haven't put that check into Light yet, my engines have the most robust file loading code.
Yes, please check with my TxQBSP to see if there's any difference. You shouldn't need to run vis/light before loading the bsp into the engine, as they don't touch the bsp node tree.
Temporary Fix
#4927 posted by than on 2006/04/06 06:24:48
I blocked up a window in a lift shaft and it fixed the problem. The same lift shaft has got some serious visibility issues (well, the r_speeds go to around 1300 when you ride it because I can't get it to split horizontally and the rooms at the bottom and middle are both visible at once), so I am not surprised it helped. I am going to be working away on this area tonight, so if it fucks up again tomorrow I'll mention it. Fingers crossed.
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