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.
Aguire...
#4928 posted by than on 2006/04/06 08:56:39
your vis program does not compile the level. I get this error:
************ ERROR ************
LoadPortals: portalleafs 5692 exceed bsp leafs 3281
This was using your modified treeqbsp.
Tyrann's rvis+ seems to be handling it fine using the same bsp'd map I tried with your vis. It also works with Tyrann's qbsp.
Note that I have not seen any visual problems with the map recently, and it seems to work fine in all respects (aside from the recent compile problems).
The map is compiling happily now, hopefully it will finish without fucking up.
You Know, Than
#4929 posted by aguirRe on 2006/04/06 11:41:48
You've repeatedly asked for help with more or less odd questions or bug reports regarding my tools or engines.
Each time I've tried to figure out what you're doing and each time I've asked for some material so I can investigate what happens. Each time you've "fixed" it yourself and each time you've refused to send me the material I've asked for.
Maybe you should actually do the right thing now? I need the zipped map+wad to be able to reproduce the problems you describe.
You Know, Aguire...
#4930 posted by than on 2006/04/06 17:29:59
you're right. Sorry.
I've encountered another problem now. Light isn't working. I will send the .map and wad :)
Thanks
#4931 posted by aguirRe on 2006/04/07 03:25:12
I think I've found the culprit; the remove_skip utility trashes this bsp, probably because it's so big. This causes subsequent tools/engines to fail. More info in email.
A Small Idea About My Map
#4932 posted by Elvis on 2006/04/07 06:42:58
just a thought
how would it look if i made the weapons and pickup markers a litle higher just above the ground and such the smallest i could make them?
and also make them look abit more alike in general not based on the ground that they are in
.hack//crash
#4933 posted by negke on 2006/04/07 08:13:37
for some reason quake crashes when the player touches a specific info_notnull trigger, while the other notnulls work fine.
what does this error message mean:
http://www.negative.net.tc/quake00.jpg ?
Aguire
#4934 posted by than on 2006/04/07 08:29:19
sorry for tbhe drunk email and also drunkness evident in this post. I will compile the map sans remove skip, but do you think that some kind of remove skip functionality could be implemented into your tools in the future? It would be reallt great if you could add that. xxx ;)
Neg!ke>
#4935 posted by czg on 2006/04/07 08:57:42
The function you are trying to call with the notnull tries to precache a sound, but this is only allowed in the entity spawn functions that are called when the level starts.
Only functions that don't contain any calls to any of the precache functions can be used by the notnulls.
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