News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
Temporary Fix 
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... 
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 
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... 
you're right. Sorry.

I've encountered another problem now. Light isn't working. I will send the .map and wad :) 
Thanks 
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 
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 
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 
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> 
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. 
R_speeds 
I'm on a shitty connection and too lazy to search... What r_speeds would you consider ok for a new map? About 800-900 seems to be nice to me (yes, I just read nico's posts about the "new huge maps"). Yes, I finally decided to map and No, it's a small and not outdoor level. :) 
... 
thanks.
again, i was too hasty posting that without proper searching/thinking.
it was indeed a sounds field i forgot to remove (even though on a different notnull). 
Remove Skip... 
I would also like to see skip support implemented in qbsp. The current utility is fairly rough and doesn't really delete the polygons from the bsp file, only references to them. (I believe it simply reorders the marksurfaces list, and then shortens the marksurface count for each leaf so that the last few surfaces occur after the "last" marksurface.)

It's been a while since I looked at it, but I remember having to change the rendering in fitzquake .80 to fix the problem of skipped polygons being rendered in .75 :) 
More... 
The other advantage of course is that true surface removal would actually reduce lightmap usage, while the current method does not. 
Well 
if it is implemented better, should it also be renamed caulk, since that's what it's called in the Q3 engine, and skip is something else...?

�_� 
Remove_skip 
Metl's explanation is right and yes, the tool is very rough. It would be nice to redo the util properly (and call it caulk this time), but I don't think I'm going to find time to do it anytime soon. 
Probably A Dumb Question: 
it's illegal to use q4 textures in d3? 
Well, Of Course, But 
so are all the Daikatana\Hexen\Q3 textures we use for Quake maps.
It is illegal in the sense that someone, Raven in this case owns the copyright, but don't really expect your nation's equivelant of the FBI to come breaking down your door.

I mean they could, if you take the warning screens on DVD's seriously. Traditionally this has been a matter entirely concerning civil law, but legislation on copyright law in the past few decades has steadily shifted these matters towards the criminal law.

For a new game like Quake 4, someone may take notice; the worst you should expect though is for a lawyer to get his paralegal to right you up a cease and desist order. 
Yeah, 
i was almost certain it was like that. :P i was just hoping i wouldn't have to start making textures T_T

thanks :P 
If I Was Going For The Q4 Look 
and I wanted to avoid making some from scratch, I would consider using Sock's Tech series, maybe the Evil Lair Q2-style, and add Normal maps and Luma to those textures using the Gimp. 
Actually 
it was just a few of the really nice rusty trims from the levels with that fat sitting thing that punches you, and the bloody/gibbagie floor textures where all the zombies are.

the hell textures for d3 are seriously lacking in staple textures, like a nice 64x64 tile texture, any type of light fixtures, and the only really good wall textures are those big and small brick textures. plus the trims are limited to ones that are 32 high.
atm, i'm working on filling in those gaps, but i'm not the greatest at texture making, and not that mine suck outright, but they just don't match the same quality of the original d3 ones. :( 
OOoopppss 
So I broke the law using Daikatana textures in my 2 latest maps .... Wow, I was not aware of that... But as our maps are not designed for commercial use, but only for fun, I guess they cannot do anything....

OTOH, I would like to extract HL2/Doom3 textures and see if it is possible to convert them for Quake. Is there anybody who already attempted to do that ? And is there any methdology advice I need to know ? 
Textures 
JPL et al - Generally, using assets from other games is always illegal.

But - from experience it seems that ripping textures from old games for use in Quake (e.g. Hexen2, Dkt, Q3, Rune etc. etc.) is "ok" only because no-one seems to care - technically it's still illegal.

On the other hand, I think it's safe to say that ripping textures from modern games (HL2, D3, Q4) is likely to land you in a world of hurt
My Thoughts On Texture Stealing 
I think the reason nobody seems to care is that nobody has noticed, and if they have, the don't care because the original Quake is not a real competitor to any of these games.

id has complained about texture theft once to my knowledge, and it was when they were used blatantly in an Unreal Tournament (Q3's number one competitor at the time) map.

I don't think you are likely to be bothered by any lawyers if you release (for example) a Quake map with Quake 4 textures scaled down to 128x128, but there's always the chance, and is it worth the trouble to convert them with such an abundance of more suitable textures from older games already available and converted? 
 
i don't see why id should have a problem with it, since they are even encouraging modifiability. besides, using quake4 textures in a quake1 map should be even less an issue, since both are id games, and the textures stay within one series, too. also, custom maps are distributed in a non-commercial way (and credited), so what's the deal? 
Neg!ke 
Quake 1 and Quake 4 have different publishers/distributors. id Software may not even have much of a say. Or if they do, they may find out about it too late. And if they try to stop the publisher, that may set a precedent, and thus they may have to allow everyone to use the textures, etc.

Kind of a situation it's better to avoid in the first place, especially if you might use that map in a portfolio while searching for a job. Do you really want to showcase pirated material as a representative work of art? 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.