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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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Metl 
Enclosing map parts with big solid cubes saves a lot of qbsp time actually. Thanks to Tyrann's logic all brushes inside the cubes are quickly removed already in the CSGFaces stage. 
Aguirre: 
cool, good to know. 
 
i compiler when i go to bed or when i go to bath room, eat, go to beatch e.t.c. 
Yup 
I'm with Trinca there. Just use bsp only when the map gets too big, and vis/light/both when you have a break from your computer.

If you don't have one of those ultra noisy graphics cards that will keep you up all night*, you can even do it when you go to bed, and wake up to a freshly baked level every morning.

*they usually aren't noisy if you aren't playing an intensive game. 
 
you can even do it when you go to bed, and wake up 2 weeks later to a freshly baked level every morning.

fixed 
Ankh's Post #4995 
Err... I tried your method on DKT2 texture set... and unfortunately it didn't work... Either I missed something on your explanations, or TexMex v3.4 is not suitable for your method..
Any idea ? I need help desperately.. :( 
2 Weeks? 
What pc are you compiling with? I know it runs doom 3, so it can't be that bad. How come it takes so long?

My 10k brush map takes 40 minutes to do everything full.

Mind you, it's not a big open level, and I did make a void speedmap that took ages once. 
O_O 
including vis? dear lord, that's awesome :o

man, my vising takes forever, even with my current machine (mind you, the cpu isn't anything to scream about these days, just an amd 2500+) so likely that's slowing down compile times a lot.

the nice thing is that i usually don't need to vis the maps for me to test them. :P i just use aguire's engine and chug along at a decent 40fps with 13k+ wpoly :P but that doesn't help when it comes to working out vis and blocking.

also, it makes prepping a map for final release a right pain, esp. when you notice some minor structural defect the minute you load up the freshly fullvised map >_< 
Oh 
My 10k brush map

will it be custom engine only 
Re: Ankh's Post #4995 
JPL I have sent you an email. 
Pulsar 
it's on the brink at the moment. I still have more to add before I start optimising, but it's looking likely to be custom engine only. The ones I know will support it are currently limited to Aguire and Tyrann's engines. I want it to run on Fitzquake (currently it exceeds some limits, but still runs ok) because I prefer fitz lighting, and it supports widescreen, but it's going to be a tight squeeze. 
Ankh 
I've just seen it. I will reply this evening (I'm at office right now: so job means no Quake :( ... ) 
Error 
a new version of my most frequent quake error:

SZ_GetSpace: overflow without allowoverflow set

I already had the similar error with that map but I continued to place monsters (using agirre's engine) waiting for corpse removal to be employed. But this error is different, the previous one was about buffer size. 
See My ToolTips 
This is typically caused by protocol overflow (same as packet overflows but on a different level). You had a similar issue in Menkalinan when reloading a saved game on Hard. Too much stuff in the map ... 
AguirRe 
Will corpse removal code help to solve it? 
I Think It Has To Do With 
how much stuff is in the map initially, at loading time... so no, it probably won't.

isn't it like too many func_s and triggers and such? or is that a different error? 
Corpse Removal 
only helps in the end of the map, so it depends on when you get that error. Like necros says, it usually appears at map loading time or reloading a saved game.

At that time, the server tries to tell the client too much at one time and various buffers overflow, usually the signon buffer.

Clever progs like delayed spawning might help if it's mainly monsters that contribute to the overflow. You also often have moving stuff and I'd assume that that will also make things worse.

It's the dynamic status at startup that usually kills the protocol. If you use my engine and check the console at startup, you might see a warning if the signon buffer exceeds normal size. Make sure to always use developer 1
Worldcraft 1.5b (Forge) 
Is there any complete tuitoral out there, on how to start a map from scratch?

let me know via email: hey_its_ler@yahoo.com
or here.... but, email is prob most likely.

K~ByE 
... 
If I have time I will be doing a complete tutorial for QExpo, but there should be tons of guides.

Try searching for the worldcraft site on planetquake (I heard it recently went down though) as there were some guides there. I think Worldcraft's very own help files include some basic mapping guides though. It should at least tell you how to build two box rooms, connect them and compile the map. Aside from that, you could always try asking for help with specific problems here or on #terrafusion on Quakenet. 
Wc 1.6 
That's the one you need. 
Worldcraft Tutorials 
Than 
That's an awesome idea :) There aren't many new tutorials these days. 
Lolleyballz... 
Speak to me...! 
Well 
scarecrow's idea for QExpo is to reinvigorate the scene, so we need to make it easy for new people to get involved.

I can't say for sure if I will get anything done, but I will try. 
Distrans 
Sorry man, I forget to check that account! Reply sent. 
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