Metl
#5011 posted by aguirRe on 2006/05/02 14:03:51
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:
#5012 posted by metlslime on 2006/05/02 15:21:25
cool, good to know.
#5013 posted by Trinca on 2006/05/03 03:21:20
i compiler when i go to bed or when i go to bath room, eat, go to beatch e.t.c.
Yup
#5014 posted by than on 2006/05/03 05:24:38
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.
#5015 posted by necros on 2006/05/03 08:50:54
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
#5016 posted by JPL on 2006/05/03 12:59:22
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?
#5017 posted by than on 2006/05/03 20:47:29
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
#5018 posted by necros on 2006/05/03 21:55:12
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
#5019 posted by PuLSaR on 2006/05/04 03:22:04
My 10k brush map
will it be custom engine only
Re: Ankh's Post #4995
#5020 posted by Ankh on 2006/05/04 04:15:09
JPL I have sent you an email.
Pulsar
#5021 posted by than on 2006/05/04 04:27:56
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
#5022 posted by JPL on 2006/05/04 05:00:16
I've just seen it. I will reply this evening (I'm at office right now: so job means no Quake :( ... )
Error
#5023 posted by PuLSaR on 2006/05/10 15:23:27
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
#5024 posted by aguirRe on 2006/05/10 15:46:05
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
#5025 posted by PuLSaR on 2006/05/10 16:12:23
Will corpse removal code help to solve it?
I Think It Has To Do With
#5026 posted by necros on 2006/05/10 17:01:12
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
#5027 posted by aguirRe on 2006/05/10 17:30:59
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)
#5028 posted by Ler R. Ster on 2006/05/17 18:38:47
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
...
#5029 posted by than on 2006/05/17 20:50:23
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
#5030 posted by bambuz on 2006/05/18 07:12:36
That's the one you need.
Worldcraft Tutorials
#5031 posted by aguirRe on 2006/05/18 08:21:47
Than
#5032 posted by Blitz on 2006/05/18 12:33:25
That's an awesome idea :) There aren't many new tutorials these days.
Lolleyballz...
#5033 posted by distrans on 2006/05/18 18:27:45
Speak to me...!
Well
#5034 posted by than on 2006/05/18 21:24:01
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
#5035 posted by Blitz on 2006/05/19 07:30:07
Sorry man, I forget to check that account! Reply sent.
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