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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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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. 
 
one thing I would personally like to see...
Would be an extension of CZG's tutorial - explaining a simple way to make more complex clean curves (aka more than 2 sides).
Of course that's a pretty small corner of a pretty big picture, huh? 
Texture Editing Question 
How would one go about applying some realistic blood smears/splatters on some quake1 textures? In either paintshop9 or photoshop? Or are there some blood images with alpha channels I can use for my own purposes somewhere? 
Ray 
I know there are some brush collections findable online with various blood spatters etc, with a bit of tweaking it could look ok.
Otherwise... you could steal all the blood images from doom3 (they have alpha channels) and use those... =) 
Quake Brush Models? Health Boxes, Etc. 
Does anyone know either how to make Quake brush models (ammo boxes, health boxes) or an editor that is capable of making them?

I've Googled numerous different ways, to no avail.

Ammo boxes and such in Quake are in a special bsp format b_bh100.bsp, unlike other models like monsters, weapons, etc.

I'd like to make a couple, but cannot find the information. 
It's Easier Than You Think.... 
i'm pretty sure you just make a one-brush box with a specific corner on the origin (bottom south west corner I think) and a couple of lights to make sure all of the faces have some light on them. Then qbsp and light it, and you should be good. 
Yep 
that's exactly what you do. you can make more complex models than square boxes too. you could even just use regular .mdl files, afaik.

any one know why id chose to make ammo boxes bsp files instead of mdls? 
No Way! 
Thanks Metlslime, Necros!

I was banging my head over this! 
 
any one know why id chose to make ammo boxes bsp files instead of mdls?

They're easier to 'skin', 'cause it's just ordinary textures slapped on each side; skinning a cube-shaped .mdl would result in only 2 faces being textured properly.

Why not use a .mdl of something not-cube-shaped?
Because of the lighting I suspect. 
Modelling Terrain 
I can use the tri/quad-souping method for creating terrain, but for large scale things this is a true chore. Can anyone point me to some good tutorials on creating terrain for q3 engine (ET) with 3d studio max or a similar tool? 
Ah Yes 
that makes complete sense. and yeah, bsp models aren't lit beyond their original lighting. 
Quakebits 
http://www.quake3bits.com/index.php

I'm thinking of the Quake3 tutorial for Blender, but You'll find a lot of useful info there. 
Jago 
Try Nemesis' terrain generator. It is a fucking good tool (I used it for CDA as example).
Check it out at http://nemesis.thewavelength.net/ 
Terrain In Quake 3 Engine 
I've been wondering about this:

In many terrain maps I am seeing in Q3-engine games (read: ET), there are some parts of the terrain that logic tells me has been carved up to insert a building or a tunnel or whatever. I am wondering how this is done?

My understanding is that if you use heightmap-based terrain and start carving it up, you are bound to get BSP issues whilst iirc carving up terrain which is done as a mesh is flat out impossible.

What am I missing here? 
Surely 
you just remove the terrain brushes that are in the way of what you want to build, so you got a rectangular hole in your terrain, and then proceed to plug the gap with whatever you want to build in the normal fashion. Same principle applies to terrain meshery; make the mesh with holes in. 
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