Also
#5136 posted by
pjw on 2006/06/29 20:28:06
I noticed the vis time on that gigantic Q3 map took...six seconds. Is there a simple non-coder explanation for why vis takes so damn long on earlier engines?
700 portalclusters
1682 numportals
2736 numfaces
3364 active portals
416 hint portals
visdatasize:61608
Total visible clusters: 54658
Average clusters visible: 78
#5137 posted by
pjw on 2006/06/29 20:29:19
I guess detail brushes help a shitload, now that I think about it.
I'll shut up now.
Got It. Thanks.
#5138 posted by
Tyrann on 2006/06/29 23:00:16
Yes, I think it's the detail brushes mainly. numportals is the important one to watch - I'm dealing with about 40,000 numportals for my stupid map...
Another interesting fact: the "-fast" vis process on this map is so innefficient that the resulting visdata adds about 12MB to the bsp file size!
Weird Problem With Light Crashing...
#5139 posted by
than on 2006/07/04 17:40:13
Ok, my level is nearly finished, but now I seem to have hit upon a curious problem which crashes LIGHT if I add anymore brushes.
At the moment I can light the map only if it is less than a certain amount of brushes. If I add new brushes, I have to delete other brushes, so at the moment I am just disabling the clip brush visgroup when I export to map. This works, but soon I will run out of clip brushes to do this with, and actually rather like the map to have clip brushes.
Aguires light crashes straight away, but when I tried using tyrlight, I got an error, whgich was something like "bad face normal at x,x,x". Of course, this was on a compiled bsp, so finding the culprit was difficult, and I think it might be different every time.
BSP and VIS run fine without any warnings, and I have tried using other compilers, not using remove skip etc. all to no avail. If anyone has any idea what the problem is, I will be your best buddy for life!
Please help! Sorry I haven't clarified this more, I don't hve much net access time left.
Than
#5140 posted by
aguirRe on 2006/07/05 01:43:27
If you send me the zipped bsp, I'll look into it.
Ok..
#5141 posted by
than on 2006/07/05 03:47:52
shortly it will be done.
I love you, AguiRe! xxx
Beta Testing
#5142 posted by
than on 2006/07/06 20:52:53
I need a couple of people to help test my dm3 sp remake before QExpo. I have already sent the first beta off to some people, but would like a fresh set of eyes to look when the second is ready. Any takers?
Ok.
#5145 posted by
than on 2006/07/07 01:30:45
Cheers.
I will send you an email with the map when it's ready in the next week or so.
Meme!
#5146 posted by
bambuz on 2006/07/07 03:11:10
meizah at gmail
Incomplete versions are fine too.
The geometry and gameplay and connectivity interests me the mosts, since i'm not that good on commenting looks. (cause i suck at mapping)
Ok. Thanks Guys.
#5147 posted by
than on 2006/07/07 03:44:25
That's all the testers I need. Like I said before, I will email as soon as the second beta is ready.
Be A .pal
#5148 posted by
HeadThump on 2006/07/07 11:18:59
I lost my Paint Shop Pro .pal file, and when I try to create a new index by using WinQuake screenshots, I don't get the full 256 varieties of Quake flavors. If someone could send an accurate index to the address I have listed, I would not only be your best .pal (har!har!har!) but pay for the ticket for the mapper of your choice to
come to your town and give you a complementary handjob.
HT
#5149 posted by
JPL on 2006/07/07 12:28:08
.pal ?? What it is supposed to be ?
Brrr
#5150 posted by
aguirRe on 2006/07/07 12:34:05
If you have the palette.lmp file, just use the old palcnv12 utility:
http://www.gamers.org/pub/idgames2/utils/graphics_edit/misc
Thanks AquiRe,
#5151 posted by
HeadThump on 2006/07/07 13:52:46
Palette Tips
#5152 posted by
than on 2006/07/08 22:00:19
The best way (for photoshop users) as I discovered at the weekend is to load a quake skin and then go to image > mode > colour palette and then save the colour palette (either act or pal are available).
To convert to the Quake palette, I find that texmex does the best job (and has the option to remove fullbrites), and photoshop is terrible at converting to 8 bit colour.
Anyway, it's likely that there is a similar option in PSP, so grab a Quake skin from the net...
...er, or this palette file :)
http://quake.perm.ru/skin/pallette.zip (from http://quake.perm.ru/skin/skins.htm)
By The Way...
#5153 posted by
than on 2006/07/08 22:01:20
does anyone have a collection of Ken Scott's old Quake skins? They were by far the best available, and were quite plentiful. However, his site is no longer online, and I couldn't find any of his old work online.
Dunno About Ken Scott
#5154 posted by
Spirit on 2006/07/09 00:21:12
Hey Than,
#5155 posted by
HeadThump on 2006/07/09 01:14:28
I've got a pack of Scott skins. I'll zip them up and send them to you right a way.
Thanks, Madfox
#5157 posted by
HeadThump on 2006/07/10 18:47:59
but what I really need now is the textures to Diakatana episode 2. If someone could point the way to a download, that would be swell.
HeadThump
#5158 posted by
R.P.G. on 2006/07/10 19:13:19
The original .wal, or a Q1 .wad?
Good Question
#5159 posted by
HeadThump on 2006/07/10 19:19:15
I probably should dabble with the Quake1 wad before coming to a final decision. If DKT2 suits the brush work, I'll likely need the originals to
fine tune them a bit.
To Give An Idea,
#5160 posted by
HeadThump on 2006/07/10 19:22:41
I originaly textured the map in IKBlue for a very
Karanen style map; but as there is much outdoors as indoors in the map, the variety is not there in IkBlue to sustain the theme through.