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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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Cool 
thanks for the replies guys. I guess it seems there's already ways of getting a .map extracted from a .bsp and then turning the .map into a mesh - although I can imagine this would result in a rather messy mesh, retaining all the brush polys that would normally get culled during the bsp stage.

metlslime's idea sounds promising - use a modified engine to spit out just a nice clean mesh of the visible hull that I could get into .ase format to import into DOOMEdit, which I could then show/hide to act as a visual guide to the layout and scale whilst I create the new brushwork. 
It Strikes Me 
use a modified engine to spit out just a nice clean mesh of the visible hull that I could get into .ase format

as overkill for what you are trying to accomplish. 
Texture Alignment 
I have one entity brush on which the textures are misaligned by 16 units when in-game compared to the editor view. No other entites are affected in this way (or have ever been).

Anyone any clues? 
 
could it be the -oldaxis thing? 
Mike: 
is it on a surface angled 45 degrees? 
Well Yeah... 
if all he's trying to do is convert the map to a more recent id engine game, using a mesh in any stage of the process is silly.

Just do bsp2map and open the map in doomedit. Or, wait for Romero to release the maps, and open THAT map in doomedit. 
Cheers... 
Thump!

I'll have a look-see... 
Texture Misalignment 
Neg!ke: tried the -oldaxis but it didn't make any difference but did mess up some 45 degree textures.

Metlslime: no, this is not a 45 degree surface 
Mike... 
Are you using Worldcraft/Hammer?

Is the texture rotated?

Also, boxers or briefs? 
Maybe 
maybe there is a duplicate brush (with misaligned texture) which isn't clearly visible in the editor but gets visible in the engine? 
Texture Misalignment 
generic: I use BspEditor (latest) and the texture is not rotated or off-set in any way. Oh, and commando!

Ankh: when I read your suggestion I thought you had got it as this brush does come from another map and I could have double-pasted. But no, not to be.

It appears to be off-set 13 units. Perhaps I'll just have it unlit and nobody will notice! 
Weird... 
the whole commando thing ;)

Mike, if you offset it 13-units in the editor, does it fix it in the game?

Have you copied the brush elsewhere in the map to see if it still draws funky?

Does it matter what texture it is?

Well... 
Generic 
Yes, I off-set in the editor and it looks OK in-game. The minnor problem is that the entity brush is set amongst ordinary brushes with the same texture so it looks stupid in the editor.

Ho hum, I'll carry on.

(OK, if not commando perhaps directoire?) 
I Don't Know About Directoire But... 
I can sympathize with your texture trouble. In my yet-to-be-released mini-marcher speedmap, I had some rotated textures looking rather sweet in the editor, but they looked very poop-ish in game. It turns out I was rotating them by fractional degress which Quake, apparently, does not do :| 
That Happens 
rather sweet in the editor, but they looked very poop-ish in game. often with my set up as well. Easy enough, once you get use to, it to watch for in a full map, but really inconvenient for a speed map.

Uh, boxers -- the boys gotta beathe, but commando causes too much straffing with heavier fabrics. 
Strafing? 
I'd be worried about more than my underwear fit if my genitals had the ability to bunnyhop. O_o 
Hey, 
it's a Latin thing, and the Ladies love it! 
HeadThump 
I just remebered that in the Bsp.ini file (I use BspEditor) there is a setting to resolve the 45degree problem.

In version .94, I noticed that it is switched off by default: texture_alignment=0. So you need to change it to texture_alignment=1 and that avoids the problem.

Obviously, only relevant if you use BspEditor. 
I've Been Considering 
using the latest bspeditor for texturing because of those discrepencies. In GTKRadiant the texturing tool, the surface inspector, is geared towards q3map2 capabilaties, and when I see everything looking hunkydory in the editor and then screwed up in game, it is a bit of kneebiter. 
You Can Turn That Off 
In 1.4, edit this line in local.pref

<epair name="Q3Map2Tex">true</epair>

In 1.5, I think it's an option in preferences. 
Gah Fucking Ellipse BS 
<epair name="Q3Map2Tex"> true </epair>

With no spaces. 
Thanks Blackdog 
I've tried that and I've been making a test map. The way it works reminds me of good old QeRadiant, but that is what I need! 
Edict Count 
aguirRe's excellent engine shows the edict count of a map when a map is loaded.

What gets counted as an edict, for the purposes of maintaining compatibility with glquake/winquake?

My guess:

1. Monsters
2. Platforms/doors/triggers
3. But not lights except dynamic lights (torches)

Am I close? 
Baker 
the edict list consists of all entities in the map that haven't already been removed or made static. e.g. lights are removed on map spawn, except those associated with models, e.g. torches - but torches are made into static ents and hence don't contribute to the edict count either. Switchable lights however need to be interacted with, so are not removed and hence stay as edicts.

Any entity that is spawned during gameplay, e.g. a nail or rocket, is just as much an edict as one that spawns on map load, e.g. a monster. This is why maps that are already close to the edict limit on map load can be taken over the limit with lots of gibs or missiles flying around.

when an entity is removed, an edict slot is freed from the list and can be filled again by a newly spawned entity at a later date. 
You Can Also 
enable scr_showedicts 1 to see the current active/max edict count in the map. It's the max count that must be <=600 to have the map playable in the original GL/WinQuake. 
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