#29 posted by - on 2013/09/29 13:49:20
It seems 0.12 (didn't test 0.11, the last version I used was 0.6) no longer automatically adds the entire animated sequence of textures to a .bsp. If you use +0blah, the .map has to include faces with +1blah and +2blah for tyrqbsp to include those textures. Was this intended?
Yeah
#30 posted by ijed on 2013/09/29 21:23:02
I mentioned this in one of the emails a while back, but maybe it got lost in the shuffle. Or I didn't.
By the way, the error message change as opposed to critical stop fixes the .map I sent a couple of weeks ago?
Miss mapping, have a few random ideas I'd like to experiment with as well...
Well My Map Compiled
#31 posted by RickyT33 on 2013/09/29 22:08:46
It's not ridiculously huge but it does break a lot of limits. By the time I've finished detailing it will definitely break limits.
Good news - tyrqbsp compiled the map. Didn't get warnings either, and the map ran in darkplaces (latest windows auto build), and the map also compiled with TxQBSP but only after a mit of messing around with leaks n stuff. It tried TxQBSP first, by the time I fixed all of the leaks I was still getting about 50 warnings.
tyrqbsp just compiled it fine (with the -bsp2 option).
When I Say TxQBSP
#32 posted by RickyT33 on 2013/09/29 22:17:34
I really mean mh's TxQBSP branch 'TxQBSP2'.
So, are there any Fitz-branch engines that support the Darkplaces BSP2 format? Ir is Fitz still on RMQBSP2 only, via MH's RMQEngine?
Does DirectQ support it, or anything like that?
Too lazy LMGTFY
#33 posted by ijed on 2013/09/29 22:20:36
That post was more of a direct question for Tyrann since I've been throwing wip stuff at him for a while now. Aside from making a level / mod my ulterior motives we're give some feedback on both these tools and Trenchbroom.
Also
#34 posted by ijed on 2013/09/29 22:23:06
The os8 update seems to have locked my email accounts on the tablet since I'm currently overseas - which is why I didn't send one.
#35 posted by Tyrann on 2013/09/29 22:52:13
@scampie: hrm, that's a bug. I'll look at that today.
@ijed: I'll take a look at your map today.
#36 posted by Spirit on 2013/09/29 23:42:33
Ricky: Nope and nope. DP and FTEQW support it.
Thanks
#37 posted by ijed on 2013/09/30 08:46:22
I'll be back in a week or so...
TyrUtils V0.13
#38 posted by Tyrann on 2013/09/30 08:56:14
This one should fix the issue with ijed's map and the animating textures bug that Scampie pointed out.
Changelog:
* Fix handling of func_group/detail entities with no solid brushes
* Fix automatic adding of animated texture frames
Great Thanks
#39 posted by ijed on 2013/09/30 13:02:02
I wasn't aware trenchbroom also had an issue with no-brush func's. It's a common error with worldcraft levels so hopefully the same fix here will also serve for that editor.
Something to be added to an error checking / entity management system in later TB editions possibly.
#40 posted by Tyrann on 2013/10/01 00:57:30
Yeah, it wasn't just no-brush func's, but I had a bug in my qbsp where if the func_group or func_detail had only liquids (and no solids) the brush list would become corrupted (brushes would go "missing" during the compile.
#41 posted by Tyrann on 2013/10/01 05:26:48
@sock: You want to test this quick hack up of Q2 map compatibility? No extra command line needed, it will just ignore the extra fields and texture paths:
tyrutils-0.13-3-gf972f19-win32.zip
Ah
#42 posted by ijed on 2013/10/01 12:29:24
So all I was doing rebuilding areas was changing the brush order in the map file.
Good to know it's fixed, hope to wrap this one up starting next week and have a few other ideas to get done.
Ah
#43 posted by ijed on 2013/10/01 12:29:37
So all I was doing rebuilding areas was changing the brush order in the map file.
Good to know it's fixed, hope to wrap this one up starting next week and have a few other ideas to get done.
Ah
#44 posted by ijed on 2013/10/01 12:29:38
So all I was doing rebuilding areas was changing the brush order in the map file.
Good to know it's fixed, hope to wrap this one up starting next week and have a few other ideas to get done.
So Now Public Buses
#45 posted by ijed on 2013/10/01 12:51:49
In England have wifi. Shame it's a bit patchy.
T-t-t-triple Post!
#46 posted by - on 2013/10/01 13:00:26
Triple Post
#47 posted by Mike Woodham on 2013/10/01 13:56:00
Just like the buses, you wait for ages then three come along at once.
#48 posted by sock on 2013/10/01 15:37:24
@sock: You want to test this quick hack up of Q2 map compatibility? No extra command line needed, it will just ignore the extra fields and texture paths
It works a treat, thank you. :) I wanted to test the -forcegoodtree parameter and it does indeed make the marksurfaces lower.
Original - 39768 marksurfaces 79536
New - 40166 marksurfaces 80332
New + fgt - 37811 marksurfaces 75622
Here is the full compiler stats.
#49 posted by Tyrann on 2013/10/02 00:17:11
Great, thanks sock.
Niiiiiiice
#50 posted by RickyT33 on 2013/10/02 01:42:49
OK
#51 posted by RickyT33 on 2013/10/02 23:33:44
I'm using tyr-glquake.exe or tyr-quake.exe, with the DP 'BSP2' format from the new compiler. Version of the engine is .61 1175. qbsp is 0.13.
The engine throws a 'not version 29' error when I try to load the map.
Think I'm gonna download tyrutils 0.12.....
Shame because the map took 520 seconds to compile (just qbsp) :P
I still cannot believe it doesn't throw warnings. Or do I need -verbose for that.....
Or Do I Just Need To Use -2psb?
#52 posted by RickyT33 on 2013/10/02 23:36:19
Gonna check.....
Nnnnnnnnnnnnnnnnnnnnnnnnno
#53 posted by RickyT33 on 2013/10/02 23:37:12
Doesn't work with -2psb. How do I force RMQBSP2?
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