That Shouldn't Make
#507 posted by aguirRe on 2003/09/30 12:27:16
a difference AFAIK, that is exactly what I've done with many maps. Unless of course you've somehow manipulated the entity data after (or during) the TyrLite run.
I think there is a "-compress" option in TyrLite that removes light information after usage in order to shrink the entity data size.
Can you run TyrLite once again on the same bsp and get the same result as before (copy the bsp somewhere else beforehand)?
I've Used
#508 posted by Hrimfaxi on 2003/09/30 12:39:28
AguirRe's light tool for about a month and to me there's no difference from Tyrlite, when using delay, wait etc.! But the sunlight/sunlight2 is so much better, not to mention the new soft shadows.
Erm
#509 posted by R.P.G. on 2003/09/30 14:51:12
aguiRe, you e-mailed me a while ago about testing your light proggie, didn't you? I never tested it. Sorry dude. :(
No Problem
#510 posted by aguirRe on 2003/09/30 15:08:48
I thought my email server swallowed a couple of replies - it's acting strangely sometimes ...
I hope there are no serious bugs, if not Glassman has found something.
-compress
#511 posted by glassman on 2003/09/30 15:47:58
Yes, I do use -compress in tyrlite so that probably caused it. /me is a dunce.
I'm running a fresh compile now with v1.23 -fast -soft -extra4 so I'll let you know the outcome as soon as its finished.
AguirRe
#512 posted by glassman on 2003/09/30 16:14:53
Worked fine this time & looks very nice :) Sorry for the confusion.
Great
#513 posted by aguirRe on 2003/09/30 16:50:00
I don't think you'll need the compress option anymore since the tools have pretty high capacity now.
Vis and light data can be up to 4MB each, entity data up to 1MB and the rest have practically no limits (in the tools that is, engines might object).
Vondur
#514 posted by Vodka on 2003/10/01 00:22:23
You can use dulight for surface lights.
It does no bounced light tho, but combines surface lights with the tyrlite
Thanks
#515 posted by Vondur on 2003/10/01 01:28:52
but it's too late :) i put lite ents everywhere :)
Q1bsp Error
#516 posted by Madfox on 2003/10/05 20:53:38
Found some strange errors on my Binair Space Partitions lateley.
After starting the game - failure
Error:ED_Alloc:no free edicts
Should I have used too many entities?
Gah!
#517 posted by pushplay on 2003/10/05 22:08:48
There's never an edict around when you need one.
I Pardon, Beg You?
#518 posted by Madfox on 2003/10/06 16:04:04
Give me another answer, & I forget the question.
Madfox
#519 posted by pushplay on 2003/10/06 17:20:33
I'm an asshole, ignore me.
Madfox
#520 posted by glassman on 2003/10/06 17:45:34
You have probably exceeded the edicts limit which is 600 in theory but you can only have about 580 or so before you get this error.
Edicts are all the stuff in the level..brush models, ammo, monsters, sounds etc but not lights. Take some out & then, when you can load the map type 'edictcount' at the console & it will tell you how many you have.
Some entities use up lots of edicts like air_bubbles which strangely uses about 10.
If you type 'edicts' at the console you will get a very long list of all of them with their properties.
On Edicts...
#521 posted by necros on 2003/10/06 17:56:50
quake usually needs about 40 to 60 free edicts for use with nails, rockets, grenades plus monster's weapons (voreballs, scrag shots, etc)
you'd be best keeping the edicts below even 580, like 550 to be safe, because at 580, the player might just get a crash.
And Remember...
#522 posted by Tyrann on 2003/10/06 20:48:00
...lights with targetnames count as edicts.
Also...
#523 posted by metlslime on 2003/10/06 22:11:42
i believe func_illusionaries do not count.
Greatly !
#524 posted by Madfox on 2003/10/06 22:26:32
Thanks for the reply.
I already had the feeling I crossed a limit, by expanding the levels for my convertion.
It would spoil some hard work, crashing on the fourth or fifth level, and still 20 to go.
Gives a good feeling, playing the good old Quake again!
...
#525 posted by necros on 2003/10/07 17:53:51
crashing on the fourth or fifth level
um... maybe i just misunderstood, but just to be safe:
the six hundred edicts is per level...
A Count Off
#526 posted by Madfox on 2003/10/07 18:19:06
Well, let's have a try than...
Just an ordinairy level shows:
edictcount
num_edicts : 373
active : 373
vieuw : 253
touch : 326
step : 109
I know I can count to three, as well as to 600.
But does this mean 373, or the whole lot?
Edicts:
#527 posted by necros on 2003/10/07 20:00:59
the one you want to look at is active or num_edicts.
the others... i don't really know what they are.
Speedy
#528 posted by aguirRe on 2003/10/09 12:52:54
I noticed your sm31_speedy map and I was wondering what light tool (version and especially parameters if you recall that) you used to build that?
AguirRe
#529 posted by Vodka on 2003/10/09 23:57:19
question is: have you seen the map (original sm31, or some later version, or just screenshots ?)
its tyrlite and delay 2 lights
I guess you could decompile it and look yourself :)
#492 Posted By Distrans
#530 posted by Vodka on 2003/10/10 00:13:43
Orkan is a bit hard to see, since the textures are very dark and contrast themselves.
Sm31_speedy
#531 posted by aguirRe on 2003/10/10 03:14:34
I have the original sm31_pack (I think), are there more than one?
I've tried to re-light that bsp with TyrLite and my Light but I can't seem to get it like it was originally. AFAIK, you can't get this information from decompilation, it's all in the entity data plus invisible command line options.
Thanks, I'll try the -delay 2 and see how that goes.
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