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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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-compress 
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 
Worked fine this time & looks very nice :) Sorry for the confusion. 
Great 
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 
You can use dulight for surface lights.
It does no bounced light tho, but combines surface lights with the tyrlite 
Thanks 
but it's too late :) i put lite ents everywhere :) 
Q1bsp Error 
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! 
There's never an edict around when you need one. 
I Pardon, Beg You? 
Give me another answer, & I forget the question. 
Madfox 
I'm an asshole, ignore me. 
Madfox 
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... 
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... 
...lights with targetnames count as edicts. 
Also... 
i believe func_illusionaries do not count. 
Greatly ! 
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! 
... 
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 
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: 
the one you want to look at is active or num_edicts.

the others... i don't really know what they are. 
Speedy 
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 
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 
Orkan is a bit hard to see, since the textures are very dark and contrast themselves. 
Sm31_speedy 
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. 
It Didn't Work, 
the lighting is way darker than the original. Also, I get an error about missing models which makes TyrLite abort. In my Light I've changed those into warnings but the lighting is still too dark using -dist 2.

What gives? Have you somehow manipulated the entity data after using TyrLite (e.g. with its "-compress" option)?

Wait a minute, I just noticed that you wrote "delay 2" and I mistakenly interpreted that as "-dist 2". What do you mean, can the delay be controlled from the command line? Isn't that just a key for each light entity? 
Delay... 
..is set to each light entity individually, like brightness (only not essential). In tyrlite it effects the attenuation, and a value of 2 sets the falloff to inverse distance^2 for the light entity it's assigned to 
 
about dealy xen said it all..

probably it was lit with old tyrelight with -nominlimit option, which actually made light 2x brighter
I can give you the .map if you want
Why do you care anyway ? 
Thanks For The 
info and yes, I'd like the zipped map if possible.

The reason why I care is partly that I find the map fun to play, but more important is that I'm trying to learn more about how different maps are lit and how the "-range" and "-dist" parameters affect lighting in general.

And this map consistently resisted in revealing how it was actually lit up originally. Most maps are easy to find the right combination of parameters (if any at all).

Have you any idea why the model error occurs when trying to re-light the bsp? 
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