Haha :-)
#5904 posted by golden_inspector on 2007/03/10 02:29:48
yep. Sorry I double-post regularly... it's because I'm routinely using the Edit function of other forums right after/during posting. I often go "man I forgot something!" right after posting.
Some of it comes from having a browser open while mapping. A question arises, I make a post, I think for a minute, bang! another question.
I'm trying to cut down on this. Really :-)
Thanks for light/wait info. I don't think I have any switchable lights there though... the error popped up while I removed/relocated some point lights in a very defined area.
No more questions tonight :-)
gb
Light Styles
I believe there is a limit of 4 unique light styles per face, someone correct me if I'm wrong please!
#5906 posted by golden_boy on 2007/03/10 22:11:46
What exactly counts as different light styles then? Everything that is in the "style" flag?
I have controlled all the lights in the area (I know where it is because it popped up after I worked there.) None have a style value other than 0 (unset).
There is actually one switched light there (it is the bridge/nailgun area of e1m1.) The nailgun room goes dark when you touch a trigger etc. as we all know. I did not change the size of the door and I did not change any lights in the NG room, just outside (in the bridge area.)
Can slanted/angled faces make this error suddenly appear? I'm pretty much rebuilding parts of the level now because I decided to align all textures. ^^
Is there a way of checking at which coordinates the affected face is?
And the questions of today:
1) I am teleporting in monsters with the standard teletrap setup. Apparently teleported monsters wake up (they seem to lose the ambush flag which I set.)
Is there a way to make teleported monsters (any monster, really) return to the ambush state (not moving until it sees you), either via a trigger that the monster touches, or via quakeC (nextthink or the like)? I could of course use func_doors to trap them, but that seems a bit bulky.
Basically, I want to re-stock an area with monsters, all triggered by a trigger_once and teleported in. Those monsters should then go to ambush state (do nothing until player in sight.)
2) Is it in some way possible to get onto the TOPMOST crate at the start of e1m2, without explosives (i.e. in normal singleplayer)?
There are slopes nearby. Perhaps with enough speed... Anyone managed this jump? Possible or not? (in netquake)
What determines the height of a slope jump? The slope's angle? The speed?
and yes, this has level design implications :-)
3) Hypothetically, let's say someone would find a lightning gun just before entering Ziggurat Vertigo (also in normal singleplayer.) Furthermore, let's say the following maps had double the monster count, plus tougher monsters.
It wouldn't be imbalanced, would it.
:-D
Golden_boy
#5907 posted by aguirRe on 2007/03/11 00:23:02
If you're using my Light tool, you'll get coordinates and tex name for each face with too many styled lights on it. And I think switchable lights also count as styled (e.g. a light can't be both switchable and styled at the same time).
This problem can be seen e.g. in hipend.
AguirRe
#5908 posted by golden_boy on 2007/03/11 21:14:37
I got the full download of your tools and suddenly all problems are gone.
The Light warning has vanished (I got my sanity back, thanks) and all animated textures are there.
Just wow.
I was using tools modified by Alexander Malmberg before (from the quest website.) I am using quest because I can't run radiant on my laptop (no GL) and no other editors will run under Linux.
Luckily, your tools run under Wine (windows emulator.)
thanks man.
AguriRe
#5909 posted by ijed on 2007/03/12 00:59:09
Deserves some sort of Quake community medal.
ARGH!
#5910 posted by ijed on 2007/03/12 00:59:46
AguirRe
Heheh
#5911 posted by R.P.G. on 2007/03/12 02:48:09
Well I think if we all just spelled his name right consistently that might be thanks enough. :)
Yeah
#5912 posted by golden_boy on 2007/03/12 17:51:40
I won't look back. I even tried writing Linux makefiles for his tools, but apparently they contain windows-or microsoft specific code. No idea. They don't compile.
Anyway, the tools are great (the lighting! WOW) so I'm absolutely going to live with that.
I knew I didn't have more than 2 light styles there :-D :-D :-D
Anyone Know A Way...
#5913 posted by than on 2007/03/13 11:45:32
to get a list of all the precache models in a level along with the total number?
Mcache
#5914 posted by aguirRe on 2007/03/13 11:59:08
for mdl/bsp/spr and soundlist for wav.
AguirRe
#5915 posted by than on 2007/03/13 15:36:08
Just the job. Thanks very much.
232 models :/ I guess that means I have at most 24 more triggers, doors or additional precaches I can use, though I suspect there are some engines that precache their own extra things for enhanced explosions, shotgun shells etc.
Do you know off the top of your head the max number of edicts? Is edicts something that can be increased at the command line in a regular Quake engine?
Edicts
#5916 posted by aguirRe on 2007/03/13 17:01:20
Oldest engines (DOSQuake?): 450
Old engines: 600
Old Neh engines: 1000
Joe: 2048
Fitz: cvar, up to 8192
My engines: 4096
DP: 32768
Other engines may be different. I haven't seen any cmd line option for edicts.
Usually, it doesn't help much increasing just the edict limit, as having many edicts will just generate packet overflows or SZ_GetSpace errors instead. The only engines I know that can handle many edicts are DP and my own.
Size Limit On Rooms?
#5917 posted by STALEPIE on 2007/03/13 22:08:02
I'm working on a level where you are at the top of a tall cliff and you're shooting rockets down far below. Is there a limit to the size of a room in Quake? I get a lot of tearing in the distance I think because the room and blocks are too big.
How Do You Mean?
#5918 posted by ijed on 2007/03/13 22:52:13
By tearing - it sounds like HOM (hall of mirrors). It also depends on your engine. In AguirRe's the only limit is created by including fog, which sets a clip plane before it's end that can chop long distance stuff (not sure how far, 1024 units or so).
If you include fog with a low density and have long distances this'll crop up. If not you should be able to see from one corner of a max extents box to the other. Though it does depend on the engine.
Other than that you can try looking for tiny brush misalignments - the usual cause for HOM's.
#5919 posted by STALEPIE on 2007/03/13 23:32:49
I'm using WinQuake and might start using DOS. I made my giant room smaller and now it doesn't tear much (unless you get in a certain corner with a lot of enemies around). It was just a test map. I was curious if there was some set limit you weren't supposed to go past. Thanks, ijed.
In Original WinQuake
#5920 posted by aguirRe on 2007/03/14 00:12:20
try setting
r_maxedges 100000
r_maxsurfs 100000
or just use my Enhanced WinQuake and save yourself a lot of trouble.
#5921 posted by STALEPIE on 2007/03/14 01:11:30
I know the game is ten years old, but I want to design it for the original.
AguirRe
#5922 posted by than on 2007/03/14 01:37:52
thanks for the info, you fountain of knowledge you.
Hi Ijed...
#5923 posted by distrans on 2007/03/14 02:46:10
... looks like you found some trax for your pack, but if you need sound in the future drop me a line.
#5924 posted by STALEPIE on 2007/03/14 06:02:48
What is the best program for drawing your own Q1 textures?
Distans
#5925 posted by ijed on 2007/03/14 16:10:44
Thanks for the offer, though I found some that fit really well. I thought about asking but didn't want to because it'd be alot to make in a short time.
But now I've got some computer issues so I don't know how long it'll take for release; bah.
Stalepie
#5926 posted by madfox on 2007/03/14 20:44:02
#5927 posted by STALEPIE on 2007/03/14 21:28:08
Thanks, Madfox.
Marksurface Issue
#5928 posted by JPL on 2007/03/15 22:38:51
I'm currently working on a big project (i.e Doom3 Hell level remake), and I exceeded this evening the maximum marksurface value (i.e message is WARNING: Marksurfaces 34803 exceed normal engine max 32767 , with aguirRe's TxQBSP v1.12). I'm able to load the map with aguirRe's engine, but it is choppy as Hell with FitzQuake...
I just would like to know if there's something I can do either to dicrease Marksurfaces in a map... without removing any poly (and it is not yet finished....), either if there's something to do with engine options... or if I have to restrict the map to aguiRre's engine ?
Any advices ?
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