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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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AguirRe 
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 
Deserves some sort of Quake community medal. 
ARGH! 
AguirRe 
Heheh 
Well I think if we all just spelled his name right consistently that might be thanks enough. :) 
Yeah 
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... 
to get a list of all the precache models in a level along with the total number? 
Mcache 
for mdl/bsp/spr and soundlist for wav. 
AguirRe 
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 
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? 
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? 
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. 
 
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 
try setting

r_maxedges 100000
r_maxsurfs 100000


or just use my Enhanced WinQuake and save yourself a lot of trouble. 
 
I know the game is ten years old, but I want to design it for the original. 
AguirRe 
thanks for the info, you fountain of knowledge you. 
Hi Ijed... 
... looks like you found some trax for your pack, but if you need sound in the future drop me a line. 
 
What is the best program for drawing your own Q1 textures? 
Distans 
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 
search Wally or Texmex

http://www.quakeone.com/navigator/ 
 
Thanks, Madfox. 
Marksurface Issue 
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 ? 
JPL 
if you're planning to expand the map further, you likely have a problem. you can try to lower marksurfaces by turning some structures into funcs, moving them away from adjacent brushes, or reducing faces by merging them into individual textures. 
JPL 
According to other mappers, marksurfaces might go up and down while adding more brushes, so you could try continue working on it and see if they drop.

Furthermore, if Fitz is just choppy, I doubt that it's the marksurfs that's causing it (normally it would crash if the marksurfs were exceeded). You could also check with e.g. JoeQuake.

Try upping heapsize instead and see if that helps, e.g. 48-64MB. 
Yes Marksurfaces Can Make You Insane! 
Sometimes they go up other times they go down.
I'm having trouble with marksurfaces as well on the map I have in beta.
I have found that Fitzq can handle marksurfaces up to around 38000 and then it crashes! Anything under this seems to be safe although it's over the max. 
Indeed... 
...if you can build it over the limit Fitz will handle it to where Hrimfaxi indicates. But, JPL if this thing is as big as I think then you might seriously consider chopping it up at some logical point. The only way I could get qte2m3 to work in the end was lop off everything past the GK door and turn that into a separate "end" level...that and simplify some of the natural rock formations in the main map (that was painful =/ but necessary)

Good luck with it either way. 
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