Re: 8...
#6337 posted by distrans on 2007/09/05 03:47:12
... AFAIK target OR kill, not target AND kill. So, the extra relay is required.
Thanks Than
But I ended up rebuilding the test map, and all seems fine now. Have no idea what was causing that sort of thing -- but if I have any more probs, I'll look into that link.
Re: Button
#6339 posted by MSD on 2007/09/05 17:25:44
Thanks for the help. I wish I understood.
MSD:
#6340 posted by metlslime on 2007/09/05 20:32:24
if it seems too complicated, you should probably go with something simpler for now. For example, have some bars block the button or something.
What Is That Blocks The Player On Corners Sometimes?
#6341 posted by Spirit on 2007/09/07 17:23:38
like here:
http://shub-hub.com/files/images/Screenshot-2.png
It might be QuArK floating point gayness but I know I found such edges on many maps.
Nevermind
#6342 posted by Spirit on 2007/09/07 17:25:34
neg!ke just answered me:
qbsp bug, move the vertices or clip.
:)
Or Merge The Brushes
#6343 posted by Lunaran on 2007/09/07 18:09:08
it's clip hull expansion logic. angled faces are expanded at an angle, and straight faces straight, so brushes that line up visually will end in different places after being expanded differing amounts on differing axes.
You Can
#6344 posted by aguirRe on 2007/09/07 19:42:54
visually inspect the player clipping hull by using the -hull 1 qbsp option. The map will probably look a bit different ...
Thanks
#6345 posted by Spirit on 2007/09/07 20:13:33
I just made the /^\ part 1 unit smaller on each side. Looks the same and got rid of the problem. Now that I think about it I simply could have made the one part a func_wall I guess.
Hmm..
#6346 posted by metlslime on 2007/09/07 20:36:51
I thought (almost) all brush expansion problems were fixed in the most recent aguirre/tyrann tools...
Spirit
#6347 posted by JPL on 2007/09/07 20:58:13
That fucked THF in some area, and I had to clip these corners... and it seems expansion problem are not completely solved...
Clipping
#6348 posted by Mikko on 2007/09/08 18:22:12
I used the clipping tool after doing some vertex editing and now I'm getting all kinds of errors with QBSP.exe whenever I try to compile.
So - what's wrong and is there any safer way to build a structure like this?:
http://i7.photobucket.com/albums/y259/msandt/vittua.jpg
Well
#6349 posted by ijed on 2007/09/08 19:00:01
Clipping can cause alot of problems under the right circumstances - minor foibles of the various software that can mangle a map.
An important one in WC1.6a is that clipping across more than one brush in a window where those brushes are not adjacent causes it to crash - but not if you clip from a window where they're touching / stacked.
From the screenshot I'd say you need to rebuild the corner, but sticking to the grid; when you make the angle lock it to the grid as well - at 45 degrees. So all the brushes will have compass rose angles.
It an enclosed brush (not a wall against the void, ie. no leaks) so what errors is bsp giving - is it removing faces on any of the brushes?
Anyhow; the basic answer is rebuild it, hanging onto the grid for dear life - when cutting, scaling or whichever manipulation you make.
#6350 posted by ijed on 2007/09/08 19:11:23
A clarification - you don't need compass rose angles, just to snap to the grid size of your choosing. 32x2 or 16x2 in that case I reckon.
Agh!
#6351 posted by Mikko on 2007/09/08 19:38:08
Don't know what the fak is going on. I removed the structures (see the screenshot) and it still gives me shit. I removed some other crap I had recently built and still the program acts like a teenager. First it gives the usual "This program has encountered an error and will close" (QBSP.exe) Windows error message and then the compiling stops and tells me that a BSP file was not built.
Try
#6352 posted by ijed on 2007/09/08 22:07:26
AguirRe's tooltips - just about every existing bsp error is listed in there.
http://user.tninet.se/~xir870k/
Mikko
#6353 posted by aguirRe on 2007/09/08 22:08:43
If you're using the default WorldCraft qbsp, then try one of my compilers and see if it helps. If you're already using one of them, I'd like to see that map file.
Works!
#6354 posted by Mikko on 2007/09/08 23:35:00
Thanks - that just may have saved my map. I actually tried removing the whole area I had worked on today but even that didn't work. But these tools solved the problem and fixed a bunch of others as well (buttons not making a sound etc.). But I also noticed that some textures on curved surfaced got rotated 90 degrees.
Switch To
#6355 posted by aguirRe on 2007/09/08 23:53:41
TxQBSP (recommended) or add the TreeQBSP option -oldaxis.
WC = Piece Of Crap
#6356 posted by Mikko on 2007/09/09 17:27:36
I cannot believe how much headache this program is giving me - and I'm trying to build the last room. Now I can no longer select anything in 3D window. This actually has happened before but then I just restarted the program. Any ideas?
Mikko
#6357 posted by Orl on 2007/09/09 19:30:50
This was a big problem for me to, but luckily Pope knew the answer on how to fix it. All you got to do is uncheck "Hardware Acceleration" in the options menu. You should now be able to click on objects in the 3d window after doing that.
Yeah, Heardware Accelleration Problem
#6358 posted by than on 2007/09/10 02:11:32
unfortunately it runs slow as shit without hw turned on. I still use 1.6, but I should probably switch to hammer :/
WC Upgrade
#6359 posted by inertia on 2007/09/10 02:58:34
The transition from 1.6 to later versions is basically painless. All you have to do is make sure you know how to compile hl .map format into q1 .bsp format (say, using our modern compile tools). You'll have to get a q1 entity placement file working, as well. It's worth it!
Thanks
#6360 posted by Mikko on 2007/09/10 16:30:13
Okay, it works now.
Two questions:
-How to make monsterspawns so that stepping on a sector triggers the spawns?
-I tried using the portal texture that usually ends a level but it's not visible in game.
Mikko
#6361 posted by Spirit on 2007/09/10 16:40:14
1: Put monster into trigger_teleport, put tele_destination_something to where it should appear, make trigger_once for player to step into and target the trigger_teleport by it (eg trigger_teleport has targetname "montele1" and trigger_once has target "montele1").
2: trigger_teleport are invisible. Just create a new brush at the same place and give it the *TELEPORT texture to have it visible.
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