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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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2nd Problem 
One thing you should check is whether your spawnpoint at the start of the is positioned at the origin of the map. If it is then what may have happened is you've accidentally created a point sized trigger_hurt. This is basically a brush entity which has lost its brush, so the engine creates it as a single point at the origin of the map.

One way to test this out is to load it in the new version of quoth:
http://www.celephais.net/board/view_thread.php?id=60173
Turn developer mode on and run the map. If this is the problem, then you should get a warning message in the console saying a point sized trigger was removed, and when you spawn you shouldn't be killed by it. 
 
Turns out something was wrong with one of the trigger_hurt functions. I have removed all 4 trigger_hurt funcs for now.

Thanks to everyone who helped :)

I'll probably be back shortly heh 
 
I'll probably be back shortly heh

Glad to hear it. I like space maps. 
Preach 
I get warnings in FitzQuake when loading my new map. Something about being "unable to find whatever/quake.wav"
Obviously its a Quoth2 map :P

Err... I was just wandering if you might know if its a Quoth progs thing or if its more likely to be something in my map, cause I cant see any reason for it...

Cheers! 
Anyone Know Where... 
...I can find a Quake Palette color index list? 
 
The Quake Palette 
Sound Error 
I'm guessing you put an info_screenshake somewhere in your map. This has two default sounds, misc/quake.wav and misc/quakeend.wav. These sounds come from the hipnotic mission pack, but neither of these sounds are supplied in the quoth download, which is an oversight. For now set both "noise" and "noise1" to "misc/null.wav". 
Willem, Kell And Preach 
Thanks for the info! You're very helpfull people!

Now I can have a red forcefield and no weird startup messages so thanks. 
Oops 
I *somehow* (read : through utter stupidity) managed to delete all trace of the file s_explod.spr from my quake directory, I've even looked inside pak0.pak and it aint there, its all very odd and now I cannot play my beloved Quake :( Could someone please e-mail me the file??? My email address is in my profile. 
Daz 
Mail sent. 
Thanks 
life-saver :) 
Help 
z-fighting, how can i get rid of it? 
I Think This Is What You Are Looking For 
http://user.tninet.se/~xir870k/tooltips.txt\

Texture flicker while playing, "zebra-effect"
This is normally caused by the engine trying to render several textures in the same plane,
typically at some distance away. This is probably caused by overlapping brushes or e.g. a door
that isn't sufficiently encapsulated. In GL-engines you can also try setting the cvar
"gl_ztrick 0".
 
HeadThump 
thanx :) 
Fitzquake Question 
when i try to load map with a fitzquake it crashes with allocblock:full what does it mean? 
Untitled 
nevermind, i figured out it 
Usually It Goes Out With A Bang 
but sometimes just a fitzquake... 
Question 
excessive lightmaps (90,normal =64) what does is mean, how can i reduce it? (the map has 1543 point ents, 118 solid ents) are lightmaps
only light ents, or every ent on map, ie mosters,ammo,light etc? 
 
Lightmaps are generated for every BSP surface that accepts lighting. Basically, I think that error means you have too many faces in your BSP. Delete some brushes to reduce your lightmap useage. 
Or 
Increase texture scale. The bigger a texture is scaled up the less it requires in light.

Chances are you've got a void map with a large box enclosing the level. Sky brushes can have a texture size of 9999x9999 and look exactly the same in the game. You can also do this to trigger and clip brushes - though I'm not sure if they affect lightmaps.

Aside from this noclip outside the map and look for hollow spaces that aren't meant to be drawn, but are. Sometimes there can a wafer thin chunk of enclosed space that's adding to the compile times of the level. 
Thanks 
there are 7076 brushes,it seems i can't delete
some brushes 'cos of level architecture, the map is only loadable in aguirre's glquake, maybe tyrquake others crashed afaik.
(excessive marksurfaces ==39268 of 32767)
(excessive clipnodes ==48060 of 32767)
also what's benefit of using txqbspbjp over treeqbspbjp 
No 
it's not a void map, quite big though (almost 4096/4096 :) also there's no big box enclosing the level, it has no leaks also. compile time is qbsp~4min,light-full~30min, vis full~40min :) 
Increasing Scale Of Trigger Textures 
reduces lightmaps (on large triggers), yes. They aren't affected by clip though. Sky textures are always drawn with a minimum of surfaces regardless of their scale (assuming you're using a somewhat modern compiler), unless they intersect with other brushes. Upscaling the sky is only important if it's made of a simple (solid) texture.
Also watch out not to have the sky cover large faces of adjacent brushes (if using transparent sky), for these count towards lightmaps as well. 
 
I guess if the map requires a high-limit engine anyway, you don't really have to bother with optimizing lightmaps. 
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