Oops
#7182 posted by DaZ on 2008/03/21 00:47:51
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
#7183 posted by Kell on 2008/03/21 01:13:07
Mail sent.
Thanks
#7184 posted by DaZ on 2008/03/21 04:34:58
life-saver :)
Help
#7185 posted by spy on 2008/03/22 06:05:15
z-fighting, how can i get rid of it?
I Think This Is What You Are Looking For
#7186 posted by HeadThump on 2008/03/22 07:06:58
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
#7187 posted by spy on 2008/03/22 07:41:23
thanx :)
Fitzquake Question
#7188 posted by spy on 2008/03/23 21:33:53
when i try to load map with a fitzquake it crashes with allocblock:full what does it mean?
Untitled
#7189 posted by spy on 2008/03/23 21:36:40
nevermind, i figured out it
Usually It Goes Out With A Bang
#7190 posted by bambuz on 2008/03/24 04:19:59
but sometimes just a fitzquake...
Question
#7191 posted by spy on 2008/03/24 12:52:31
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?
#7192 posted by JneeraZ on 2008/03/24 13:02:42
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
#7193 posted by ijed on 2008/03/24 13:14:27
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
#7194 posted by spy on 2008/03/24 13:21:34
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
#7195 posted by spy on 2008/03/24 13:27:03
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
#7196 posted by negke on 2008/03/24 13:30:51
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.
#7197 posted by negke on 2008/03/24 13:32:28
I guess if the map requires a high-limit engine anyway, you don't really have to bother with optimizing lightmaps.
#7198 posted by JneeraZ on 2008/03/24 13:34:21
Quake lightmaps triggers?!
Ok
#7199 posted by spy on 2008/03/24 13:38:39
Title: "Tower of Dal Gurak"
40529 faces
7076 brushes
1662 entities
103 unique texnames
7522 texinfo
8 texture frames added
Building hulls sequentially...
Processing hull 0...
---- Brush_LoadEntity ----
6722 brushes
---- CSGFaces ----
37900 brushfaces
28040 csgfaces
22457 mergedfaces
---- SolidBSP ----
54241 split nodes
26168 solid leafs
27198 empty leafs
876 water leafs
96502 leaffaces
90736 nodefaces
*** WARNING 12: New portal was clipped away in CutNodePortals_r near (-880 1883 332)
*** WARNING 12: New portal was clipped away in CutNodePortals_r near (-884 1887 520)
*** WARNING 12: New portal was clipped away in CutNodePortals_r near (1025 -2924 -1632)
---- FillOutside ----
9540 outleafs
---- MergeAll ----
19464 mergefaces
---- SolidBSP ----
12630 split nodes
7517 solid leafs
4895 empty leafs
219 water leafs
34874 leaffaces
27869 nodefaces
---- Portalize ----
*** WARNING 12: New portal was clipped away in CutNodePortals_r near (-1708 592 887)
*** WARNING 12: New portal was clipped away in CutNodePortals_r near (1000 -2910 -1344)
*** WARNING 12: New portal was clipped away in CutNodePortals_r near (1116 -3263 -1968)
5114 vis leafs
13598 vis portals
---- Tjunc ----
28552 world edges
98877 edge points
24014 edges added by tjunctions
0 faces added by tjunctions
---- MakeFaceEdges ----
---- GrowRegions ----
Processing hull 1...
Processing hull 2...
*** WARNING 30: Clipnodes 48060 exceed normal engine max 32767
*** WARNING 31: Marksurfaces 39268 exceed normal engine max 32767
---- WriteBSPFile ----
16021 planes 320420
41374 vertexes 496488
15826 nodes 379824
7522 texinfo 300880
31680 faces 633600
48060 clipnodes 384480
7503 leafs 210084
39268 marksurfaces 78536
147534 surfedges 590136
75477 edges 301908
111 textures 2360748
lightdata 0
visdata 0
entdata 131911
Untitled
#7200 posted by spy on 2008/03/24 13:43:12
>I guess if the map requires a high-limit engine anyway, you don't really have to bother with optimizing lightmaps.
but the problem is the map is loadable in aguire's gl, it's seems many ppls prefer fitzquake usage (i don't mind when i'll release the map it'll require ONLY aguirre's engine, but this not solution)
#7201 posted by spy on 2008/03/24 13:49:47
neg|ke, as experienced mapper, would you mind if i'll send my map to you to look at it?
Uh, Ok.
#7202 posted by negke on 2008/03/24 17:21:14
I can take a look at it. But with such a high marksurfaces/clipnodes count, it's unlikely the map will ever run in Fitzquake anyway.
Spy
#7203 posted by JPL on 2008/03/24 17:22:23
According to my humble experience, it will also depends on the level of occlusion of the map. You can exceed the limits if not all the map is rendered at the same time by the engine. Fullvis the map, and try to load it in FitzQuake: you'll have the answer then...
JPL
#7204 posted by spy on 2008/03/24 17:47:05
it's already fullvised, and its crashed in fitzquake alas, dp also has troubles, the only
engine can load it's aguirre's gl, for me it's not a problem as i using only aguirre's eng. but other ppl prefer something differnt maybe
>neg|ke check yourmail
Spy
#7205 posted by RickyT33 on 2008/03/24 18:14:39
AguirRe's engine only for your map.
Thats it. People wont mind too much, as long as you write it clearly in the news post and in the Readme. I like your map, it'll do well. But you'll never cut it down it work in FitzQuake. To many limits are exceeded.
MAPPERS - KNOW YOUR LIMITS !
I wander what sort of discussions were held between AguirRe and Kinn when The Marcher Fortress was released... GlMarcher.exe??!?!
Than
#7206 posted by RickyT33 on 2008/03/24 18:18:24
Where did I see a reference to your Industrial themed texture set? I've been looking all over for it and kind find anything. I think I read about it on one of the Quake Expo sites...
Anyone help? :-D
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