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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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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. 
 
Quake lightmaps triggers?! 
Ok 
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 
>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) 
 
neg|ke, as experienced mapper, would you mind if i'll send my map to you to look at it? 
Uh, Ok. 
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 
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 
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 
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 
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 
Ricky 
i like your map too, did u finish it 
Ricky 
i like your map too, do u finish it 
Im Gonna Release It This Week! 
Then start another... 
Untitled 
that's a good news :)
ps. my english is terrible :( 
Argghhh 
I can't keep up playing with all these new maps... 
i'm a little curious though, i mean, 7k brushes isn't all that much. the # of brushes don't seem to coincide with the amount of clipnodes, for example.

it's possible you've built the map in such a way to have excessive clipnodes, but i know from experience that maps in the 7k brush range shouldn't have that many clipnodes.

in fact, i had a 11k brush map that had only 36k clipnodes (still over the limit, but much < 48k).

i would check if the map isn't having any infinite planes or something at compile time... you could try looking at the bsp in quark as a start but that may not yield anything. 
Necros 
look at above qbsp's output there're ~62errors
mostly 'Brush with duplicate plane' 
Necros 
there're no infinite planes i'm sure, wc reports 6 invalid solids, but i think it's not cause a problem 
Spy 
You could send me the 7-zipped bsp and I'll take a look at it. 
Hah 
Come on guys, releasing a map that will only load in aguiRe's engine is just poor. This from the readme of that engine:

This makes it ideal for mappers who at one time or another experience problems with their maps; there are leaks, entity overflow or other issues that prevent the map from loading in a normal engine. These problems should of course be fixed so the map can be loaded in any engine, but during development this engine can be used to help finding and fixing the problems.

I for one don't even have aguiRe's glquake on my machine. I'm sure it's fine and good for its intended purpose, but I'm not going to download, install and configure a new engine just to play 1 map.

Besides which, as far as I know there's only win32 versions available, so you're automatically exclusing mac/linux/other users by making the decision to only support that engine. 
Well That Sucks Too! 
I mean some people make maps which are bigger than the engine limits allow on purpose.

Did you refuse to play Marcher Fortress or W A R P S P A S M just because you aren't "going to download, install and configure a new engine just to play 1 map"?

Spys map is not over limits because of poor mapping. It's over limits because it BIIIIIGG!

It uses Marcher progs for god's sake. Play it with GlMarcher.exe end you'll be fine. Or Warpspasm.

Its a bit like complaining because your on-road car wont go off-road, having access to a 4x4 but refusing to use it because you cant be bothered, or something....

You might as well tell Kinn, Ijed and Me to fuck off too! 
Heh 
It all depends on the quality of the map if it justifies requiring a specific engine in my opinion. 
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