Re:P.S.
#713 posted by czg on 2003/11/15 10:17:15
For the record, necros' map was totally crazy in the brush department, so the solution may be, "don't make totally crazy in the brush department maps" or something.
The map in question, (which, as I said, was a result of a decompile of one of my bsps,) was composed of 5000 1 unit thin brushes (the original map was 1000 brushes) , each representing one face in the map. So yeah, it was crazy in the brush department.
It leaked too...
Just To Let You Know:
#714 posted by necros on 2003/11/15 23:58:05
it was on a monster_shalrath, so i just moved all the shalraths around. stupid way to fix a problem but it worked.
ps: and it's moaning now, eh? :P
Floating Items
#715 posted by bawb on 2003/11/27 10:00:19
Hay!
I've seen some maps with armors hanging in the air, how's that done?
Floating Items
#716 posted by bawb on 2003/11/27 10:01:57
Hay!
I've seen some maps with armors hanging in the air, how's that done?
Bawb
#717 posted by Vondur on 2003/11/27 10:10:24
1. func_wall is a support for that armor
2. set trigger_once with kill_target key set to that func_wall
3. put info_player_start into that trigger
Or If You're Talking About Q3
#718 posted by - on 2003/11/27 11:10:46
just set the 'suspended' option on the item.
Qonverge Compile Error - Couldn't Read Rest Of File
#719 posted by Zwiffle on 2003/11/27 14:51:58
OK, I'm using Hammer and Qonverge... oops I mean WorldCraft 3.3 and Qonverge, and get this error " Error 35: error reading from file. " after it starts to process Hull 3. Both Hulls 1 and 2 apparently have leaks somehow, { "Warning 10: reached occupant at <x y z> no filling performed" ) even though I've made sure the entire map is leak proof... I think anyway. i've never gotten this error before, and haven't found anything on here about this error. Can anyone help me fix this? Would be most appreciated. Happy Thanksgiving!
Error Reading From File
#720 posted by DaZ on 2003/11/27 15:54:09
Thats a new one for me, and I've been using Qonverge and hammer uhh wc 3.3 for ages.
Just a thought, but isn't hull 3 for use with player crouching? (I might be wrong) If it is then there should be a parameter you can set so that the compiler doesn't compile the map to be "crouch compatible". Which is q1 matters not a lot :)
What I Meant Is
#721 posted by DaZ on 2003/11/27 15:55:05
with this parameter hull 3 wont try and be created so your error might dissapear.
Which Parameter...
#722 posted by Zwiffle on 2003/11/27 16:20:07
is it? Or do you know? I dunno maybe I should try to see if there are some leaks that I didn't get?
Ummm -nocrouch
#723 posted by Zwiffle on 2003/11/27 16:26:33
didn't work. I tried it when I compiled, instead I just got the same error after hull 2, so that wasn't it.
Hmmm
#724 posted by DaZ on 2003/11/27 19:49:04
the problem runs a little deeper then :/
I dunno if I can help any more as I've never had this issue before :( I'm sure someone else around here can help, the guy who wrote the compiler has been known to peruse these forums on the odd occassion :)
I'm Not The Maker
#725 posted by aguirRe on 2003/11/28 09:29:34
of DuBSP (which is a part of the Qonverge utils), but I might be able to help you if you send me the zipped map+wad.
Efrags?
#726 posted by Madfox on 2003/11/28 14:23:12
I was running the forumboards and came to someone, who had construckted with WorldCraft1.6
He got the error at the Quake1-console:
- too many efrags! -
Does anyone know, what this means?
Efrags
#727 posted by glassman on 2003/11/29 04:33:21
I believe this is something to do with complex brush models split over too many leafs in the BSP. Each bit is split into a separate "entity fragment" of which there is presumably a maximum number. It can happen if you use that trick to reduce the number of bmodels by combining ones from different parts of the map into a single func_wall or whatever.
On the same principle it can probably also happen if you have a very large bmodel or one in an area of very complex brushwork.
Luma Gloss Bump Stuff
#728 posted by glassman on 2003/11/29 04:38:31
While I'm here I'll ask a question. It's been suggested to me that I make a version of gmsp3 using hi-res textures and all the latest technology for use in engines such as DarkPlaces.
I'd like to do this (as long as it isn't too muxh work) not because I think it will necessarily be any better than the original but as a learning exercise for myself.
Not having kept up to date with this new fangled stuff (& never having glimpsed the doom3 leak) can someone suggest some beginners tutorials that would get me started.
Thanks
Efrags
#729 posted by aguirRe on 2003/11/29 05:28:55
Copied from Google usenet search :
I posted this question a few weeks ago and nobody even tried to
answer it! However, I did find out what was causing it in my maps. I
don't care for ID's torches, so I created my own using a thirteen sided
spike and the light_flame_small_yellow entity. I had tons of these
custom torches in my map and it ran great up to a point. I use
WorldCraft to create my maps and I found that if I moved the entity to
where it actually touched the brush that I would get efrags.
An efrag is caused when an entity is actually partially inside a
brush. The Quake engine is capable of handling a certain number of
efrags, but beyond that number it creates the "too many efrags!"
message. WorldCraft's entity sizes are not always correct, for example
the health entity is way too small in WC.
The entity for the
light_flame_small_yellow is too small in WC also, so by lining up the
brush and entity so that it looked like they just touch, I was actually
putting the entity partially inside the brush. This is what created the
efrags in my map. The solution is to put the light_flame_small_yellow
entity about 8 units above the brush. This doesn't look as good since
the flame doesn't originate at the botton of the entity, it floats
slightly above the bottom. I have noticed this problem with all of the
flame entities.
As far as not vissing the map, you will get the efrags message
whether or not you run a vis. The error is caused by the entity being
partially inside a brush. Curiously enough, light still creates lighting
effects even though the affected flames disappear from the map.
Apocalypse
Andy Knies
aknies@midohio.net
Maybe this helps?
Info_intermission Cameras
#730 posted by R.P.G. on 2003/11/29 12:06:57
Is there a limit to the number of intermission cameras a map can have in a Q1SP map? I put four cams in this map, and those work fine. When I add a fifth, either the first four continue to work but the new one won't, or the new one works but one of the old four won't. (When I say "won't work" I mean it won't use that cam for the intermission.)
I guess I've already proven that more than four cameras won't work and I'm just looking for someone to confirm it.
Glassman
#731 posted by HeadThump on 2003/11/29 13:13:54
I can't believe I am giving a first rate mapper advice, but here it goes -- The information on editing gloss, luma, bump/normal maps here is applicable for any of the accelerated builds.
http://tenebrae.sourceforge.net/index.php?page=technical.txt
I don't think you'll need a tutorial on this aspect because if you understand the directory structure used for the accelerated Quakes (Quake\Tenebrae\Override -- for Tenebrae, Quake\Id\Textures for Darkplaces) you have most of the problem with texture placement solved.
If your concerns are with understanding the underlying technology, this guys page, http://www.paulsprojects.net/ can be of help.
BTW
#732 posted by HeadThump on 2003/11/29 13:19:41
I played gmsp3 on the latest Telejano 7.2 a few weeks back, and visually it already appeared pretty damn sweet. Of the three Quake acelerated builds, Telejano mangles the original textures the least.
Fitzquake
#733 posted by Mike Woodham on 2003/11/29 13:27:39
Thought I might try mapping again. Have been using Fitzquake to play the latest levels.
Copied my old Bsp Editor directory from my old slow computer onto my new fast one and am therefore using all of the old utilities - qbsp, light and vis. All seems OK (the editor works as it used to) until it comes to launching Fitzquake after a compile, and then I just get a crash.
If I try to run the compiled level from the game, it doesn't crash but I get some video problems and the game will not continue.
I suppose the question really is - do I need different compile utilities for Fitzquake.
Mike:
#734 posted by metlslime on 2003/11/30 01:07:08
Is it actually a crash, or does it quit with an error message?
Is the error message "couldn't find gfx.wad?"
If yes, check out RPG's question and my response starting with this post: http://www.celephais.net/board/view_thread.php?id=4&start=407
However, what about the video problems? I need more information to help with that.
RPG:
#735 posted by metlslime on 2003/11/30 01:16:02
Looking at FindIntermission() in client.qc, it seems that you're right. That function appears to randomly pick from the first four info_intermission entities it can find.
Metlslime
#736 posted by Mike Woodham on 2003/11/30 02:57:58
Thanks. What I thought was a crash or video problem is actually neither. I had placed a few brushes in the editor along with a player start just to see if I could remember what to do. I had not created a 'closed world' and the video "problem" I saw was what you experience if you no-clip outside of a normal map.
All of my editor's batch utilities seem to work except BspBuild, which crashes with a 'path not found' error: I am still trying to work this one out but I'll get there.
I don't suppose anyone still uses Bsp and BspBuild these days? Is there a better FREE editor (I did try Worldcraft once but couldn't get on with it)
Thinking of what I've just asked, I am an old dog that probably should not try learning new tricks - I'll carry on with Bsp.
Glassman
#737 posted by HeadThump on 2003/11/30 03:17:00
Here is a visually interesting article on normal map application I just came across in my reading.
http://members.shaw.ca/jimht03/normal.html
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