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
Also
#738 posted by HeadThump on 2003/11/30 03:34:54
The techniques described in the article can be used in Blender which is free-ware.
But Then Again ...
#739 posted by Mike Woodham on 2003/11/30 05:00:03
A quick straw pole: what editors are in regular use for Quake1SP?
Thx HeadThump
#740 posted by glassman on 2003/11/30 07:03:08
Nearly There (If Anyone Is Interested)
#741 posted by Mike Woodham on 2003/11/30 12:24:23
Got BspBuild sorted out: all of its' settings are in the registry, so just had to find them and hey presto!
So, where do I find all of the old half finished, half forgotten maps to start FMB15? Perhaps I can even join several in 100 minutes and enter them in the Speed Mapping Paks?
Any offers for my straw pole, 'cause if there are better editors nowadays, I would like to give them a try?
Editors...
#742 posted by necros on 2003/11/30 12:24:50
wc1.6
hammer
gtkradiant
minor ones like
quark
qoole
Metlslime
#743 posted by R.P.G. on 2003/11/30 12:50:16
Thanks.
Necros
#744 posted by Mike Woodham on 2003/11/30 12:54:16
I have had a quick look at the gtkradiant site and saw this message: -
Note: some work is currently being done to release a Quake game editing pack for GtkRadiant.
Does anyone use it for Quake1 at the moment?
Many Use Gtkrad Or Qer For Quake
#745 posted by cyBeAr on 2003/11/30 13:08:44
but with utils like mapconv instead of full in editor support. It works fine while waiting for full quake support.
mapconv:
http://rem.fov120.com/rem/projects.projectDetails.action?id=3
I've Never Mapped For Q1 With Something Other Than GtkRadiant
#746 posted by pushplay on 2003/11/30 13:57:14
To Get You Started With It
#747 posted by necros on 2003/11/30 13:59:44
i wrote a short little "guide" explaining how to get gtkr working for q1 maps.
http://www.planetquake.com/necros/gtkrq1.html
someone else did another guide which i think explains things a little better than mine, but i don't remember who.
Tigger-on
http://industri.sourceforge.net/howto.php
is the one necros is trying to remember, i think.
Necros
#749 posted by HeadThump on 2003/11/30 14:47:26
I've noticed that the navigation at your site doesn't seem to be working correctly. Well, no links to seperate sections appear anymore on the main page.
Mike
#750 posted by R.P.G. on 2003/11/30 15:50:05
I use QERadiant and then SleepwalkR's mapconv to convert the .maps to Q1 format, which are then compiled with the normal compile tools.
Yep, That's The One! :)
#751 posted by necros on 2003/11/30 15:58:35
also, HeadThump, what browser are you using? there should be a small nav section in the topright corner.
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