Id
#7640 posted by ijed on 2008/07/06 17:38:03
Aren't going to sue you for making retro-Bones.
Alot of their tactics are set up so that a community like this could exist.
Looking forward to the map.
So
#7641 posted by madfox on 2008/07/07 20:03:44
the bones won't be licenced...
before I realy get crazy from its carving cry!
Ut3 Jumppad Problem
#7642 posted by Jago on 2008/07/12 01:29:35
I am following this tutorial here http://www.youtube.com/watch?v=7IpxwsD8X64&feature=related precisely, to the letter, but somehow the thing refuses to work. The jumppad does appear in the game and does emit an ambient hum sound, but it doesn't actually launch me in the air even tho it's linked to a PathNode.
What could I be doing wrong?
#7643 posted by JneeraZ on 2008/07/12 11:46:31
It could be you are trying to launch yourself too high and the engine can't create a good path. In the editor, turn on paths (hit 'P') and select the jump pad. That will draw the jump arc in the editor. If nothing appears, try lowering the strength of the jump pad and see if it works better.
I had a bitch of a time getting the pads in DM-BioHazard to work because of this.
Another Lazy Question...
#7644 posted by sikkpin on 2008/07/14 20:28:55
What has changed in modern qbsp utilities that keeps the polys on the backside(facing the void) of sky brushes from being removed and merging with the surrounding geometry? For example, all id, hip, rogue and even some levels made in '96 - '97 sky brushes behave like normal brushes. Have they become an entity now?
I'm assuming here that it's something with the bsp process.
Here are screenshots to compare:
id's start.bsp
http://img123.imageshack.us/img123/7135/01ts2.jpg
e1m2quoth.bsp
http://img123.imageshack.us/img123/3782/02ex9.jpg
Sidenote: Regarding the wad(s) I asked about earlier, the window frame is from chicosruin set. For anyone who was losing sleep over it...
#7645 posted by JneeraZ on 2008/07/14 20:32:08
I think I remember reading that id's QBSP had a bug that make projectiles explode on sky brushes or something. They fixed it before releasing the tools to the community.
#7646 posted by sikkpin on 2008/07/14 20:43:20
That's it. Much appreciated.
Anyone
#7647 posted by madfox on 2008/07/15 03:46:57
knows the parameter for qcc.exe to recompile a progs.dat back to its origin?
Found It
#7648 posted by madfox on 2008/07/15 04:16:37
-dec
Fefefefe
#7649 posted by KamiKaze on 2008/07/18 22:52:32
[URL="http://i258.photobucket.com/albums/hh266/KJC1982/worldcraft.jpg"]Here's what it looks like in the editor[/URL]
Looks just as I want it to, except for the fact the brush on the left is missing the ceiling as you may be able to see...
[URL="http://i258.photobucket.com/albums/hh266/KJC1982/quake12.jpg"]Here's what it looks like in game[/URL]
A complete mess.
What am I doing wrong?
Oops
#7650 posted by KamiKaze on 2008/07/18 22:53:59
Hm
#7651 posted by ijed on 2008/07/18 23:00:56
Not too clear from the editor shot, but I'd suspect that there's some sort of brush interference there.
Those two six-sided shapes, try cutting them into wedges in the top view.
It also looks like you've got concave brushes at the top of the top view, if so then change those to wedges as well.
I mean keep the same shape, but made out of more (but simpler) brushes.
#7652 posted by KamiKaze on 2008/07/18 23:04:02
So instead of clipping a single brush multiple times, If I split the brush into different brushes where each new vert starts, it will render properly?
I always answer my own questions 5 minutes after posting.
#7653 posted by KamiKaze on 2008/07/18 23:05:31
My last reply was before I saw yours ijed, I'll give it a shot.
Leaks
#7654 posted by KamiKaze on 2008/07/20 08:02:30
Hm.. I don't want to start spamming this board, but I have a leak right now, and I just can't figure out where it is.
I loaded the pointfile and it does not lead you to a hole and does not enter the playing area.
I've spent the last half hour examining the area it seems to vaguely point to, but I really can't see anything either in the editor or the game.
Any ideas?
If you wish to do so, feel free to have a look at the .map file:
http://www.esnips.com/doc/4b150975-4ec2-4f72-965d-3afed1d71e83/map1
Your Map
#7655 posted by necros on 2008/07/20 08:37:47
crashed my editor. :P
Kamikaze
#7656 posted by Kell on 2008/07/20 10:32:14
Odd.
Absolutely nothing shows up in Radiant when I open your map. I opened it in Q3 mode too, just in case you were editing it in q3 .map format. Still nothing there.
Then I tried compiling it. Compiled fine, apart from the missing texture wads on my machine ( so I modified the worldspawn info so some of the textures would show up ).
There was no leak.
It's such a small and orthogonally constructed volume that I can't see why there'd be a leak or similar error. At least, not one that you'd have any trouble finding.
I suspect something else may be causing problems. But the only thing I can see that looks at all odd is that you specify the wads to be .hlwad format. Is this a worldcraft thing? Are you using half-life compilers or what?
Looks nice btw.
Yes
#7657 posted by negke on 2008/07/20 10:45:48
It's related to the compiler tools. Use aguirRe's instead.
Kamikeze
#7658 posted by madfox on 2008/07/20 23:06:36
Good map, no leak.
Aguire
Txbsp1.2
Vis2.30
Light1.41
#7659 posted by KamiKaze on 2008/07/21 07:00:27
The best I could find via google was this page:
http://user.tninet.se/~xir870k/
..And I unzipped some of the files there and overwritten anything that was in the 'quaketools' folder and changed to the just downloaded build tools, but the same thing happens. No vising performed.
I'm using Worldcraft 3.3 with the Quake Adaptor thing. After build, I run the map through WinQuake.
Yes, That's The Right One
#7660 posted by negke on 2008/07/21 08:12:14
Are you using a batch file to compile the map? If so, make sure it links to the right Qbsp - or rename txqbsp.exe to qbsp.exe. Check the compile window or log file for information on which one was used.
#7661 posted by KamiKaze on 2008/07/21 10:43:05
I am confused beyond words.
When I compile using BspInfo 1.27, I get nothing about leaks, except I get the following error under vis:
"File: c:\games\quake\id1\maps\map1.bsp
LoadPortals: couldn't read c:\games\quake\id1\maps\map1.prt
No vising performed."
There is a map1.pts in that folder, but no .prt file.
Also, with this BSP a lot of the edges of brushes are out of whack.
When I use TreeQBSP v2.05, I get a whole lot of errors:
*** WARNING 12: New portal was clipped away in CutNodePortals_r near (-248 576 160)
*** WARNING 12: New portal was clipped away in CutNodePortals_r near (-132 584 -32)
*** WARNING 12: New portal was clipped away in CutNodePortals_r near (-240 538 -32)
*** WARNING 12: New portal was clipped away in CutNodePortals_r near (-132 584 -192)
*** WARNING 12: New portal was clipped away in CutNodePortals_r near (-224 560 -320)
*** WARNING 12: New portal was clipped away in CutNodePortals_r near (-224 560 -448)
---- FillOutside ----
*** WARNING 10: Reached occupant at (-192 640 -128), light
Simplifying ... Leak file written to c:\games\quake\id1\maps\map1.pts
*** WARNING 10: Reached occupant at (-704 960 256), light
Processing hull 2...
----+----+
----+----+
*** WARNING 10: Reached occupant at (-704 960 256), light
Tools used were:
TreeQBSP v2.05---- Modified by Bengt Jardrup
Vis 2.31 ---- Modified by Bengt Jardrup
Light 1.43 ---- Modified by Bengt Jardrup
and
BspInfo 1.27 ---- Modified by Bengt Jardrup
Vis 2.31 ---- Modified by Bengt Jardrup
Light 1.43 ---- Modified by Bengt Jardrup
P.S. It does not help my complete confusion that c:\program files is really restricted in Vista. Quake Adapter insists that worldcraft be in that folder whereas I would have normally put it in the c:\program files (x86) where all non-microsoft software goes. It makes me wonder if the tools aren't going correctly because of some Vista restriction coming as a result of the program files folder.
Kamikazee
#7662 posted by RickyT33 on 2008/07/21 11:10:53
Bspinfo is NOT A COMPILING TOOL.
(It just tells you the "stats" about a .bsp file)
Use "TXQbsp".
THATS "tee-ex-cue-bee-ess-pee"!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Its the best one!!! It's on the site you linked to before.
(groan)
Just make a folder on your c: called "quaketools". Put your tools DIRECTLY IN THAT FOLDER. Put your .map file (not your rmf file)(make sure it's the correct map file)(open your rmf file, and click on file-"export to map", and save it in "c:\quaketools")
Then click start-programs-accessories-"command prompt"
Then type "cd c:\quaketools" [enter]
Then type "txqbsp mapname"
Work?!!??!
OK - Let Me Just Re-itterate Some Points That Func_msgboard Has
#7663 posted by RickyT33 on 2008/07/21 11:18:48
missed off because of the long text string thing
"start-programs-accessories- command prompt"
#7664 posted by spy on 2008/07/21 15:39:31
>*** WARNING 10: Reached occupant at (-192 640 -128), light
Simplifying ... Leak file written to c:\games\quake\id1\maps\map1.pts
you got the leak
find and fix it (seal it)
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