News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
Another Lazy Question... 
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... 
 
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. 
 
That's it. Much appreciated. 
Anyone 
knows the parameter for qcc.exe to recompile a progs.dat back to its origin? 
Found It 
-dec 
Fefefefe 
[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 
Hm 
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. 
 
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. 
 
My last reply was before I saw yours ijed, I'll give it a shot. 
Leaks 
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 
crashed my editor. :P 
Kamikaze 
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 
It's related to the compiler tools. Use aguirRe's instead. 
Kamikeze 
Good map, no leak.

Aguire
Txbsp1.2
Vis2.30
Light1.41 
 
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 
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. 
 
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 
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 
missed off because of the long text string thing

"start-programs-accessories- command prompt" 
 
>*** 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) 
The Map Does Not Leak 
And TreeQBSP 2.05 bjp compiles it fine for me without any portal warnings. Are you sure you're trying to compile the same map (version) that you uploaded? 
Sigh 
You are all going to find this very funny. But right now I'm about to kill something.

The reason none of you found any leaks or errors in the map you downloaded is because there are none. Somehow I managed to upload one of the earlier versions of the map where it has only one room.

If I had uploaded the correct map file, you would have seen the start room with two large lava rooms outside that room. I really spent several hours of work on it not to mention the several hours of head scratching trying to find leaks and messing with the build tools.

It doesn't end there. When I tried out RickyT23's suggestion, I found that it didn't work with the map file I had on the hard drive. But I came up with the idea of deleting all traces of the map on my hard drive (no big deal because not much more work was done on it compared to the one I uploaded online.. or at least that was what I thought), and so then I downloaded the .map online and opened in Worldcraft, to my horror it was just the start room.

It doesn't end there either, because I know some of you reading this right now will be about to reply saying 'just restore the deleted files from the recycle bin'... Well to be doubly sure that there were no traces of the map on my hard drive, I emptied the recycle bin.

I really don't know how I managed to upload an earlier .map file rather than a current one. Perhaps because worldcraft seems to want to place the .map file in at least two different directories? Or perhaps because when you click save, it saves to the RMF only?

Oh well, back to square one I guess. 
 
http://user.tninet.se/~xir870k/tooltips.txt has a long and detailed writing how to find and try to eliminate leaks. 
 
"If the line stays completely
outside the map, there is probably an entity left on the outside, typically a light."

That's was it then. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.