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
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. 
Thats Crap :( 
But usually when shit like this happens, and you go back and rebuild it for the 2nd time it always turns out better :) 
A Habit I Picked Up... 
start using svn. :P

tortoise svn is a really easy one to use, if you have the extra disk space to spare. 
I Use 
it at work, and its great. Kind of miss it when I'm at home working on Quake. 
Ow, That Sucks 
Maybe some unerase tool for Vista can restore it. 
There Is A Very Good Chance 
you might be able to restore it with this nice freeware tool
http://www.pcinspector.de/Sites/file_recovery/info.htm?language=1 
Spirit 
Couldn't undelete it.

There was an RMF file that wouldn't open in worldcraft but no .map files even though I deleted about 5 of them yesterday. 
Downloads 
Hi i kinda want to try my hand at mapping. a friend of mine was telling me about a lighting program called q1rad but I cant seem to find a download link for it. Does anyone know where i can find it??

Thx. 
Q1rad 
q1rad is way too complicated for a starter. Use the tools from http://user.tninet.se/~xir870k/ instead:
http://user.tninet.se/~xir870k/visbjp.zip 
Thanks 
I'll try those. still ive seen q1rad in action and it looks real nice. I would sure like to try it.

I have another question: where can I find out how to go about setting up GTKRadient for use with quake? Or should i just try a different editor? I understand you need to adjust some settings. also the .map file needs to be altered before compiling it. true? how?

Also is there a good texture resource on the net? where?

sorry for the newbie questions. I have a friend who was into mapping awhile back, however he is a bit vague on the details... and google seems to be failing me. 
What Is I About Q1Rad Which You Liked So Much? 
I personally thing that there are two light tools which are any good. The best is AguirRe's "light.exe" - a heavily modified/improved version of IdSoftware's light tool for the original Quake, which gives a wonderfull finish, and there's no real beating it.
The other is Tyrlite. Which doesn't give as good of a finish IMHO, but supports coloured lighting. Both light tools support spotlighting and sky lighting, as well as min(imum)light, and the ability to use the "wait" key to control falloff.
I recal finding Q1Rad at one point and being frustrated with it. 
 
http://icculus.org/~riot/q1rad.zip

You can find textures here, you'll need to guess the contents and looks though:
http://www.quaddicted.com/wads/ 
Q1rad 
is actually quite easy to use as long as you setup the texture lights file correctly.

you create a <texturewadname>.rad file in the same location as q1rad.exe and you can add light and colour values to textures, so you dont actually need to place any light entities in the map at all.

If you are interested in the effect this can give, I used q1rad on my map "crdm2 - mechanical tears" http://daz.quaddicted.com/maps.html

You need to be a bit careful with light placements though or the final effect can be quite flat and dull as the lights bounce off surfaces. Tbh I feel that tyrlite.exe or Arguires improved light.exe are superior in quality as you get more contrast between light and dark, but it takes a more experienced hand to get better effects. 
On The Subject Of Light Tools 
When a face is receiving light from 2 light entities with the 'no fall off' option tagged, it appears that the light stacks. What I mean is if both light entities are 200 brightness, if they both hit the same face, it's as if that face's brightness becomes 400.

Is there any way around that or do you just have to try and avoid them hitting the same face? 
KamiKaze 
What you say in the second part of your post is the solution, basically, unless you want the flat white effect.

Having said that, read up on AguirRe's documents (also on his site) since there's alot of extra control added through using the delay and wait keys on a light, including antilights, wide range falloff and spotlights without info_notnulls (or nulls?).

FYI Tyrlite is the alternative, supporting coloured light, although it's a bit trial and error.

Looking forward to your map. 
Light Tools 
I would also say that Q1Rad is actually easier for a beginner to handle. You don't even need to set up the lights.rad file if you don't want surface lighting (it is, after all, optional).

Aguire's tool has many features, offers a high level of control and has a smoother "finish" as Ricky suggested (reduces the staircasing on shadow edges and stuff like that). It has almost everything you need and should definitely be your default choice.

Having said that, Q1Rad obviously does one thing that no other tool can offer: radiosity, which is certainly not to be underestimated! It does have less features though (some things just plain don't work as well, e.g. switchable lights... and it crashes on very large maps). 
Heh 
I feel very stupid now, because I had so much trouble getting q1rad to work when I once tried it. 
Its The Same Idea As The Light Tool 
for HL1 isnt it? 
Yeah 
coming from the q3map2 background, a light compiler without radiosity just feels plain stupid to work with.

It's annoying that q1rad makes faces that emit light fullbright though :/ 
^^ 
Yeah that is a shame, and does limit its use somewhat.

Now I may just be talking out of my arse here, but wasn't there a hack or program that would read your texture lights file but light the map with a "standard" light util like tyrlite?

I forget... 
Episode Bosses 
What are some Q1 mods with cool episode bosses in the medieval style?

I was thinking Vermis, but would like an alternative... I guess one would be those ghast things from Rogue...

any tips? 
Daz 
Wasn't that ArghRad for Q2?

gb - don't forget the Dragons. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.