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
Bsp2prt 
is there an updated version of this? when i feed a map into it, it doesn't generate the prt file. :( 
Necros 
aguirRe's Bspinfo tool 
what's that? 
Oh 
i just noticed it's bundled with the other 3 tools. :P 
Triple Post 
...and it works. thanks, neg. :) 
HeadThump 
Thanks for the tip (seriously, that's pretty clever).

Personally though, I find that quake3.exe does a remarkably good job of running the Q3 bsp files... ;) 
Thanks Mr Fribbles 
I agree, it is still my favorite engine to fart around with the game code, even though my coding skills are meager. 
One Thing I've Noticed 
while doing this, the sdl version I tend to use anyway works fine whereas the DirectX (DP just uses as a wrapper)
version crashes. 
Jago 
The default UTWaterVolume should automatically create a splash effect when it's touched by bullets and pawns.

Very possible your water sheet is colliding with things, I recommend using a static mesh as your plane (should be reletively easy to find one in a package somewhere. Or to create your own), and set it to have no collision. 
I Has A QuakeC Question 
Let's say I set all players, and all monsters, to have the same .owner, presumably an info_notnull or something innocuous - will this interfere with collision? No players own any monsters or vice versa, it's all through the notnull, so everyone should be fine to bump uglies, right?

Um, don't ask what it's for. �_� 
Correct 
Yeah, there's no inheritance of "noclipness" between entities with the same owner. I think this might break the last post in the New Tricks thread, and I meant to post something about that. The only other thing you'd have to worry about is that any of them had an owner before, but in regular qc neither player nor monster does. 
Updating Entities Without Map File 
i extracted the entities from a bsp with
bspinfo -copyents
but i can't seem to find a way to re-inject them with either qbsp or bspinfo (both aguire's tools)

does anyone know if it's possible? 
Try Adquedit 
Adquedit is capable of importing an ent file and baking it into a bsp file. I expect there is a way to do it with the normal tools to, but I can't remember it. 
Adquedit? 
only asking because i don't have it currently and i'd have to search for it;

will adquedit mess up the switchable lights? older qbsp compilers used to do that when you'd do -onlyents and afaik, adquedit hasn't been updated in ages and i was wondering if it will do the same thing. 
.ent Files 
The usual way is $BSP -onlyents

I kow it works with hmap2, I haven't tried with any others. You will possibly want to do the light stage again as well, as it sounds like you are adjusting them.

Speaking of light: what's the recommended program to use these days? 
Nah 
lighting is finished. old qbsp programs used to mess up switchable lights when you did a -onlyents pass.

i checked aguire's new qbsp and as i should have known, he fixed that problem. :) unfortunately, i don't think i will be able to use the .map file with the .bsp anyway, so i'll look into adquedit.

thanks anyway, guys. 
Necros 
aguirRe's light tool has -onlyents too. This way you can fix switchable lights after a qbsp -onlyents compile. 
Clipnodes 
There's a link for Adquedit at QuakeTerminus...

http://www.quaketerminus.com/tools.htm

Console Warning: map has to many clipnodes - (31456 should be normal, 32456 exceeded the limit)

Does this mean I used to many polygons? 
Thanks Madfox 
also: clipnodes is basically how much solid collision geometry you have.

i'm pretty sure you can fix this by covering any areas where the player can't walk with giant clip brushes. this will reduce the collision data, iirc. 
Append: 
even just filling in troughs and small alcove with a flat clip helps. like if you have a recessed trim 32 units wide in the floor where the player can't go in to, just fill it up with clip brushes to bring it flush with the surrounding floor. 
Still Waiting For An Answer To My Question 
 
Lardarse 
Madfox 
I had that error recently on my idbase map, it was because the map was not sealed. 
Clipnodes 
the map has an enormous part of brushes with the shape as if they were treated with convertmap.
First I had the lightmap error too, but as long as I keep fitting the polygons to eachother this error dissapeared.

It has become 8.5Mb, and I'm trying to keep it playable in the normal engines. 
 
Exceeding the clipnodes limit only slightly doesn't cause any problems with regular engines. 
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.