Clipnodes
#7740 posted by madfox on 2008/08/16 21:34:50
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
#7741 posted by necros on 2008/08/16 22:05:23
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:
#7742 posted by necros on 2008/08/16 22:06:27
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
#7743 posted by Lardarse on 2008/08/17 09:22:03
Lardarse
#7744 posted by Spirit on 2008/08/17 09:59:54
Madfox
#7745 posted by DaZ on 2008/08/17 12:02:42
I had that error recently on my idbase map, it was because the map was not sealed.
Clipnodes
#7746 posted by madfox on 2008/08/17 20:10:14
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.
#7747 posted by negke on 2008/08/17 20:15:17
Exceeding the clipnodes limit only slightly doesn't cause any problems with regular engines.
Well
#7748 posted by necros on 2008/08/17 21:59:06
it does, but you may not notice it.
from what i can tell, when you exceed the clipnode limit, parts of solid geometry stop being solid.
i guess it's whatever is processed last, so everything the engine reads after it hits the limit isn't solid or something like that (i doubt it's this straight forward. it's a 'node' after all, so it's probably not just a straight 1 to 1 with faces and clipnodes).
this can be fine (areas that you never go to, so doesn't matter if they are solid or not) and it can suck the big one (giant sections of floor are nonsolid and you fall into the void). :P
i think you are thinking of marksurfaces. from what i saw, marksurfaces can sometimes be over the limit and sometimes it will be fine. the chance of it crashing increases the higher you go over the limit though.
Noobie To Quake Mapping
Hi everybody, after countless efforts of trying to create high quality maps (mostly performance wise) for Half Life 2 and other Source Mods, i have decided that being unexperienced with mapping i should probably work with something a little more basic (too many triggers / entities / functions to deal with)
Quake 1 has always been my favourite FPS because of the architecture and the way the maps seem, and thats why i have chosen it. And since i am used to Hammer editor i decided to go with World Craft. Unfourtunately i found 1.6a to be a pain in the arse, and tried version 3 (courtesy of a link on these forums) with the Quake tools supplied. However i seem to have problems in terms of publishing or even testing the maps (it will not convert to BSP and has tonnes of errors). This is the same with 1.6 version aswell.
So i downloaded QuARK, however that program seems really complicated to me and i just cant seem to get to grips with it (i've been trying for a few days now). What i do right now is, map in version 3 of WC, then save as .map and open it in version 1.6 then i export it to .map and am able to open it in Quark for testing and saving. Though this method sucks because all of the textures get misaligned. And i cannot get to grips with using either quark or 1.6.
So what i was wandering is, are there any known issues with version 3 hammer with Vista? Because to be totally honest thats the only thing i can think of considering i've installed everything to the correct directories and havn't changed any configs.
Oh and the messages i am getting are just Path files that can't be found, yet i have checked and they all appear to be in check, plus it doesn't make it clear exactly as to what it is looking for.
I'd be greatful for any help with setting this up thanks
When You Have Made Your Map
#7750 posted by RickyT33 on 2008/08/19 00:09:23
First make a folder on your c: called qtools or something.
Then
in Worldcraft 3.3, click:
File=>Export to .Map=>
Save as "c:\qtools\MAPNAME.MAP"
Then
Go into c:\programfiles\worldcraft\quaketools\
and copy txqbsp.exe, light.exe, vis.exe and nomapversion.exe (not essential) into c:\qtools
Then
Go into start=>programs=>accessories=>command prompt
then type "cd c:\qtools\" (no quotes)
then type "nomapversion MAPNAME" (not essential)
then type "txqbsp MAPNAME"
this should run and create the .bsp file in c:\qtools as well as pts files and prt files whether the map leaks or not.
then you run vis "vis MAPNAME"
then light in the same way
put all of the resulting files (or just the bsp file it it doesnt leak) in c:\quake\id1\maps\
then run from the Quake console "map MAPNAME"
In WC3.3 i save all files in c:\quake\id1\maps also all of the tools are in this directory and if you got to Worldcraft options menu I have all the tools se up to run from there.
The long winded process I have just told you to do is what Worldcraft does automatically when you have it set up properly. Just make sure all files and tools are in c:\quake\id1\maps and you cant go wrong.
Fuck
#7751 posted by RickyT33 on 2008/08/19 00:12:15
where you see ... in the post above:
1st time "quaktools"
2nd time "command prompt"
Paths, Hammer, And You
#7752 posted by Preach on 2008/08/19 00:13:41
My general recommendation for people starting out mapping would be to use the compile tools in the command line until you can get them to work. Although the batch stuff in hammer is nice once it works, it adds an extra layer of things that can be going wrong. So export the .map from hammer and type "cmd" in the run dialogue, then see if you can make the map compile like that.
I do have one Hammer specific suggestion though if you're having trouble with paths. Is Hammer installed to your c:\ drive, and are all the .wad/.map files on that same drive? Hammer has some issues with being on a second hard disk if I remember right. This may be fixed with the 3.5 version, but of course that's no good for quake. So if it's practical and not already the case, try putting everything on that drive.
Beaten
#7753 posted by Preach on 2008/08/19 00:14:52
Ricky beat me to the first suggestion, and described it in much more detail. So just imagine I backed up his suggestions 100% in the first place.
Lol!
#7754 posted by RickyT33 on 2008/08/19 02:42:51
its worth setting it up so you can use Worldcraft's excellent texturing mode. The "nomapversion" program removes the line "mapversion" "220" from the map file.
This 220 format is incompatible with Quark because it's not standard map file data. So a lot of qbsp utils wont work with it either. But AguirRe's TxQbsp (which came with Quakeadapter) does. It's the only tool I would use.
As for setting up Worldcraft there are two key point here:
1 - worldcraft must be installed in c:\program files\worldcraft\ for it to work with the Quakeadapter.
2 - I would save all files and run all of the tools from c:\quake\id1\maps\ so that the programs dont get confused and loose the files.
http://user.tninet.se/~xir870k/
This is a place with LOADS of info. On most of the technical stuff a mapper would ever need to know. Its also where AguirRe posts all of his tools. BspInfo is also a very usefull tool. And his engine - whoah! This engine is a mappers tool. It runs broken maps (the only engine which will run a lot of broken maps) and wit will tell you where the problems are.
Andy3012 - if you read up the thread you will see that I am repeating the same info to deifferent people over and over again, and those people before me, and the people before them and the people before them, and people explaining it to me and over and over and over and over and over.......
;P
Or
#7755 posted by spy on 2008/08/19 07:37:04
you can create the batch file eg. compile.bat
with the command line(s) something like this:
qbsp [options] mapname
light [options] mapname
vis [options] mapname
copy mapname path(eg. c:\games\quake\id1\maps
after all just run your batch file
but make sure that your compile utils are placed in the same dir as your compile batch file
Also
#7756 posted by RickyT33 on 2008/08/19 10:50:34
I would recommend running vis before light, sometimes the light data can confuse Vis.
Re 7756
This is especially important if you're using Q1Rad, since that tool will use the portal information in its calculations.
thanks guys for the help guys, i'm gonna make a start on mapping now :)
#7759 posted by sikkpin on 2008/08/19 22:27:11
What exactly is the rule on releasing wads containing textures from other games? I've noticed that games like Hexen2, Heretic2, Rune, Unreal, Daikatana all have wads made and released. Is this not illegal? Is it legal because the wads only contain textures from the demos(I don't know this, I'm merely assuming)?
The reason I'm asking is because I've made complete wads of the above mentioned games(excluding Unreal & Daikatana) as well as RTCW, ET and Wheel of Time, in both full and half resolution, and they are going to waste just sitting on my hard-drive.
Technically
#7760 posted by Text_Fish on 2008/08/19 22:37:28
I think those wads are probably illegal, but I don't think anybody's ever been prosecuted over something like that so whether or not you release them depends upon your personal scruples more than anything else.
Hmm
#7761 posted by nonentity on 2008/08/20 00:53:03
Yeh, they're completely illegal, but it's Q1, hardly competition for these games...
Only time I've known it to actual cause an issue was the Q3 textures being used in a custom map for the UT of the time. The author got a cease and desist from iD iirc
Nonentity
#7762 posted by sikkpin on 2008/08/20 19:55:59
That was kinda my look on the situation. But what does everyone think about releasing wads that are complete (minus few textures that just wouldn't work in Quake)? Do you think that may be going overboard?
That Depends
#7763 posted by Spirit on 2008/08/20 21:23:45
Some people will tell you that you are an unethical immoral bastard and should be hung by your manly parts. (See http://www.celephais.net/board/view_thread.php?id=60207&start=1&end=19 but do not let the "loud dogs" bite you).
Others will highly appreciate your work and the possibility of using/see fresh great quality textures in upcoming maps.
It's always been done, it's always been great. Please release them. :)
Woof
#7764 posted by nonentity on 2008/08/21 05:19:02
I think sikkpin's comment was more based on the practise of releasing every texture from a game as a wad as opposed to generally releasing texture in packs.
I think releasing as wide variety of textures as possible encourages creativity (ie, all the textures from a given game). While it would possibly make more sense to organise the textures from a new game into thematic packs, it is a lot of work to sort an entire games textures and often the folder names create too fractured a set of wads. The only reason the dkt textures are organised by episode is that they were already sorted like that in the folder structure and happen to be fairly exclusive themes.
As for your point about the moral dimension, I don't believe it is any 'better' to release a few textures from a game rather than an entire set. Q1 is an old game now, it'd be a different matter if these games' textures were released for HL2 or UT3. While it is technically illegal so is taping a song off the radio, you don't see the RIAA going after home taping. Therefore it seems best to release these games' textures in their entirety to encourage creativity.
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