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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
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I'm pretty sure Preach nailed it. I've been having to start fitz in window mode and then go fullscreen since I updated my drivers. The brightness I can deal with, but not being able to use the 3d view to map is like not being able to use my hand to scratch my balls. 
It Worked! 
Thanks Preach! 
ATI? 
 
Yep 
 
.pak Files 
I am trying to extract the files from .pak files but am getting a "sharing violation" error with pak explorer. Know of any programs that work in Vista? thx 
St3ady 
That error pops up when the relevant game is running in the background, or you try to open the same .pak again. 
 
heh i guess i didn't think that HLSW (a server listing program) would cause quake to be running in the background. Thanks erc! :) 
Screenshots 
whats a good way to take screenshots in fitz or darkplaces? I want to remove the hud and crosshair and be able to get a good angle, is there a way to go into observer mode in first person? or should i fly and notarget? is there a good .cfg for this? thx 
Copied From My Own: 
Paste these three lines to your autoexec:

alias clean1 "echo Screenshot Mode -ON-; bf; r_drawviewmodel 0; crosshair 0; viewsize 120; fov 120; bind F1 clean2"

alias clean2 "echo Screenshot Mode -OFF-; bf; r_drawviewmodel 1; crosshair 1; viewsize 110; fov 90; bind F1 clean1"

bind "F1" "clean1"

..and change the key (f1) to your liking. The included commands are pretty obvious.

Dunno about an observer mode. I use notarget. 
 
thx erc :) 
Raaaaaaaaaaaaaaaaaaaaaaaaaah 
Damn Quake's 15 characters texture name limit. 
Esc 
anyone experience a weird occurrence where the escape button no longer functions in radiant, i rebooted in order to fix it
i have some other programs running at the same time: -Tread -Firefox -Photoshop -3dsmax
:/ 
 
turns out it was photoshop on my vista 64:
http://thevistaforums.com/index.php?showtopic=46043
rawr 
 
guys what are normal engine limits?

i�m afraid i execed mines :| i want the map to run in all engines...

Title: "tchak"
39521 faces
6648 brushes
1523 entities
------ FinishBSPFile ------
WriteBSPFile: maps/tchak.bsp
6482 planes 129640
29779 vertexes 357348
10407 nodes 249768
23801 texinfo 952040
23556 faces 471120
21575 clipnodes 172600
5040 leafs 141120
29584 marksurfaces 59168
110713 surfedges 442852
55427 edges 221708
89 textures 853920
lightdata 0
visdata 0
entdata 128282

i�m close from normal limits in with paramenters? negke said me
marksurfaces were 32.000 somethiing... any other? 
Well... 
clipnodes: 32767
marksurfaces: 32767

You look like you're ok to me, Trinca.
Im not sure what the limit is for "faces".

The best way of checking your map is to load it in AguirRe's GLQuake, if you break any of the limits it will tell you on loading the map on the console.

Also try loading it in FitzQuake and vanilla winQuake. And if it loads in JoeQuake/TomazQuake....

If it loads then you're OK! :-) 
 
23556 faces 471120

Actually I think this is fine - within limits.

Slave and Thehand are both closer to the limits than this map! ;P

Trinca - You can make it still bigger, or put some more secrets in!!! Yes please! 
 
thks RickyT23 u rock

Secrets and Quads will not be few... and i still have a lot of stuff to had... so it will closer!!! 
 
QBSP-bjp prints warning messages if any of the bsp limits have been exceeded. 
Read This... 
http://user.tninet.se/~xir870k/readmegl.txt

Standard limits are listed at the end of this document..

Thanks aguirRe ;) 
Qconverge WC 3.3 Texture Issues. 
The Qconverge utility has a couple of limitations. It can't convert WADs with > 1024 textures or textures larger than 512 x 512.

That is a quote.

I am having issues because many of my favourite texture packs ( kingpin, halflife, etc.) are not being converted to .hlwad format.
I'm no good in tex mex, so I don't know how I would go about converting those files using that program (or any other).

What should I do? 
Drew 
1/ Export all files as bmp..
2/ Convert all bmp to Quake palette
3/ Ensure bmp file format is 16x16 multiple, and if not: resize
4/ Create a new .wad file
5/ Import all bmp
6/ Save you .wad file

Done :P 
 
3.5/ Make sure there are no unwanted fullbright pixels 
Basestarter 
me grewly out of crunching the last bites out of my scrutinized wrenched up map made me decide to finally screw it up better by straigthing it out from scratch made me looz the last fiftheen months spilling time that could have been spent much better if I only kept brushes on grid and it had never left me with this totally peace of big heap...

it is not your only worst fear, trinca. 
Good 
I remapped it, fullvis 37m, and 1 warning.
And most of all, I don't need a large fitbox! 
MadFox 
AAAAAaaaaaaaaahhhhhh... you finally discovered the clean way of mapping ;) 
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