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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.

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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 ;) 
TexMex 
can open WAD3 format but only save WAD2.
Besides, lol at telling someone to extract and convert some 3000 textures.

No idea how to get it running with WC33, there should a tool somewhere. In the meantime, maybe just make a smaller selection and convert that (working with so many textures at once is counterproductive anyway). 
Negke 
It can be spedd up using scripts you know...

:P 
MadFox 
Congrats! 
MadFox Congrats! 
glad u took our advices!!!

:)=

is a pain in the ass but it worth it! 
WC3.3 Method Is Very Easy 
but you have to manually re-size any textures which are too big, or remove them from wad.

1: Install Bakers Quakeadapter.

2: Put your Quake1 WAD files in c:\program files\worldcraft\TEXTURES\

3: Start WC3.3 !

The util will open a win32 log window, saying which textures are too big and need to be re-sized.

The output HLWAD is left in the same directiry as your Quake tools, and has the same filename, just with the HLWAD extension!

I have had to do this quite a lot!

Good luck... 
Grrrr..... 
"Quake tools" = "Quake WADS" 
Both Photoshop And Gimp 
can open WAD3 format but only save WAD2.
Besides, lol at telling someone to extract and convert some 3000 textures.


have auto execution tools, so it is not really a big deal to do that before you stick them all back into a WAD. 
 
Madfox a map with no leaks runs much faster! :)

no leaks and no warning!!!

http://trinca.quaddicted.com/tchak.jpg 
Yea 
A leak disorders and quits the compiler,
so whatever it was, it was crap.
Warnings are more violent on the background,
and can cheat much harder in the end.
(like well compiling and for ever vising) 
 
huge map you're exploring. 
 
not as much as warpc but is big yes 
Trigger Enabling 
I have a small problem: I'm mapping for Quoth2, and I would like to know if it is possible to activate a trigger_once using another trigger/button/whatever event...
I would like to make the triggers reacting to player only after a certain event. So is it possible to enable a trigger_once using its target field as example ? 
I Used Invisible Buttons 
using newskip.exe 
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