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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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---- Vis 2.31 ---- Modified by Bengt Jardrup

File: bench_koohoo.bsp
3381 portalleafs
9565 numportals
testlevel = 4

average leafs visible: 163
max leafs visible: 424 near (2496 1024 128)
c_chains: 41037083
visdatasize: 146 kb compressed from 1396 kb

Elapsed time : 7:29

AMD X2 6000+
2BG ram @667Mhz 5-5-5-21 cr2 XD )
Vista32

So whos got the longest penis 
Ubuntu 8.10 Is 1 Second Slower 
Elapsed time : 7:30 
 
sorry

Vista32:
7:29

Ubuntu+wine is
7:30

gbs port is
7:38

unexpected result 
Func_rotate 
I've been working with the path_rotate from custents and experienced the same odd behaviour.
I have a "doombird" which is linked to a rotate_object.
Then there are 24 cubes that act as func_movewall ( one doesn't work as it needs corners to know how to turn.)
An info_rotate to trigger and a func_rotate_train to inform.

All goes well, but as a mentioned earlier, there's always one point that the finc_rotate will counter act anti clockwise. I asked what it could be and then it worked with the 375 degrees function. But I couldn't override that nasty counterpart. So I didn't ask further for the donkey I am.

I had a startpoint on the same place as the endpoint.
func_rotate acts with and without angle.
With angle it turns the func_rotate and without it leads to the next angle.
Still by putting in a func_rotate between the end and the start without angle (or with) couldn�t make the func_rotate correct its position.

I have much ideas but I can't put humpty dumpty back again.
Maybe I should use the hipnotic one. 
Oh... Okay 
How could that scenario be set up in Quoth?
thanks again. 
So Whos Got The Longest Penis 
I guess John Holmes? :)))) 
Nay, Probably This Dude 
Wait For It... 
Give the path_corner you want it to stop at a wait value of -1 (unlike most entities of this kind, not all negative numbers will suffice, -1 is the only value which will work). Then retrigger the func_train with it's original targetname. 
MadFox 
Ok, I'm a little further along with my func_rotate_train testmap, for now I'm just slightly separating the waypoints in space so the bug I described is not an issue. I've run into the problem you describe, that things rotate the "long way round".

Now, I don't think that this is a bug as such. The entity should not be required to take the shortest rotation, because sometimes the long way might be the desirable path, and there's no need to require multiple path_rotates for that. What you need to do is add/subtract 360 degrees to the offending target angle.

As an example, you might have three path_corners with angles:
'90 0 0'
'180 0 0'
'270 0 0'
and you want to make the fourth
'0 0 0' to get it facing the way it began. But if you do that then it will turn the long way round. So then you try
'360 0 0'
and it works.

Until you try to make it a loop, rather than a single motion. Then you run into the same problem between the '360 0 0' and the '90 0 0' path_corner. This is a bit more of a problem, but I have devised a way to make it work...

download http://www.btinternet.com/~chapterhonour/hiprot1.map

The essential trick of the map is that from rampath4-rampath6 the rotation is not controlled by the "angles" key, but instead by the "rotate" key, which sets a rotation rate. It does this at the corner where usually the rotation would reach the 360 degree mark. The "rotate" key handles this point more elegantly than the "angles" method does.

Spawnflag 32 is used so that "speed" specifies a 0.1 second travetime rather than 0.1 unit speed travel. This is combined with setting rotate to '0 200 0', to ensure 20 degrees are rotated on each of those segments, enough to put the rotation back into the positive quadrant. If you look closely this actually constitutes a speed-up on that corner, further tweaking of the values could control that. 
Func_rotate 
thanks for your reply, Preach!
I've been working on the custents and it seems there's a way to get rid of this strange counter clock effekt.
For sofar the doombird turns wrong the first time, everthen it just goes right?!

I'm not familiar with this strange outcome, but it seems a practical way of going.

http://members.home.nl/gimli/dmbird.7z

Drew - take a look at the map, it might be the first part you're looking for. (without the re-ignition of the button) 
Spy 
my maptester had such a long startpoint betatesting it overgrew its "whatever" length... 
MadFox 
sorry, i will... 
Spy 
don't try! I already recompiled the map, because it was such a perfect mess,
it killed my real vis time on 5 days.

It had no hurry, so don't worry.
Better to serve you a perfekt map! 
Making U-Turns 
Ok, I'm gonna go back on some of the stuff I posted last time about the func_rotate_train. It turns out there's a function in the hipsubs.qc file which does normalise the angles of the rotation. I think the problem is that 360 is an edge case which is treated badly. The function looks like

while( ang_x > 360 )
{
ang_x = ang_x - 360;
}
while( ang_x < 0 )
{
ang_x = ang_x + 360;
}
...

This function is meant to make it so that the multivalued angles are all mapped to a single value. However, '0 0 0' and '0 360 0' both represent the same angle, but are also both left unchanged by the function. Making the function look like:

while( ang_x >= 360 )
{
ang_x = ang_x - 360;
}
while( ang_x < 0 )
{
ang_x = ang_x + 360;
}
...

will make it so that each angle has a single representation. Now the simple setup of 4 path_rotates with:
'0 90 0'
'0 180 0'
'0 270 0'
'0 360 0'
will work as you'd imagine.

The way I think the func_rotate_train works is this: while the train is rotating, no normalisation of angles occurs and so the train will rotate in full from the angle it starts at to the one specified. Once the train arrives, the angles on the train(but not the path_rotate) are then normalised to between 0 and 360.

So, as a quick challenge, what happens if you set the angles on the path_rotates to:
'0 450 0'
'0 540 0'
'0 630 0'
'0 720 0'
once the bug is fixed? How about before the bug is fixed? 
 
guy i�m getting this error and crash joequake when i go to certan zone!

============================================
Host_Error: SOLID_BSP with a non-bsp model
============================================

any idear?

fuck :\ so close to finish this bastard and now show up errors like this :( 
Corrupted Map 
Looks to be.

Probably removed a door or something but it left behind an invisible point entity holding the door's info.

Your editor hopefully has a method built in to find it, else not you can trawl through the map file to try and find it with notepad++ though that'll be a frustrating way to find it. 
WC3.3 Can Do It 
Tools -> check for errors;

scroll down to the error "entity with no brush info" or whatever;

click it, click "go to error" (and the x/y view will pan to the center of the map)

close the dialogue then finally Press DELETE.

:) 
 
thks guys
was a func_plat :\ i had with no brush becouse i delete all the underground seccion that was made :\

might be in this week scrap speedmap event :) 
GTKR 1.5 And Quake 1 
hey guys...

anyone have a clue as to how to set up GTKR 1.5 for Quake 1 mapping? I'm having problems getting it to set up textures and pointfiles.

damn this was so much easier years ago with qED... :(

thx. 
GTKR For Newbs 
Put the wad files in your id1 folder. Make sure that GTKR knows where your Quake folder is. Make sure that the pointfile actually exists, and is in the same folder as the map file. 
Preach, Willem, Anyone..... Necros? 
Is there an info_notnull hack or suchlike to allow "statue" type effects, using a single frame of animation from a monster/player model?

i.e. I could have the body of a creature in a map? 
Yes 
n/t 
Ok, Ok... 
The traditional way to do it is to create a point entity with:

"classname" "func_illusionary"
"model" "progs/ogre.mdl"
"frame" "23"


You need to make sure that this entity is lower down the list of entities than at least one monster_ogre entity, otherwise the model will not be precached, and you'll get an error. 
Ahah! 
Thanks Preach!

So if I wanted to put a player model in I would use player.mdl (or whatever it is) and the precaching thing wouldn't matter because player is always edict no. 1? 
Yup 
In actual fact, the player model is precached even earlier, as soon as the world spawns. And I seem to remember that even if the qc doesn't precache it, the engine requires the model to be there...So yeah, the player model is nice and safe. 
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