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
Well 
thanks for you feedback, but my situation is a bit different, i.e. I need monster clip to protect trigger_mosterjump that I placed for one special monster that should fall on it from above

but I think making a gap around it will help me
/me goes to check it 
Well 
If the problem is that there's monsters running into the monsterjump after it's been used, you can kill it with killtargets you know... 
Or.. 
you could make a func_wall that covers the monsterjump for the earlier ones & then kill the func_wall to reveal it. If both are pretty thin it might hardly be noticeable. 
Or The Floor Is A Func_door... 
...that moves down a few units to expose the trigger. 
Oh 
thanks a lot for feedback, I think now I'm able to make it work as I want 
Warning 12 
Warning 12: New portal was clipped away in CutNodePortals_r. Does this mean I have like a lava or water brush that goes past a brush to the outside, like I think it does or does it mean something else? How can I fix this problem? I used DuBSP and WorldCraft to compule this map. 
No, You're Probably 
thinking of the "Mixed face contents ..." warning/error. The warning you mention usually doesn't cause any problem and I've actually never seen a good explanation of it.

Also, having lava/water/whatnot sticking out into the void doesn't matter at all; it's removed (filled) by the compiler if the map is properly sealed (no leaks). 
Zwiffle 
New portal was clipped away errors can occur where there's overly complex brushwork in a place; it's like the compiler says, "I give up" and chucks the whole thing.

I had that with a couple of tunnels in FC1M2 - so bad were they, I couldn't vis the damn thing. I had to rip out the offending walls and redo them with simpler brushwork. 
Oh Ok That Makes Sense 
Thx I know why I get that problem now. I made a room with like 5 cylinders, 16 sided each with all sorts of decorative carvings in them, something like a few hundred brushes in one scene from the carving alone. Thx for the help! 
Zwiffle 
Carving is evil, and will lead to many erros in your map. When splitting up brushes, always use the clipping tool. 
New Portal Was Clipped Away In CutNodePortals_r 
Try this link for a few more suggestions

http://www.planetquake.com/QuakeLab/bsp.htm 
Interuptable Vis Program 
I believe that on one thread there was a discussion about a Q1 vis program that you could stop and restart, saving intermediate results. I need such a program to process a map that is taking a very long time to vis. 
That Would Be Very Nice... 
I wonder if it's real, or in mid-development/planning... 
I Think It Was Just Some Programmer's Dream. 
like maybe tyrann or aquire. 
No It Actually Existed 
I think Aguire was giving them out to people in the last coagula contest; copies of a vis program that would save progress in the event of accidental shut down (like a powercut, crash or whatnot).. enabling resume next time the program ran. 
Interuptable Vis 
Couldn't you just nice/prioritize it down the point of it being virtually paused? You'd have to leave your computer on, but that's usually not an issue. 
Hm 
You'd have to leave your computer on, but that's usually not an issue.

Why else would you want to stop & resume it? :S 
That Vis Thingie 
I believe Bengt Jardrup's latest vis update has a safe feature which will start at the last save point if you stop in the middle. I'm not sure though, I thought I saw that on the vis update text on his webpage. 
Xen 
I can't wait that long. 
Windoze ME 
...or my internet access manager has memory leaks. I run a clean PC with no background tasks but that still isn't enough on top of 3/4gig of RAM. I have to restart way too much. My map needs days to vis.

Yea, I know a Q1 map shouldn't need so long to vis but I'd like to try the sledgehammer first. I'm tired of this map and want to move on 
Restart Of Vis 
Yes aguirRe made his vis autosave some time ago.
It will restart from the last savepoint if the vis is stopped. A really usefull thing if you have to break operation in the middle of a long vis.

Get it here: http://user.tninet.se/~xir870k/ 
What Hrimfaxi Said 
The AutoSave feature was added in the RVis 2.19 version in July. If you check out the readmes you might find other useful tools/features as well ...

Scragbait: Running Win9x/Me with more than 512MB can be problematic. It's then recommended to set a max limit for the VCache in the system.ini file:

[vcache]
Maxfilecache=512000
 
Scragbait 
I can't wait that long.

Come again? Wait for what? 
Sorry Xen 
I meant to respond to Pushplay but misread it as coming from you. I now see the context of his comment - to run vis in background and keep using machine as normal. I meant that I couldn't wait between sessions of using my machine to leave it running vis only. I shouldn't post while sleepy.

aguiRe - Thanks for reply. I'll definately add those lines to my system.ini and I look forward to getting my insane map vised (but it will take days.) 
And... 
...it will be worth it =) 
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.