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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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Scragbait 
Would it be possible for me to get the zipped map+wad? I'm always interested in large, complex or troublesome maps to test my tools. 
RPG And AquiRe 
RPG - You're right. I grabbed it many posts back. I'm running it now. Saw that typo and didn't want to look dumb yet again by reposting another correction. I'll learn to proof my stuff better - maybe.

aguiRe - I'll send you the files. I'm sure it will look interesting from a technical standpoint. I can send you my WC file as well since the abundant visgroups will help you sift through the mess. 
Zipped Map+Wad 
should be enough for now, thanks. If I need the rmf I'll let you know.

Btw, is your WinMe system running more stable now or do you still have problems? You might consider upgrading to Win2K/XP since they are far more stable than any Win9x hybrid.

Especially since you seem to have the hardware for it ... 
WinME 
I haven't seen my Internet Access Manager act up since adding that line. I haven't spent too long on the machine since editing the system.ini but my initial impressions are good. 
Scragbait 
The offer is still there.

mikewoodham -at- msn -dot- com

Probably need the .wad as well if it is not standard. 
Scragbait 
Just wondering, have you tried sending me the zip yet or have you been busy? 
Mike 
Is your email working? Tried twice but it bounced. Only message is that delivery failed. I also double checked your email by looking at a FMB readme - was the same as posted here.

I'll try again Sunday night. 
I Sent Mike A Copy 
last night and so far it hasn't bounced. 
AguirRe 
Thanks. Your notes looked interesting: I'll have to try your utils, especially Light. 
Scragbait / AguirRe 
Mmmmmm...

Didn't get far I'm afraid - too many efrags or Fitzquake constantly crashes at the point of loading.

I don't have any other version of Quake loaded now so I'm at a dead end already.

Mmmmm... 
Mike 
What do you mean? I also got the warning "Too many efrags" (probably torches partly inside brushes), but that shouldn't cause any engine crash AFAIK.

I've successfully rebuilt (qbsp, fastvis & fastlight) using my tools and loaded the bsp into FitzQuake 0.65/0.75 and even GLQuake without other problems than the efrags warning.

You'll need more than 16 MB heap in GQ though, add -heapsize 32768 to the command line. I think FQ default takes 32 MB so it should be fine.

What tools and versions did you use to build the bsp? If the map leaks, you'll probably get problems loading the bsp into some engines. 
AguirRe 
I just tried again and can see that after the too many frags message, there is a 'got a nan velocity on monster_army' message.

I then get a nicely controlled crash of Fitzquake with what I am sure is an honest and genuine apology from Windows -

"Fitzquake.exe has encountered a problem and needs to close. We are sorry for the inconvenience."

Nice.

Did you see an extremely long brush that exceeded the world boundary when you first opened the .map?

I am using the utils from your site, although I have only run qbsp so far as I wanted a quick look around. 
Hmm 
I have no problems loading the bsp, whether directly from tx/treeqbsp or after fastvis/light. I've seen someone else here also having problems with that float error (nan velocity) in FQ, maybe metlslime has some suggestions?

Did you build directly from the command line or from within the editor (whichever you're using)? Maybe your editor has changed some brushwork without telling you?

I built directly from command line and that works fine. I've also loaded the map into my editor (QuArK) and built from there but then I've had some problems with a warped brush and hull 1/2 leaks. It's pretty slow to compile, too, about seven minutes on a 1.7 GHz.

I haven't seen any huge brushes in the editor, but there is a couple of duplicate planes in the map file that QuArK (and compiler) just reports and discards. I just made some tests sealing off some messy brushwork and converting objects into func_walls to see how much could be gained from that, nothing major so far.

I've also been running a hefty vis session that so far has reached about 72% in about 62 hours (estimated total 190 hours, great). This map is a vis bitch ...

If you wish, we could take the discussion off-board. 
AguirRe 
OK I'll e-mail you with a little bit more detail. But I am off to Valencia in a couple of hours (to watch Cirque du Soliel, which has nothing to do with Quake) and wont be back until Saturday.

I hope it will be OK with you if I come back to you then. Thanks. 
What Have I Unleased? 
The map from hell.

Mike - Are you using the latest patched version of Quake itself? 1.08, I think. Perhaps that doesn't matter if running another engine like GLQuake or FitzQuake.

I have been able to compile and run but enemies become invisable later in the game. I'm running it on a Radeon. Don't know if your display card and driver could be contributing to the crash. 
Scragbait 
Just Fitzquake. AguirRe's utilities. Radeon9700 Pro. Bsp Editor. WinXP. P4 2M, 1G Ram. Nothing unusual? 
Tyrlight Output Of Lit Files 
I want to create lit files for my existing maps, already have the lits from fuhquake. Can someone create a tutorial on how to do this? I just get lots of errors when I try with tyrlight.

sw 
Scragbait 
Did you receive my last emails Dec 11th? 
Shadowalker 
this program, called Onelight, extracts the coloured light information from a .bsp file and makes a .lit for you

http://www.orbiter-productions.com/alchemy/onelight.zip 
Oh, Unless You Meant 
you wanted to automatically generate .lit files... there's a program that gives you coloured light based on the colour values of the textures nearest to each light

that gives pretty poor results though, and I've forgotten what the program is called :) 
Got The Emails 
I sent you an email that got sent back to be for some reason. Is your Realbox full? I'm going to take your suggestions with your light program and your other tools once I've tidied the map some more.

I've been cleaning up my brushwork in the cliffs. It's slow going but should help somewhat.

I sent an email with this question. Here goes:

Real quick question that I hope you can help me with. I'm filling in voids
and cleaning my brushwork. What would be the better approach to constructing
a wall of brushes. Would it be:

1) Use triangular brushes (as viewed from above) to create the bank. This
would require more brushes but I assume that I would then end up telling BSP
how I want the vertices generated.

or

2) Use polygonal brushes. There would be fewer brushes but BSP would
generate the vertices with the possibility that more triangles may be
generated on the face then if I stuck with option 1.

These brushes have straight vertical walls. No fancy clipping.

Just curious. 
Yikes! 
The email above was posted by Scragbait, not aquiRe. I was going to make aquiRe the title line.

No wonder my maps suck if I can't pay attention to details. 
Scragbait 
I've sent you an alternative email address, please re-send your previous email(s) and I'll try to answer your questions. Sorry for the inconvenience. 
Lit Files 
I want to take my old maps and use quark to add colored lighting as exported lit files. I don't think qip engine supports bsp 30. I have tyrlight to export the lit files. Any more info needed?

as 
Scragbait 
Do you still have trouble sending me email or are you just too busy? 
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