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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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Treeqbsp And Tjuncs 
i've always used aquirre's treeqbsp because I was using the original treeqbsp before aguirre tooke it over.

I think long ago the tree guy stupidly disabled tjunc repair, but later added it back. Or maybe aguirre added it back. Anyway, it should correctly repair tjuncs now, as far as i know... 
Jesus 
So I used your method Ricky, but...

Although the wad file I created shows up in Wally, itdoesn't show up in my computer or worldcraft.
I'm sure I'll be able to figure it out soon enough... 
Nevermind... 
I was being dumb. 
TxTree 
So which one is better then (despite the fact that it probably doesn't matter since both are good)? 
Hello Again, Back With A Problem ... 
Something weird.
The map I'm making crashes most Quake engines on startup. But if I use the Quake-on program to start the map directly (not via Worldcraft)with a mod selected, it works. So I select the Travail or Zer mod in the Available Patches section of Quake-on and then put "Mymap" in the map section, it does work. How can that be ?
I prefer my map to work on it's own, not using other people's mods. 
Well, What Is Teh Crash? 
is there an error message? 
Certainely... 
.. you have missed an option in your command line like -heapsize or -winmem or something like this.
Verify your engine launch command line setup in your editor, and try to reuse it in "standalone"..
It happened to me several times already ;) 
 
With Darkplaces the whole game crashes and the Windows Error Report screen comes up.
With Tomaz I get SZ_GetSpace: overflow without allow overflow set 
SZ_GetSpace: Overflow Without Allowoverflow Set 
These error messages indicate various memory buffers overflowing, typically in the protocol. The

major cause is too many things happening at startup, while playing or when loading saved games,

typically occurring when playing on Hard/Nightmare skill due to more entities.


Load the map with BJP's enhanced engines and in developer mode, it might print more helpful warnings. 
 
Excessive static entities (187, normal max = 128)
,I get in aguirRe engine. It will play the map though. Eventually. I've still got problems with starting aguirRe's Gl Quake, it takes about 5 minutes (!) to start up. I'm in a messy situation at the moment, having just reinstalled my PC and I've also just switched my video drivers. 
Ron: 
aguirre's engine is a good choice for loading maps that crash other engines, which is often caused by exceeding certain limits. Aguirre's engine will load the map and usually explain what limits you've exceeded.

If you have more than 128 static entities, that will reliably crash most engines. Assuming you want your map to be playable in most engines, you will need to reduce that number. Static entities include func_illusionary, light_torch, and other flame/torch entities. 
Note: 
fitzquake 0.85 should also load most limit-breaking maps, you could see if that has a faster load time for you. 
Still Weird Though 
But the thing I don't understand is that it does work, even in DP if I play it through a mod.
Could there custom progs have something to do with it ? Just guessing here, I don't know much about all this stuff. All I know is that I've got a map that's nearly finished and it's (maybe) good enough to show to the rest of the Quake world.

However, I know that I need to learn a lot more about efficient map making if I ever want to become a really good mapper. But I'm not giving up ! :) 
Static Ents Limit Is A Real Pain 
I hit it on my little Coagula map! Its not so bad with base maps, but torches in medevil maps blows it.

I had to remove some torches and add weird lights instead..... 
 
Maybe I could compensate a little using the +0, +1 trick and then adding normal light functions.
I'll try something ... 
 
You could of course get hacky and turn some of the torches into dynamic entities, but replacing them by texture light sources would probably be best. 
Friday After All ... 
Well, I'll leave this for now.
The sun is out and I'm off to the pub.
Have a nice one, thanks for the help ! 
I Don't Get This At All. 
I can create the half life wad using wally. I can see it in wally (AND TEXMEX!) but it doesnt show up in 'my computer' or in worldcraft, even when I change the file extension to .hlwad. I am not enough of a computer dork to wrap my head around what I should do here. this is killing like, 80% of the enjoyment I used to get from mapping. 
Hmmm 
That's weird man.

Where are you saving it to from Wally? 
Drew 
try hammer instead, it's pretty same as wc 
Aguire's Tool's On Os X!? 
Excuse me, I just came in my pants. Hope you can get it working, Willem. 
 
It's my project for the weekend so I'll report back! 
Buttons 
hey i have a quick quesiton. im making a sewage map and i have a slightly discoloured single brick that i want to make shootable(only once) that will open a secret door. could anybody be kind enough to give me a quick little tutorial on that? :P 
Ok 
Make the brick a brush, then make it a button entity and give it a health of 1. The player can't pus it, only damage it, at which point it fires its target - the secret door. 
Yeah 
yeah but for some reason it pushes back then comes right back out. i want to make it so it stays 'shot' and dosnt elt the player shoot it again. since it opens a secret door. ive made it a func_button but i see no option to make it 'shootable once only' or anything in that regard 
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