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		#8632 posted by Drew  on 2009/06/13 15:17:02Saving the file to c/program files/worldcraft/textures... 
 Maybe I'll try saving it in the wally folder?
 
		 Hooray For New Tools! #8633 posted by JneeraZ  on 2009/06/13 15:26:43No, I'm not done yet but I do have TreeQBSP running on OSX and it solved my recent compiling woes.  Well, it's hacked together so it works anyway.  I need to go back and fix my hacks and smooth out some rough spots before I can call it "done" but at least I can compile my level again.
 I'll work on LIGHT and VIS next...  Woot!
 
		 Out Of Curiosity... #8634 posted by JneeraZ  on 2009/06/13 19:24:03What is the standard today in terms of WAD specification?  I know that multiple WAD support is a must but is it generally assumed that the worldspawn entity has full paths to the WAD files or are relative paths still expected to work (i.e. "gfx/metal.wad")?
 I ask because it's getting hairy trying to support both and would be easier if I could just support full paths.
 
		 Initial BJP Tools Done #8635 posted by JneeraZ  on 2009/06/13 22:06:37These aren't perfect and require things like full paths for WAD files to work correctly, but they do work on OSX with multithreading support:
http://wantonhubris.com/BJPToolsOSX/  There are binaries in there as well as source code for those who are so inclined.  I'll be massaging these a little as I get a new version of my level editor ready for release (one of these months), but these work!  
		 Willem #8636 posted by necros  on 2009/06/14 00:52:30relative paths are prefered.  there is a maximum limit to the number of characters you can put in a string, so when using multiple wads, if you had to type in the absolute path all the time, you'd quickly use up those chars.  
		
		#8637 posted by JneeraZ  on 2009/06/14 13:09:49OK, I'll have to come up with a set of rules about where it looks for everything then.  
		 Hmm #8638 posted by nonentity  on 2009/06/14 16:01:19Surely just getting it to check the folder the tools are in and <quake root>/gfx should be enough.
 That and mebe a default WAD dir settings option added to search locales.
 
		
		#8639 posted by JneeraZ  on 2009/06/14 16:10:20Well, <quake root> and <quake root/mod>.  There's a bunch of permutations.  I'll figure something out.  I'm probably just going to pass the Quake path and the current mod name to the BSP tool to give it a big hint.  
		 Hmm #8640 posted by nonentity  on 2009/06/14 17:15:48Shit, forgot about mods (again). But yeh, throwing it the Quake path and mod name should let it find the WADs easily without having to search the entire HDD...  
		
		#8641 posted by JneeraZ  on 2009/06/14 18:48:21That's my current plan.  I'm going to pass it the Quake directory and the current mod name.  That will allow it to try looking in the gfx folder in the mod, the gfx folder in id1 and if those fail, use whatever it has as a literal path.  That should be enough!  
		 Hmm #8642 posted by nonentity  on 2009/06/14 20:02:14User defined custom 'uber wad folder' path from settings?
 (I'm just making suggestions, all my WADs are in the Q3 map folder with my compile tools/batch files)
 
		 Wait... #8643 posted by metlslime  on 2009/06/14 23:15:18is is all this an attempt to avoid supporting both full and relative paths?  
		
		#8644 posted by JneeraZ  on 2009/06/14 23:51:23It's cool, the code is written now.  It support relative and full paths as best it can.  Now to add multiple WAD support to ToeTag itself...  
		 Mapping Isn't All That Easy, Actually ... #8645 posted by Ron on 2009/06/15 10:07:34 I'm having a bad feeling about my map ever getting finished. 
 First I got a (new) error, this time in the VIS, a nasty "Vismap expansion overflow".
 I thought I'd try something to (try and)fix it, I made large parts into a Func_wall.
 The (fast)Vis works OK now.
 Only now the Light does not work, I don't get any errors but the level is full bright.
 
 Now I understand the phrase "don't give up your dayjob"
 
		
		#8646 posted by JneeraZ  on 2009/06/15 11:11:12Well, mapping for Quake is actually one of the harder disciplines.  Quake is relatively primitive and therefore has many gotchas for stuff that modern engines don't care about.  It's very unforgiving at times.  :)  
		 Ron #8647 posted by negke  on 2009/06/15 11:56:04Either your map is VERY huge, or it's leaking. Are you using the latest (Bengt Jardrup's) compile tools?
Turning stuff into func_walls has to be done with caution. It lowers the VIS time, but may well be contraproductive in other areas.
 
 A map usually doesn't get fullbright over night (heh). Double-check your settings. Or maybe  it's caused by func_walls + skylight..
 
		 Wait #8648 posted by negke  on 2009/06/15 12:01:35You didn't box it, did you?  
		 Post Your Compile Log #8649 posted by RickyT33  on 2009/06/15 12:21:32So we can see it.  Beware the maximum post length though, you may have to split it into two halves...
 The QBSP log would be the most helpful
 
		 This Is It,  Without The Func_wall Trick, #8650 posted by Ron on 2009/06/15 13:15:45 ** Executing...
** Command: Copy File
 ** Parameters: "E:\Quake\ID1\MAPS\map.map" "e:\Quake\Id1\maps\map.map"
 
 
 ** Executing...
 ** Command: F:\gametools\WorldCraft\QTools\Qbsp.exe
 ** Parameters: e:\Quake\Id1\maps\map
 
 TreeQBSP v2.05 -- Modified by Bengt Jardrup
 
 Input file: e:\Quake\Id1\maps\map.map
 Output file: e:\Quake\Id1\maps\map.bsp
 ---- LoadMapFile ----
 *** WARNING 06: No info_player_deathmatch entities in level
 ----+----+
 13386 faces
 2308 brushes
 523 entities
 79 unique texnames
 2400 texinfo
 27 texture frames added
 
 Building hulls sequentially...
 Processing hull 0...
 ---- Brush_LoadEntity ----
 ----+----+
 2041 brushes
 ---- CSGFaces ----
 ----+----+
 11736 brushfaces
 14349 csgfaces
 11889 mergedfaces
 ---- SolidBSP ----
 15547 split nodes
 6673 solid leafs
 8717 empty leafs
 158 water leafs
 29675 leaffaces
 26381 nodefaces
 ---- FillOutside ----
 1177 outleafs
 ---- MergeAll ----
 11626 mergefaces
 ---- SolidBSP ----
 ----+----+
 7485 split nodes
 3251 solid leafs
 4188 empty leafs
 47 water leafs
 19866 leaffaces
 15947 nodefaces
 ---- Portalize ----
 4235 vis leafs
 15742 vis portals
 ---- Tjunc ----
 15158 world edges
 55601 edge points
 14249 edges added by tjunctions
 2 faces added by tjunctions
 ---- MakeFaceEdges ----
 ----+----+
 ---- GrowRegions ----
 Processing hull 1...
 ----+----+
 ----+----+
 Processing hull 2...
 ----+----+
 ----+----+
 ---- WriteBSPFile ----
 7856 planes       157120
 22989 vertexes     275868
 8326 nodes        199824
 2400 texinfo       96000
 17343 faces        346860
 22072 clipnodes    176576
 4994 leafs        139832
 21337 marksurfaces  42674
 81294 surfedges    325176
 41390 edges        165560
 106 textures    1737648
 lightdata         0
 visdata           0
 entdata       40467
 
 1 warning
 
 Elapsed time : 0:16
 
 Peak memory used : 22.1 MB
 
 ** Executing...
 ** Command: F:\gametools\WorldCraft\QTools\light.exe
 ** Parameters: -extra e:\Quake\Id1\maps\map
 
 ----- LightFaces ----
 extra sampling enabled
 523 entities read
 lightdatasize: 364948
 0 switchable light styles
 83.0 seconds elapsed
 
 ** Executing...
 ** Command: F:\gametools\WorldCraft\QTools\vis.exe
 ** Parameters: -fast e:\Quake\Id1\maps\map
 
 ---- vis ----
 fastvis = true
 4235 portalleafs
 15742 numportals
 ************ ERROR ************
 Vismap expansion overflow
 
 ** Executing...
 ** Command: Change Directory
 ** Parameters: e:\Quake
 
 
 ** Executing...
 ** Command: e:\Quake\darkplaces.exe
 ** Parameters:  +map map
 
		 OK I See One Possible Explanation: #8651 posted by RickyT33  on 2009/06/15 13:25:50You should run the vis tool before you run the light tool!
 I would recommend compiling the map using a command prompt (windows "dos box").
 
 Copy your tools (TreeQBSP.exe, vis.exe and light.exe) into your e:\quake\id1\maps\ directory.
 
 Then go through your start menu to Programs=> Accessories=> "Command Prompt"
 
 Type (without the quotes) "cd e:\quake\id1\maps\" then press enter
 
 Then type "TreeQBSP map" (where I noticed that "map" is the name of your map :), press enter and the program will run as normal
 
 Then run vis, i.e. type "vis -fast map" or "vis map" then press enter.
 
 Then run light, so type "light map"
 
 Note:  If im telling you things which are obvious to you here please dont be offended.
 It is definately risky to run light before vis, and I think that might be the source of your problem.
 
 Awaiting more feedback....... :)
 
		 I Didn't Know That ... #8652 posted by Ron on 2009/06/15 13:39:50 [quote #8651 posted by RickyT23]
You should run the vis tool before you run the light tool! [/quote]
 I didn't know that, I always assumed that WC's standard was the right way. I'll give your suggestion a try.
 
 What do you think about the figures though ?
 Are they what you would call high, and is there room for adding stuff ? I still have to put some things in.
 
 PS. it takes a lot to offended me ;), I'm actually very happy with all your help and feedback !
 
		
		#8653 posted by negke  on 2009/06/15 13:45:22It is definately risky to run light before vis, and I think that might be the source of your problem.
The order in which one runs them doesn't matter. Both tools create individual data and store them in the BSP - they're independent from each other.
 
 Ron: it seems as though while you're using the new TreeQBSP, it's still the old LIGHT and VIS tools that come with Worldcraft? If that's the case, switch to the BJP ones and see if that helps.
 
		 As For The Figures #8654 posted by negke  on 2009/06/15 13:48:29They aren't too high or anything. There's still plenty of room for new stuff. TreeQbsp will tell you if the map exceeds any of the BSP limits.  
		 Im Sure I Read Somewhere That Light Data #8655 posted by RickyT33  on 2009/06/15 13:54:12in a map can screw up the vis process.  Maybe im going mad! :)
  Ron:  Negkes right about the tools, use these tools:
 
 http://www.quaddicted.com/tools/visbjp.zip  Also TreeQBSP is good, but I remember AguirRe saying that TxQBSP was better for some reason, TreeQBSP didnt compile sickbase IIRC.
 
  TxQBSP:
 
 http://www.quaddicted.com/tools/txqbspbjp.zip  :S  
		 Yeah ! #8656 posted by Ron on 2009/06/15 13:57:39 I wasn't sure if I was using Bengt Jardrup's Vis and Light's so I downloaded them again. I also did run the programs outside WC in a Dos box, combining both your suggestions. And it worked fine ! The fast Vis worked and Light as well !
And a lot faster too ! Thanks a lot ! Really, I'm quite happy, I've been working so long on this damned map now, it would be rather sad to have to bin it now ...
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