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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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Let Face It Here: 
WC 1.6 is a very old program, designed for Windows98. In WC3.3 I have occasionally encountered a bug where you cant select faces in the 3D view, and you can then only grag the view around in the 2D views and cant select anything. Rebooting the computer fixes the error. I always use the latest drivers for my 8800 card, in XP32. Forceware 186.16 is the current stable build, and works fine for me.
Orl - I recommend you make the transition to 3.3 because it has many other improvements over 1.6/1.6a, i.e. texture lock works properly etc 
Orl 
Because at some point drivers tend to put the focus on new(er) cards and contain changes that may result in worse performance (or even glitches) for old(er) ones. So sometimes it's wise to stick with an older version if it works fine (and if newer ones don't seem to bring any visible gain).
I don't know how it is with a 8800gt (or two year-old cards) - it takes a bit of experimenting with driver version. 
WC3.3 
Is worth the change overall. The texture control is a huge bonus.

It has its quirks, but you get used to them. The only ballache is converting the textures, that is automated thanks to Baker's pack, but when it doesn't work it's frustrating. 
Couple Of Questions About Skip Tool 
skip textured brushes cast shadows?
skip can be run after aguire's q1 tools? 
 
Yes.
Yes. 
Sweet 
going to build a shadow mesh for a large door out of skip then.

... except that i just realized... skip will cause the interior to be void... when the origin of the door travels through the skip brush, it might flicker or disappear? o.o 
Er... 
Also players may find it hard to walk through the opened door with skip brushes there. 
Also.... 
in software renderer, a func_door surface that is coplanar with a structural skip surface will not be drawn. So make your shadowcaster thinner than the func_* object.

And what preach said, the skip will be collidable, so hopefully you have a plan for dealing with that :) 
And... 
your door won't disappear as long as part of the bounding box is inside a visible leaf. 
Oh So 
it is the bounding box that determines visibility then.
i guess i should have realized that. :P

thanks for clearing that up, and yes, it wouldn't be used for an actual door, but things like extending bridges (that aren't accessible anyway) or towers that move as well as rotaters. 
Yet More Questions.. 
aguire's light.exe.
does it support coloured lighting normally?
i see that it supports -tyrlite95 which is supposed to do coloured lighting, but i can't seem to figure out how to actually get it to generate a .lit file.
also, is the spawn key '_color' or 'color'? 
Necros 
aguirRe's light tool does not support colored lights by default AFAIK. You would need to add the "-tyrlite95" in order to enable it, but I never tested this feature. I also guess you need to add a "-lit" option in your command line in order to enable .lit file generation, but I'm not sure. Also, the spawn key is "_color"...
Experimentation is the better school there ;) 
Well 
i messed with it yesterday, but it doesn't seem to actually work.

-tyrlite95 works, that alone doesn't generate a .lit.
according to the tyrlite docs, you're right, you need -lit before it generates anything. unfortunately, -lit is an invalid command line arg for aguirre's light. :S

so it looks like it's either use the real tyrlite and make do without sunlight stuff and delay 5 lights, or colours. :P 
Necros 
Other solution is to ask aguirRe about his modified tyrlite light tool.... I'm using it actually... The only penalty is it does not support the second sunlight.. but is it really a problem ? 
JPL 
Modified Tyrlite light tool!?!?

I hit an "entities" limit (of 2048 I think) with the last map. Does the modified tool allow for more entities in the map (not light entities, but ALL entities)? I had to keep switching entities about just so I could light the map! lol . . . . 
RickyT23 
I clearly don't know: ask aguirRe directly 
Entity Limit 
This sounds odd. Why would the compilers refuse to accept a map that exceeds a limit. Usually it's the engine.
I don't know if it helps in this case, but you could give the -hilimit option a try. 
AFAIK 
-hilimit is required for QBSP processing, or am I wrong ? 
Well There's Not Much Of A Problem Now: 
Starkmon was already released, with exactly 2048 entities in it :)

But when I tried to run tyrlite with more entities in the map than that it threw out an "excessive entities" error and wouldnt run.....

Annoying at the time. Although it brings light (no pun intended) to the issue: with all of these expanded limit engines, coloured light can only be applied to maps with less that 2048 enitities..... 
 
hmap2 supports sunlight etc, AND colored lights.

The result looks noticeably different from bjp-light though. :-/

There's probably some command line option buried somewhere that makes it behave like tyrlite etc.

Coloured light / tyrlite is somewhat old, hence maybe the limit thing.

Hack the source to increase the numbers? Or try hmap2.

Or ask Willem to hack colored lighting into bjp-light. I really can't do it atm, my schedule is full. 
Thanks Jpl 
i'll ask. i tried hmap2 and tyrlite out but i can't believe the difference not having all the extra stuff aguirre added. it's like going back 5 years. :P 
Probably Silly Question 
Can't you just use aguirRe's tool for the lightmap data and independently from that Tyrlite for the .lit file?
Assuming you don't want colored sunlight. How does the delay 5 attenuation formula differ from the regular one? 
Iirc 
colored lighting is basically the difference. so it looks at the point in the map with whatever light level, then it subtracts from the lit the the amount stored there to give rgb, so if the lightmap data is different from the .lit lightmap data, you get garbage.

also, delay 5 is like delay 2 except the max light level never goes over the 'light' amount, so you don't get overlit areas that are completely saturated. it's basically an upgraded delay 2 
Mixin The Lit File 
from tyrlite with a light data from light.exe results in a weird disco light effect, not good. 
 
i was looking at the vis source code from aguirre's vis.

in soundpvs.c, there's:
if (!Q_strncasecmp (miptex->name, "*water", 6))
Ambient[i] = NoAmbientWater ? -1 : AMBIENT_WATER;
else if (!Q_strncasecmp (miptex->name, "sky", 3))
Ambient[i] = NoAmbientSky ? -1 : AMBIENT_SKY;
else if (!Q_strncasecmp (miptex->name, "*slime", 6))
Ambient[i] = NoAmbientSlime ? -1 : AMBIENT_WATER; // AMBIENT_SLIME;
else if (!Q_strncasecmp (miptex->name, "*lava", 5))
Ambient[i] = NoAmbientLava ? -1 : AMBIENT_LAVA;
else if (!Q_strncasecmp (miptex->name, "*04water", 8))
Ambient[i] = NoAmbientWater ? -1 : AMBIENT_WATER;


you can see that slime gets assigned to AMBIENT_WATER, but it seems as though lava will be assigned AMBIENT_LAVA.
the thing is, it doesn't actually do anything.
i looked through fitzquake source code, but i wasn't able to find the spot that starts and stops the looping ambient sounds (wind and water) depending on where you are. does anyone know more about this? 
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