#8928 posted by JneeraZ on 2009/08/02 20:58:49
The screenshot would just be an enforcer standing a well lit ledge but he's black. If he moves to either side a little bit, he lights up. I guess I'll just play with it. :)
Fair Enough
#8929 posted by ijed on 2009/08/02 22:26:15
Doesn't sound like any issue I know about.
Tiny Misalignments Maybe
#8930 posted by ijed on 2009/08/02 22:26:36
#8931 posted by necros on 2009/08/02 22:35:21
the problem i believe you're remembering was mine where i had torches and stuff fulldark even though the ground under them was nearly fullbright (or overbright even).
i think i understand what causes it. i suspect it has to do with FQ's lighting interpolation, but only on maps that are unsealed.
the problem usually happens in corners or along walls, never in the middle of a room.
i believe this was because the sides that made up the bottom of the wall brush and the side of the floor brush were fulldark and the interpolation was getting messed up.
i've found that sealing maps so that those faces are removed tends to fix it.
if you have an enforcer on a ledge, is it possible there are faces in the area that are messing up the interpolation?
from what i recall of how metl explained it to me, FQ doesn't just look at the floor directly beneath the model to light it.
#8932 posted by JneeraZ on 2009/08/03 00:24:55
The map is definitely sealed but there might be some dark polygons in the area. I'll take a closer look...
Curves
#8933 posted by Ron on 2009/08/03 08:17:13
Thanks a lot for that link, Grahf !
#8934 posted by metlslime on 2009/08/03 22:32:22
from what i recall of how metl explained it to me, FQ doesn't just look at the floor directly beneath the model to light it.
I haven't actually figured out this bug yet, but the fitzquake interpolation should still be looking just at the same floor polygon as glquake. The difference is that when you trace a line down and it hits between lightmap samples, glquake picks the nearest one and fitzquake blends between all four.
Again, since i haven't figured out this bug, i can't say in what way fitzquake is doing it wrong.
More Curves
#8935 posted by grahf on 2009/08/05 03:12:15
No prob Ron, I'm welcome to pass the info along. Thank CZG actually, he wrote it.
Actually, it's worth mentioning that the tutorial I linked to in #8923 was written specifically for Worldcraft. The more advanced methods, of bending a hollowed pipe, simply do not work in editors such as Radiant. I beat my head against a wall for a while until Speedy told me the solution: the pipe itself can only be 8-sided, but you can bend it around a 12-sided curve. So there you have it, in case anyone was wondering.
#8936 posted by Trinca on 2009/08/05 10:43:25
oh fuck, got a map with 400 brushes but is stucking my mapping :\
Isn�t giving me any inspiration at all :\ in some way i want to delete the dawn bastard but then I feel petty for all the work I�ve lost
But guess I will have to let this baby died and start a new one!
I�m want to start a new map like tchak but the size make me be afraid of never finish it... :\
Curves
#8937 posted by madfox on 2009/08/07 00:07:00
MadFox = Dr.Seuss
#8938 posted by meTch on 2009/08/07 00:26:05
????
????
#8939 posted by madfox on 2009/08/07 03:16:30
Forget It
#8940 posted by madfox on 2009/08/10 04:05:53
or post your hat.
Im Sorry
#8941 posted by meTch on 2009/08/10 05:35:42
im not comprehending what i think im supposed to :S
i think my brain has gone to warp stage
Summary
#8942 posted by madfox on 2009/08/10 16:08:51
That's nothing.
In my occasion I never know what to think
when adding a post and the toppic grows
dead for weeks.
Smd
#8943 posted by madfox on 2009/08/10 23:49:25
someone needs a model animation but has only the smd format.
It seems something to do with the Team Source SDK Model Source File.
I can only use 3DS or DXF files but he tells me the file in Milkshape or Max3d will only transport to these extentions without bones.
As I need to animate them it's usefull to keep the bone structure.
Is there a solution to this convert error?
#8944 posted by necros on 2009/08/11 00:06:13
it's been a long long time since i was converting hl2 format models...
i believe there's a 3dsmax plugin that imports SMD files directly.
http://www.chaosincarnate.net/cannonfodder/cftools.htm
get mdldecompiler here.
this lets you decompile the mdl file into all the seperate pieces to get the smd, which, afaik, is just the mesh with vertex weighting.
then go here:
http://www.wunderboy.org/sourceapps.php
and pick up the 3dsmax smd importer to directly import the mesh into 3dsmax. this should preserve vertex weighting.
Thanks
#8945 posted by madfox on 2009/08/11 04:25:58
for the links, necros!
I didn't realize it were hl2 models as I only came to HalfLife1.
I earlier overcame to the stunning effect when importing an enforcer it meshed up the bullit inside its gun, so I didn't understand were my extra triangle was left after exporting.
I only have 3D Studio MAX R3.
I hope the converters can handle this old version.
I could install Milkshape to get the bones preserved as modelling can get messed up when I start adding them myself.
#8946 posted by negke on 2009/08/12 20:26:46
Ninety-two percent.
Oh, woes! Will you ever stop?
Space maps suck to VIS.
And
#8947 posted by ijed on 2009/08/12 20:35:10
You're into the slowest part of the process.
Really looking forward to this map, and won't be the only one - if its any consolation.
Heh
#8948 posted by necros on 2009/08/12 22:50:50
that map i posted about a couple of weeks ago... estimating 1351 hours, and that's *with* willem's multicore fix. -_-
i suspect i will have to rework it. :P
Compiling Is Fun! Honest...
#8949 posted by grahf on 2009/08/13 08:06:02
TreeQBSP v2.05 -- Modified by Bengt Jardrup
Mac port by Willem
Input file: leamondetest1.map
Output file: leamondetest1.bsp
*** WARNING 03: Line 45756: Brush with duplicate plane
[a bunch of duplicate plane errors removed]
Title: "Lea Monde"
31430 faces
5229 brushes
1023 entities
117 unique texnames
3703 texinfo
*** ERROR 37: Failure seeking to 1694052352 in file rt_gnosis_q1.wad
29 warnings
Elapsed time : 0:01
Peak memory used : 5.1 MB
So as you can see, qbsp is spitting out this bizarre error as it is loading my .wad files. I have 4 wad files I want to use, which are all in the same directory as qbsp. My wadfiles are fine, that is, they loaded with no errors into a wad editor. The above "failure seeking" error is generated when only one or two of my wads is specified in worldspawn. The number it fails to seek to varies with the number and order of wads listed in the worldspawn's "wad" key; sometimes it has been negative, but it is not random - for any given order and number of wads, the number spit out will be the same. If all four wads are listed, I get this:
qbsp(3538) malloc: *** vm_allocate(size=2690650112) failed (error code=3)
qbsp(3538) malloc: *** error: can't allocate region
qbsp(3538) malloc: *** set a breakpoint in szone_error to debug
If I am reading that vm_allocate() right, it is trying to allocate 2.6 gigabytes of memory, which I don't have. My machine has 1.5GB of physical RAM, and I got this error with 1.1GB available. I'd have thought that OS X's virtual memory management would have taken up the slack, but apparently not. Also, I was unable to reproduce the out of memory error just now, which confuses me further, but reinforces my intuition that it's a cover for something else going on. The failure seeking error is persistent however.
Oh, and the weirdest part is that if I remove the "wad" key from worldspawn entirely, the errors go away and the qbsp finishes. But I don't think it's going to look very pretty without textures. The map itself is pretty big, ~5200 brushes, but that ought not to matter because I'm getting these errors before the meat of the qbsp process even starts.
Lastly, if I ever do get this thing compiled, it has a painful lack of visblocking. You guys are scaring me.
#8950 posted by necros on 2009/08/13 08:53:16
this is sort of a long shot, but it's all i can think of.
looking at the bsp info above, 117 unique texnames meaning 117 unique textures. this is a lot and i know there's a limit to how many textures can be stored (or is it a limit on how much memory can be used in textures?)
and the limit may only been in the engine itself, not the compiler, it's just that when you said that removing the wad key (and hence not loading any textures) makes the problem go away is what made me think of it.
try making a test map and replacing most (or all?) of the textures with a single one and see if that does anything...
#8951 posted by negke on 2009/08/13 09:37:43
The number of textures isn't the problem here (there have been maps with twice as many). There seems to be something wrong with the WADs, some that your editor doesn't mind but QBSP chokes on. Try merging them in TexMex or at least save each of them to a new filename in case there're some faulty bits somewhere.
#8952 posted by negke on 2009/08/13 09:46:53
ijed: Just as any new map is appreciated and looked forward to. Keeping you informed about the process is actually a double-edged affair, since it kind of renders me as a fool for going through such a hassle for so little gain, both in terms of VIS results and the quality of the map - which is not to say it sucks, but it got out of proportion some 500 hours ago. :D
necros: Keep in mind the time esimations don't stay constant throughout the whole process. If it says 1300 hours in the beginning, you can bet it'll go up dramatically at a later point and especially towards the end. Better add a digit.
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