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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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Blah, Update 
I put one texture on all brushes in the map, "wad" = "knave.wad" in worldspawn, and still this:

*** ERROR 37: Failure seeking to 471762432 in file knave.wad

I imported the whole map into a new file, and still the same. I even tried on a completely different map. If there are no wadfiles in worldspawn, it will compile. If there are valid wadfiles specified, qbsp will fail. Either there is something really fucked on my end, or there is a problem with the Mac port. Sorry to bother you all, I'm gonna go bawww at Willem now. 
 
If that WAD file is loading into your editor correctly then there's no reason it shouldn't work in QBSP. Weird. 
Grahf 
Which editor are you using ? 
I'm Not Sure The Editor Used Is Directly Relevant, But 
it's gtkradiant 1.4 on mac os x 10.4. I convert the map file to q1 format with sleepy's java map converter. I would be using Willem's excellent Toetag, but it rendered my stupidly big map at molasses speeds on this old hardware.

In qbsp's source code, warnerr.h, I see that there is an "errSeekFailure" which is obviously what I'm getting. When and where would this be called?

I've tried several wads, most straight from quaddicted and a few I've assembled myself, all giving the same error.

Actually, I just had the horrifying thought that it could be failing to seek because my hard drive is dying. Yikes. Though I haven't noticed any other similar problems. 
 
Oh, I didn't realize it was a Mac port. In this case you, can put all the blame on Willum. Is there any other compatible QBSP you could try, perhaps with a Windows emulator? Doesn't MacRadiant save to .map or why do you have to use that converter? 
Grahf 
Indeed, the editor is not relevant, however for some reason, sometimes during .map generation, it can generate weird stuff.... anyway, the fact it is a Mac porting is certainely the issue.
You may should try with TxQBSP instead, or move to a PC... :( 
 
The fact that it's a Mac port should actually have very little to do with it. I use that version of it all the time and it works fine for me. I can't imagine what the issue is here...

Definitely try another version of QBSP and see what happens. If it's my fault, that's fine, I'll fix it - but I'm having a hard time buying it at this point in time. :P 
Mac-hate Is Digital Racism 
 
 
Grahf

Email me the MAP file and the WAD you're using (preferably something reasonably small) and I'll try compiling it myself. Should be easy to track down what's going on... 
Upgrading Is Digital Genocide 
 
 
Ahh OK, grahf has a PowerPC machine. I don't believe these tools are set up for big/little endian swapping. I believe the tools are currently Intel only.

I'll put that on my task list. :) 
Doh! 
I had a feeling that might be the cause of my problems. Thanks for looking into it anyways. 
 
I'm working on it. It might be easy and it might not be. I'll know more by the time the weekend is out. For now, you could compile in a Windows machine by using Parallels or something ... or just use a regular version of QBSP for now. 
Some Basic Questions 
I have a door but the angles 135 and 315 don't seem to work. Am I stupid ????

And how can I make a trigger that makes another trigger operational? 
Re 8970 
1. not sure, can't say i recall having any problems with those angles.

try 134 and 314? could just be those specific angles or the door could be linking with others. check that each door's bounding box isn't intersecting another.

2. short answer, you can't.
long answer, you can.

make an info_notnull but as a brush entity. (make it a trigger_once and rename classname to 'info_notnull'.

make a 'think' key and set it to InitTrigger.
make a 'nextthink' key and set it to '0.5'
make a 'use' key and set it to 'trigger_once' or 'trigger_multiple'
now set targetname.
set up any other relevant stuff like message or delay or whatever.

when you trigger this thing, it will turn into a normal trigger but will not do anything before. 
Thanks For The Quick Reply 
1. 134 and 314 don't seem to work properly either.
I uploaded a testmap where I have this problem:
http://www.quaketastic.com/upload/files/misc/door.map.zip
2. Thanks I will try that :) 
 
try fudging it by giving the broken doors negative 'lip' values. 
 
That seems to do the trick :) 
 
you know what would be wild?

make a program that will load a bsp file that has had it's vis information calculated and somehow allow you to manually set which portals are visible from other portals. 
Necros 
make a program that will load a bsp file that has had it's vis information calculated and somehow allow you to manually set which portals are visible from other portals.

Pure nightmare !! 
 
Or how about a program that would let you directly edit the light map? Could be useful for fixing those odd errors you get sometimes or just for creating some interesting effects. 
 
not really directly editing, but it would be awesome if you could both assign a bitmap image as a light pattern on a spot light as well as be able to specify 'noise' on both sunlight, minlight and normal lights. 
Editing The Light 
Probably the best way to create a program for editing the lights would be a custom engine. Just add the ability to "paint" by applying a dynamic light to the scene which gets written to the lightmaps fully. Then add the ability to save those back into the bsp. Only problem is that you'd have no way of restoring those edits to the bsp next time you compiled. Unless you recorded a demo of yourself doing it... 
<- 
 
I Love Posting This Link. 
Whenever someone says, "wouldn't it be cool if quake had..." chances are decent that pOx's eUtils has done it.

http://quake.chaoticbox.com/

I quote from the readme:

Tyrlite+ contains support for OpenQuartz ( http://openquartz.sourceforge.net ) LIGHT noise extensions. These allow you to apply noise algorithms when lighting a level to break up common color-banding problems, or acheive more "organic" looking lightmaps. The following attributes have been added to the eUtils Quiver defs for all lights:

"Noise Level" (_noise) accepts a floating point value from 0-1.0 (0 is no noise). You can "overexpose" the noise with values greater than 1.0, but the effect is usually undesireable (values of 0.5 or less are best for subtle effects).

"Noise Type" (_noisetype) can be set to 0 (Random), 1 (Smooth), or 2 (Perlin).

"Noise Resolution" (_resolution) controls the size or scaling of the effect. Higher numbers make the end effect larger (lower detail).

"Perlin Noise Persistence" (_persistence) This controls the perlin noise decay per octave.

You can use the "-noise" switch from the commandline to add random noise to all lights, but note that you cannot currently use noise on Global lights (Sunlight or Minlight).


Too bad it doesn't do noise on sunlight, pretty sweet otherwise though. Presumably you could get the code straight from OpenQuartz, but their hasn't-been-updated-in-five-years website wasn't terribly helpful. 
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