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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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AguiRe 
Cleaner map will come in January. I feel sorry for your P4 chewing the gristle that is my map. What I've done so far is neater and internal voids are being filled in.

Distrans - Good to see you posting. Know that I'm fighting the good battle to see E2M1a compiled. 
Heh 
My P4 didn't know what it volunteered for; it's currently at 98.27% after nearly 299 hours with an estimate of another 35. That's 12 days straight over a period of 19 days real time. A new record for me at least.

Scrag, don't worry, I do it mostly to see if it's actually going to finish and to test my tools. Just let me know when you have a new version ready and we'll take it from there. 
Aquire: 
the only case of "bad surface extents" i fixed is when it's caused by a missing sky or water texture in the bsp file.

As for the "not 16 aligned" message, i'll look into that when i get home (i'm on vacation currently.) 
Refer#910 
awesome, gimme your email and i'll shoot a message off to you around that time. 
Necros: 
check your mail man, just sent you a bunch of comments and suggestions.

Madfox: Sorry I haven't gotten back to you yet, I'll peek at your map really soon. 
Scampie, 
i didn't get the email.
did you send it to either necros@planetquake.com or necros@rogers.com? 
Phait, You Wanted Mac OS Compile Tools? 
this site should have them: www.planetquake.com/paroxysm 
Grahf 
Thank you very very very much! :) 
Hellllp! 
...Does anyone know how to get GtkRadiant 1.4.0 working for quake mapping... I already read the Tuts by Tig and Necros (thanks a lot guys) but they're both for version 1.2... Anyone has a clue? I'm a complete newbie, so the question could be very stupid..... 
Necros: 
to necros@rogers.com 
Got It! 
thanks for the awesome feedback, Scampie! 
Scragbait 
Your map finally finished vising:

---- Vis 2.22 ---- Modified by Bengt Jardrup

File: e2m1a.bsp
6117 portalleafs
22174 numportals
Loading state file: e2m1a.vis
testlevel = 4

average leafs visible: 552
max leafs visible: 2336 near (-2885 -1736 1184)
c_chains: 2789094431
visdatasize: 1169545 compressed from 4679505

Elapsed time : 5h 45m
Session time : 346h 1m


The bsp actually works, too (at least in FQ). Max wpoly is about 3500 near the power plant tower (the coordinates above).

I sincerely hope that you can reduce the fullvis time from its current 14 days ... 
-Alternateaxis 
I may be doing something wrong, but how can I put in a parameter for the BSP program in Worldcraft 1.6? I've got 4 different BSP's: WC's, Tyr's, Tree and W. I'm having the problem with 45 degree angle texture misalignments. I've tried the paramter under Tools/Options/ and in the BSP path field... with some BSP programs it throws an error in the process window and continues to compile, in some it just builds with no error.

Or am I just better off BSP'ing manually? I had fixed this issue a long time ago, but I think it may have been a modded .FGD actually. Also, is there a certain FGD you would suggest getting that I may be better off with regardless? 
Phait 
dont use the worldcraft process window, just open a dos window (start->run->command (or cmd if running 2000/XP) and compile from there.

and -alternateaxis is probably what you want. as long as the texture is aligned in wc it will show up fine w/that 
Oh, And... 
fgds shouldnt really mean anything to your compiling other than where items are placed, use czg's it has fixed item-offset bugs iirc:
www.planetquake.com/greyvoid/quake.fgd 
Damnit 
 
Thanks 
Texture Mess 
Have a Q1map, which makes account of :
prepare used textures => 26 textures
Compiling it makes account of 29 textures.
Did'nt use animated textures.

What happened?
Pretty queer, because the map is 1.87Mb and won't run for 1.89Mb

Grandwoofer, help! 
Bsp Build With Treeqbsp 
Building hulls sequentially...
Processing hull 0...
------ Brush_LoadEntity ------
----+----\
WARNING: Couldn't create brush on line 602 with 6 faces, metal2_8
WARNING: Couldn't create brush on line 593 with 5 faces, metal2_8
----+----+
731 brushes read

Has anyone encountered this before? How to find and fix this. Occurred on elmdm5.

as 
Shadowalker 
Open the map file back into your editor.. it should remove the dodgy brushes. Resave and recompile. Note it's the file with the '.map' extension you want, not the editor-specific one like .rmf/.qle or whatever. 
Or If It Doesn't... 
if you use gtkradiant: edit the .map file in edit or notepad or whatever, go to line 602, (or 593 as well) and find out what brush # it is.
now go in gtkr, and use the search for brush and search for the brush #. then you can delete it and remake it or whatever you chose to do.

otherwise, if you don't use gtkr, and can't find it in the editor you DO use, simply delete the entire reference to the brush in the .map file manually, then compile and find out what you took out. 
Or 
replace the texture (metal2_8) to something obvious so you can delete it in your editor (what ive done, esp in areas with lots of brushes) 
AguirRe 
You've got mail 
Map Compile In Elmdm5 
Thanks for the info. I use quark, not interested in GTKR until it fully supports q1 maps, too much hassle. I'll stick with quark's one click loading. FYI, ELMDM5 is simple map, yet lot of fun to play. Quark wouldn't let me use groups with the bsp file. So, I had to decompile and recompiled it, just over 20 mins to compile.

I found that when I turn off "write float coords" in options, it causes a bunch of errors. Any suggestions how to configure quark to int coords without errors?

Also, decompiling and recompiling the map added 764 new faces, yuck. I'm learning quite a bit about it's put together. Almost finished completely relighting with tylite and adding some eye candy. Not ready to make a map yet.

as 
... 
if you already have a map in there, then turn off floating point, quark simply rounds all the coordinates to the nearest integer. so you get lots of hairline fractures and offset brushes.

aguire made a pretty cool program that attempts to correct most of the problems that you get from converting floating point to integer coordinate maps. it's not completly succesful -- you'll still need to fix a few brushes, but for the most part, it saves tons of time. 
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