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Atera

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Everything posted by Atera

  1. Hey, So on doing a final compile on my map... what exactly does -bounce and -fast in the light stage, do? I've read the description of -bounce but I dont seem to quite understand it. Is it related to fixing the light hitting a surface on X amount of times or am I just completely lost here? Should I specifically use -bounce 2 or 8 or any at all? What is the purpose of it. And does -fast make the light be of any less quality? Why isn't fast an option by default? Does it perhaps sacrifice some of the quality? What about -faster? And lastly: is it really even necessary to use -Super (2) and -Samples (2)? Doesnt really seem to impact the map or am I wrong?
  2. "textures/fogs/hoth { qer_editorimage textures/fogs/Hoth2_bluefog qer_nocarve qer_trans 0.5 surfaceparm nonsolid surfaceparm nonopaque surfaceparm fog surfaceparm trans q3map_nolightmap fogparms ( 0.7 0.7 0.7 ) 8192 cull twosided } } textures/fogs/korriban { qer_editorimage textures/fogs/fog.tga qer_nocarve surfaceparm nonsolid surfaceparm nonopaque surfaceparm fog surfaceparm trans q3map_nolightmap fogparms ( 0.95 0.97 0.77 ) 7000.0 cull twosided }" Notice the two: } } It was only supposed to be one.
  3. Well to put it in context: I have a map with a rather small hangar and the ship is simply too large to fully fly through this hangar. Its possible, but a bit difficult. The camera is like against the wall and you barely see the ship because of how large it is. How would I go about making it about 30% smaller so that would be easier and feel less odd? So yeah its the in-game vehicle naturally. EDIT: Yeah I just gave it a shot myself based on what you said and it works perfectly. Thanks a ton Circa!
  4. Hello, How would I go about resizing a vehicle? I'd like to make it around 30% smaller but I have no idea how to go about doing that. The file is this one: http://jkhub.org/files/file/1258-arc-170-fighter/ Any help is appreciated!
  5. I could use your help on compiling :> sent you an email!

  6. Update: Amazing! It doesn't seem to add shaders sadly. And most if not all .PNG textures I have (which arent that many so no big deal). Atleast it makes the process in general a lot easier
  7. A user on Quake3World gave me this => " Mapacker Quote:Mapacker v1.03 -- 14th December 2002 Equim -- equim@planetquake.com -- http://www.planetquake.com/equim Example bat file: Code:mapacker -basepath "C:\Quake III Arena\baseq3" -overwrite -includemd3 maps\mymap.map Make sure you double check everything you want is in your pk3 after. Im not sure if when you use "usemd3" that it includes the textures for said model. The .options file is self configured to not include anything from the following pk3s: exclude pak?.pk3 exclude common-spog.pk3 exclude common-qer.pk3 exclude textures/radiant/* You can edit that to your liking" I hope it works!
  8. Hey So getting close to finishing my map and I was wondering if there is a tool that can read a .map/.bsp and perhaps search your game director for the textures/shaders/models etc being used and then automatically make a folder/create a pk3 from that. If there is such a thing: I would truly appreciate a link to download it. If there is no such thing: Why hasn't anyone made it?
  9. I was finally able to use a Q3Map2 that allows 64 bit with the GUI and it worked perfectly, coming up to around 5.4 GB ram usage as I was looking at the task manager haha. I did it without using lomem and neither super 2. I used only "light". Wonko, you the man!
  10. Yeah I realized that after getting Unknown Parameter, it still doesnt help though. Managed to run a compile on my laptop now and I still get: "--- SetupTraceNodes --- ************ ERROR ************ safe_malloc failed on allocation of 276824064 bytes" I'm out of ideas after having tried every GTK Radiant from 1.3-1.6, updating Q3Map2 manually, trying -lomem with the GUI, adding _lightsize etc...
  11. I just attempted the following: BSP: -meta VIS: -vis LIGHT: -lowmem -light -super 2 Only to recieve this error during compilation: WindingFromDrawSurf failed: MAX_POINTS_ON_WINDING exceeded Oh god, what's this now? :S
  12. Hey, So I realize compilation is divided into three stages: bsp, vis and light If I want to make a final one, what additional parameters would you recommend me to use? Currently I am using GTK1.5 and I keep running into safe_malloc failed on allocation of 155713536 bytes during the light stage. So I have downloaded Q3MapGUI and here I am basically going to add -lowmem to the light stage in order to hopefully make it work. My OS runs Win 7 at 64 bit with 8 GB ram so i'm not quite sure why that isnt enough, maybe the lights are just too complex in my map. But what other functions should I use? For a final run, would this suffice? BSP: -meta VIS: -vis LIGHT: -lowmem -light -super 2 Should I use anything else? There is a quick list of Final (long time compile) that has: BSP: -meta -v VIS: -vis -saveprt -v LIGHT: -light -patchshadows -v -bounce 2 -samples 2 -super 2 What exactly makes this one so much longer? The patch shadows? Should I go for it instead and ofcourse add -lowmem to the LIGHT stage for a final compile? Also is there any additional tips that could perhaps prevent me from using -lowmem alltogether seeming as it makes the compilation slower?
  13. I see. Comparing the two pk3s, there were only 4 shaders that were in both and since both needed to be removed to fix the issue: I took a look in one and found => textures/fogs/hoth { qer_editorimage textures/fogs/Hoth2_bluefog qer_nocarve qer_trans 0.5 surfaceparm nonsolid surfaceparm nonopaque surfaceparm fog surfaceparm trans q3map_nolightmap fogparms ( 0.7 0.7 0.7 ) 8192 cull twosided } } textures/fogs/korriban { qer_editorimage textures/fogs/fog.tga qer_nocarve surfaceparm nonsolid surfaceparm nonopaque surfaceparm fog surfaceparm trans q3map_nolightmap fogparms ( 0.95 0.97 0.77 ) 7000.0 cull twosided } A double use of "} }" Could that have caused it? Fixed it now but gotta wait a bit for my friends to wake up before I can know for sure.
  14. As I compile my map and share many pk3s containing textures and shaders to my friends among other things, some complain about major glitches during gameplay. I have a clean base folder and it works fine for me. But some run into issues such as their lightsabers have black edges and some textures are odd. Main menu lacks textures, body parts are invisible, etc. When removing two pk3s containing a bunch of textures/shaders, it resolved the problem but obviously they cant see pretty much the entire map as most textures are in those pk3s that i've made where i just add a bunch of textures there. But a vast part of those textures are used in map and when we later make a seperate PK3, adding them there: Will this not cause the same issue? Here are two images illustrating the issue: http://i.imgur.com/HAZ6Os9.png (Black lightsaber edge, poor textures on character) http://i.imgur.com/M10QRWZ.jpg (Missing textures in the main menu) What exactly causes this and is there a fix? And on the topic: When making a pk3, what would be the best way to see exactly what textures/shaders ive used and add them? I assume I have to add them one by one, right?
  15. Damn, I see. Sounds like when making a map, you pretty much need to have that in your head the whole time. Kind of difficult now though... Mr Wonko, if you do that for me then words will not be able to express the gratitude I would feel. Like I mentioned before, it's for a whole clan so yeah... If you were able to do that, thank you oh so much. Yes that is the recent version (the MMC one). I will hunt for those textures and send you a PM when I got them all.
  16. Im a bit late sorry for that! It runs on windows, dedicated and mod is from Japlus 2.4 B7 (latest one basically). Its only really happenend once or twice although a friend told me it happenend yet again. Might be a rare glitch or perhaps its intentional?
  17. You're like my hero right now! The map has been in progress since 2008 or so and is a clan map, passed down from several people. I have like no mapping experience other than this and I am trying to make it just.. come together and work basically (since we do rather have a *map* atleast when you look at it in radiant). Is it really possible to fix this or is the map just basically broken because its built poorly? I realize the issues you pointed out now, but I am not skilled enough to go about solving every one of them. Years of effort down the drain? Also I have taken close look at the map ingame with r_showtris 1 and developer 1. Isn't VIS basically what is drawn? I've set up area portals (even if two sided, my bad) and well... most areas (if not all) I believe are not drawing past each room/area, so why is it exceeding the max vis? @@Boothand Must've pressed clean brush over 1 thousand times easily, hahaha. Damn it.
  18. Okay I can't sleep. Cant stop thinking about it. I've easily done over 300 brush clean ups now and I keep pressing it, 1 by 1. It never ends! Is it even working? No clue... It keeps saying "1 Invalid/duplicate planes removed" Yeah I've been doing it for so long now I don't even know how many. The number of brushes havent moved at all from its original 8855. Is that normal? I dont think I will keep doing this, it feels as if it will never end.
  19. Ill give it a go tomorrow, gotta sleep for now. But I tried it like 10 times last time and it just kept giving me 1 all the time. Anyhow: I just gave it a run in GTK 1.4 instead of 1.5. The same thing happenend although it marked the entities/brushes more clearly (still no red line though). As I deleted one, it would ask me to delete another yet in the same entitity (just as 1.5). I believe if I truly delete everything, there may only be like 2-3 rooms out of 10 or so that would not be touched. This is awful The leak error (outside of MAX VIS still), in 1.4 was => Entity 0, Brush 7493: Duplicate Plane Entity 0, Brush 7623: Degenerate Plane Entity 0, Brush (otherdigits): Degenerate Plane (several ones of these and even one or two Degenerate Patches) So what exactly is a Degenerate plane/patch? And how come in 1.4 it mentions Entity 0, Brush # whereas in 1.5 it mentions Entity #, Brush 0? I also noticed that as I was loading the map in 1.4, I got a few yellow colored lines after each other saying "Brush has no normal" or something like that. Not sure if that helps.
  20. How exactly does the brush cleanup work? I used the plugin for Bob or whatever its called. It just claims to clean 1 up. Do I keep spamming it, lol?
  21. I appreciate the help anyway ^^ @@mrwonko: Sent you a PM!
  22. Well I believe I can get in but no VIS is being made due to the error so I need to resolve it. I do have one save file prior to removing one entity that was somewhat outside the map which when I didnt remove it => Would still cause leakage. But when I removed it, I got the VIS error that I have now. I have double checked and I am sure that whenever I remove that entity it causes the problem. But even without removing it, I still get leakage so I don't think keeping it is an option (If anything it like ..delays the error). @@mrwonko: I'll upload it and link you in just a minute!
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