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Atera

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Posts posted by Atera

  1. 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!

  2. 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?

  3. Your map's size is too damn high. It needs too much memory to compile the light stage. -lomem is one thing that may help, or if you have a 64 bit operating system you can try a 64 bit Q3Map2 build which can handle more than 2GB ram. Also, maybe don't do -super 2, that's 2x super-sampling, which calculates every lightmap at twice the height and twice the width for 4x the memory usage.

     

    The downside of lomem is increased compile time. Maybe try -fast or -faster for faster compiles at the cost of decreased quality.

    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!

  4. I can't really help with the flags you should use, but you have a mistake. It's -lomem without a w, not -lowmem.

    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...

  5. 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?

  6. One bad shader probably broke all the others. It tends to happen when a .shader file has issues with the { }s

    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.

  7. 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:

    https://jkhub.org/images/HAZ6Os9.png (Black lightsaber edge, poor textures on character)

    https://jkhub.org/images/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?

  8. To determine what is visible from where, the map is split into small areas, and then visibility between them is calculated. These areas are created using the structural (i.e. non-detail) brushes. So a many-sided brush will create lots of areas. MAX_MAP_VISIBILITY means you have too many of these areas.

     

    You don't want many small areas anyway - one area per room is usually sufficient. Which is why you just want very simple, straight walls and floor for each room, and pretty much no detail whatsoever.

     

    Maybe I could do the necessary repairs for you... Is the version you sent me the most recent one? Can I go ahead and edit it, then send it back?

     

    It's missing a couple of textures, by the way:

     

     

    models/mapobjects/ts-torch01/fire01

    models/map_objects/jeditemple/torso

    models/map_objects/jeditemple/stonehead2

    textures/arevass/water

    textures/arevass/water_plants

    models/map_objects/missioncenter/statue01

    textures/yavin_jk2/stonepanel05

    textures/yavin/stonepanel05

    textures/yavin/stonepanel03

    textures/council/carpet_border

    textures/yavin/goldblock

    textures/rift/riftdoor_council

    textures/anaboo/base2

    textures/council/red

    textures/jeditemple/glasstest

     

     

    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.

  9.  

    Incoming barrage of questions:

    • What operating system is the server running on (Windows, Linux, etc)?
    • What server program are you running? The standard JKA dedicated server, or a different server (such as OpenJK)?
    • What version of JA+ are you running?
    • Has the problem started happening recently, or has it always been like this?

     

    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?

  10. You need to be waaaay more aggressive with the use of detail brushes. You can press Ctrl+D to hide detail brushes, Ctrl+P to hide Patches, and Alt+2 to hide entities. That will leave you with just the structural brushes as they're considered by vis. Now ask yourself: Is this basically an empty room with plain, probably perpendicular walls? If no, it's likely more complex than necessary.

     

    Take that spiral staircase: First of all, You definitely don't want every single step to be structural - do you have any idea how many portals that's going to create? The number is too damn high. And secondly, the room itself is round - but as far as visibility is concerned you really only need a cuboid. The 12-sided brush in the center doesn't help, either, contrariwise. Well, just let me make a couple of screenshots...

    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.

     

  11. 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.

  12. Well, strangely enough I've also had it repeat that it cleans 1 up before, but usually it doesn't find more after 3-4-5 times. It should be safe. Save your map, clean all up and see if that changes anything. Invalid brushes are usually caused by using the vertex tool in GtkRadiant 1.6.

    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.

  13. What GtkRadiant version do you use? I have had problems when compiling using one version opposed to another, which is kind of weird since it's q3map2 after all.

     

    Do you have any duplicate brushes? Tried brush cleanup? Wild guesses...!

    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?

  14. What happens when you try to play it?

    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!

  15. That is kinda odd...

     

    I'm mainly good with Hammer but I'm sure one of these guys can help you!

     

    Try making a new map or something, something very simple to see if it gives you the error.  Maybe something got corrupted but i can't say for sure =/

    I've been working so hard on this ;_; It would be devastating if I basically had to scrap it

     

    Hell I can live with the leaks.. just.. cant I make the VIS compile properly? :(

     

    I found a thread a while ago where someone said he had modified Q3Map2 to where there were no MAX_MAP_VIS limitation. The link he gave doesnt work though... anyone know if theres such a thing out there?

  16. Hi

     

    Im making a rather large map and I am being bombarded with about 20-30 leaks along with an error. The error I am recieving is:
    "MAX_MAP_VISIBILITY EXCEEDED".

     

    I have searched and tried to increase the _blocksize to any low to high power of 2 digits with no luck.

    I have gone through every area of the map and detailed as many brushes and such as I deem to be possible.
    I have tried caulking the outside to my best efforts.

     

    The leaks I recieve are similar the: "Entity 500: Brush 0"

     

    Now when I try to delete this entity, the error remains and the map just chooses another entity. If I keep deleting them, it just never quite stops. It constantly selects another entity.

     

    So I figured my map must be leaking, right? Yet I cant find any red lines that usually indicate where the leakage is happening which is usually the case... I don't even know where to start!

     

    I make an entire caulk box around the whole map, select the inside, then invert it. There's a ton of brushes and such that get marked... Does that mean all of these are being leaked? That was my asumption.

     

    So I make an entire box around the entire map on all 3 cameras in the 2D view, hollow it with caulk. Then I select the inside, and invert it yet again. Yet the same brushes and such get marked again...

     

    If it was a leak, shouldnt that huge box have covered it? What can possibly be causing this? Help!

  17. Heh.

     

     

    By "our" server, you mean you are the admins and whatnot? Do you just suddenly die or its as if someone is hitting you with a saber and lose health?

    Yeah we are the admins so no amghost or mindtrick is being in play. Yeah I die as if someone is hitting us, really strange. Health drops and you can avoid it by running/jumping around to try and avoid whoever/whatever is causing this.

  18. hello,

     

    me and a few others were playing on our japlus server and suddenly some of us start dying. we dont see anyone else but ourselves in the scoreboard, i do a count and its just us 3, yet its as if someone is completely invisible, no name, but someone or something is killing us and the server doesnt even say "we died by him". after a while it eventually just stopped.

     

    is this a known bug/exploit/glitch? figured id post since it was really bizarre... thanks.

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