Agent Jones
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Posts posted by Agent Jones
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This is the maximum size my skybox can have without being bugged:I want to make my skybox big as much as the one in the Asteroids' map:Whenever my skybox goes over that limit,the 'mirror plane' error occours,the brushes are marked as invalid and vanish.I've tried to follow Szico's suggestion,but nothing changed, the brushes still vanish due to the mirror planes:(testmap dl link)
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It looks like they have some scripts...at least in siege_destroyer2
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I know about the 'map leaked' error. Besides,I have already tried the brush cleanup plugin,and it doesn't remove anything.
The error occours with any brushes bigger than a certain size. Do you think that an older compiler would still recognise those brushes as faulty?
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Here's the compile log.Q3Map - v1.0r © 1999 Id Software Inc.Q3Map (ydnar) - v2.5.17GtkRadiant - v1.5.0 Apr 26 2007 19:01:46Last one turns the lights off--- InitPaths ---VFS Init: C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData//base/VFS Init: C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData//base/--- BSP ---Creating meta surfaces from brush facesentering shaders/shaderlist.txtentering shaders/shaderlist.txt (2)entering shaders/bespin.shaderentering shaders/bounty.shaderentering shaders/byss.shaderScript file shaders/cairn.shader was not foundentering shaders/common.shaderentering shaders/danger.shaderentering shaders/decals.shaderentering shaders/desert.shaderentering shaders/doomgiver.shaderentering shaders/factory.shaderentering shaders/flares.shaderentering shaders/fogs.shaderScript file shaders/h_evil.shader was not foundentering shaders/hoth.shaderentering shaders/imp_mine.shaderScript file shaders/impdetention.shader was not foundentering shaders/imperial.shaderentering shaders/jnegretetest.shaderScript file shaders/kejim.shader was not foundentering shaders/korriban.shaderentering shaders/models.shaderentering shaders/mp.shaderScript file shaders/narshaddaa.shader was not foundScript file shaders/nar_streets.shader was not foundentering shaders/quicktrip.shaderScript file shaders/rail.shader was not foundentering shaders/rbettenbergtest.shaderentering shaders/rift.shaderScript file shaders/rocky_ruins.shader was not foundScript file shaders/rooftop.shader was not foundScript file shaders/sandcrawlersiege.shader was not foundentering shaders/skies.shaderScript file shaders/skyteststu.shader was not foundentering shaders/system.shaderentering shaders/taspir.shaderScript file shaders/tests.shader was not foundentering shaders/vjun.shaderScript file shaders/waterwedge.shader was not foundentering shaders/yavin.shader1805 shaderInfo--- LoadMapFile ---Entity 0, Brush 1: degenerate planeEntity 0, Brush 1: degenerate planeEntity 0, Brush 2: degenerate planeEntity 0, Brush 2: degenerate planeEntity 0, Brush 2: degenerate planeEntity 0, Brush 3: degenerate planeEntity 0, Brush 3: degenerate planeEntity 0, Brush 3: degenerate planeEntity 0, Brush 4: degenerate planeEntity 0, Brush 5: degenerate planeEntity 0, Brush 6: degenerate planeLoading C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/skyboxtest.mapentering C:/Program Files (x86)/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/maps/skyboxtest.mapFloatPlane: bad normalFloatPlane: bad normalFloatPlane: bad normalFloatPlane: bad normalFloatPlane: bad normalFloatPlane: bad normalFloatPlane: bad normalFloatPlane: bad normalFloatPlane: bad normalFloatPlane: bad normalFloatPlane: bad normalFloatPlane: bad normal1 total world brushes0 detail brushes0 patches0 boxbevels0 edgebevels12 entities28 planes0 areaportalsSize: -14400, -3439, -3577 to -11072, 888, -2943--- ProcessDecals ---0 decal projectors--- CreateMapFogs ---0 fogs############### model 0 ###############block size = { 2048 2048 2048 }Entity 1, Brush 0: Entity leakedBSP bounds: { -14400.000000 -3438.600098 -3576.599854 } { -11072.000000 887.799744 -2943.499756 }Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }--- PatchMapDrawSurfs ------ FaceBSP ---6 faces39 leafs--- MakeTreePortals ---0 tiny portals0 bad portals--- FilterStructuralBrushesIntoTree ---1 structural brushes9 cluster references--- FloodEntities ---31 flooded leafsentity reached from outside -- no filling--- LeakFile ---2 point linefileMAP LEAKEDDo you get the same error while compiling huge open maps? Is there any way to fix that?
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Anywhere that is not always Dotf.
Same here .
I go by a plethora of names, dusty, dat aluminum falcon, noob jedi, to name a few.
Total Noob greets you!
therfiles likes this -
I have exactly the same problem with a custom water shader.
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When you use large brushes, make sure you don't make them too thin.
I've tried to make thicker brushes, and that doesn't seem to be the problem. Whenever I make a big skybox with brushes of any size, i get a 'mirror plane->map leaked' error. This is a major issue, since I'm making an open space map. Which Radiant version do you use ?
Don't use the tree's with b at the end of the name unless you are using them as misc_model_statics.
All of the trees in the yavin directory end with b, thank you for the suggestion anyway. They work if implemented as misc_model_statics
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Hello. I have a couple of questions about mapping. I'm using gtkRadiant 1.51)Whenever i rescale my skybox's size beyond a certain limit, I get a 'mirror plane/degenerate plane/bad normal' error (same as here). I have seen that other maps have very big skyboxes, therefore there must be some way to avoid that error.2) I've put some trees in a map, and i can see both the trunk and the leaves in Radiant. When i test it ingame, I can't see the leaves,just the trunks.
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"Sorry, the page you requested does not exist."
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You can have the unlimited jet in MB2 Full Authentic mode by adding some classflags. There are also new jetpack models in mb2
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This happened to me when I tried to import some kind of prefab and manually modify its .map file by adding some patches and entities. I had to delete the faulty things
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definitively maps
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it may work with this
class CLASS_BOBAFETT
rank captain
even if you don't have the bobafett model
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Now that Disney is in charge, I'm almost sure this won't happen.
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It's an anonymous piece of paper with writing on it on a wooden surface. I'm not holding my breath, because this image has been around for a while.
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The Baggins' house reminds me of this . Good old stuff
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Could not obtain news:
Error downloading http://jkg-update.terrangaming.com/news.php - server replied: Not Acceptableand i can't even launch it
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'Unsolved'
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I've done everything step by step .The turrets spawn normally when map loads,but there still is no respawn...are you sure that using the turrets makes them respawn?
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Hello. I'm making a map,and i've added some misc_TurretG2 entities.in it.
Some of them are simple blaster turrets, others have the 'Turbo' spawnflag,which makes them turbolasers.They all have the 'CanRespawn' flags and 'Count' set to 10000.They all should respawn after 10s
Now, the simple turrets respawn after 10s as it should be,but the Turbolasers never respawn. Is there any alternative way I can make them respawn ? Thank you in advance
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I was on a free trial account (level cap:15) and when it turned F2P I got even more ingame restrictions.
Today I had to wait a half hour to log in cause servers were full :lol:
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server is down
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Count me in
misc_bsp question
in Modding Assistance
Posted
If the map you wish to add is a custom-made map,people will still have to download the new .pk3