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OCD2

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Posts posted by OCD2

  1. 1 hour ago, NAB622 said:

    If you're okay with rebuilding from the autosave, that's fine. If you'd still like to shoot for restoring what was lost, check the size of the .bak file. If it's anything above 1 KB, the map is in there, but a syntax error is preventing it from loading. Those can be found and fixed in a text editor.

    Either way, glad to hear that everything wasn't lost!

    Ive already begun rebuilding,  which wasnt too bad as the scene im working on is template based to a high degree.

    Though I would appreciate if you explained how to fix it in a text editor, for future reference.    The bak was 90kb.

  2. 57 minutes ago, mrwonko said:

    This is also a good opportunity to start making backups. As a coder, I tend to store my data using Git, which gives me a history of every change I've committed so I can go back if something breaks or I don't like a change I made. It also allows me to mirror my data to an offsite server like Github, in case I lose my local data (drive failure, ransomware, file corruption, etc.). It's not ideal for storing large assets like textures and models, but it works. Other solutions might work better for you, but I recommend finding a way to store a history of your changes in the cloud.

    Yes,  I suspected that this was a sign that I need to back up any projects from now on, it was frustrating to lose the work.

  3. 10 hours ago, NAB622 said:

    Is there still a .bak file in the same folder as the .map? If so, copy it for safekeeping immediately. It can be used.

    Also, check autosave.map.

    If neither of those work - what is the size of your .map file?

    There is a .bak file, though I do not know how it is useful (aka im educated yet on what a .bak file does), could you please explain?

    Autosave did have an earlier build of the map, so not everything was lost.

  4. As stated in the title, I just lost my map, due to windows 10 crashing during a test compile.

    Trying to open the map file just causes gtkradiant to open a blank unnamed project.  

    The previous bsp file is corrupt, I attempt to devmap the file and it prompted something to the effect that it needs version 1 (or 0).

    Have I lost all that work permanently?   Is there any way to recover ?

  5. 1 hour ago, ShadowKoopa7 said:

    I will definitely look into your tutorials. What software do I need to make maps? I would like to start mapping as it seems easier to do than some other things.

    Gtkradiant.

    There is a whole mapping section of the forum, and a tutorial section.

    Its fairly easy to get the basics and have a working map quickly - just expect it to take some practice until you can achieve a quality looking (and playing) map.

  6. Nice!

    Hopefully ill have time to make a small map for Halloween.

    If I was dabbling in modeling, I would make a pumpkin thermal detonator.   Maybe with a screaming/laughing effect when its thrown or when it explodes.

    Looking forward to seeing the entries.

     

     

    Circa and the_raven like this
  7. On 9/7/2020 at 4:02 AM, SomaZ said:

    You put all the brushwork into func_statics? Can you show us the topology of your hallways? It's hard to find a solution from just a few ingame screenshots and a desciption.

    I'm a newer mapper, only having used gtkradiant for about two months.

    I've read the gtkradiant manual, the shader manual, dabbled with scripting (and shaders), followed tutorials, and looked around at other gtk mapping communities to try and learn as much as possible.

    I'm still learning, and have a ton of questions, so some of my questions may be rudimentary, or unclear because I have not committed all of the terminology to memory just yet.

    Looking at my initial post, it is quite a vague blanket question - I suppose I was hoping there was a common reason for light "leaking" through a door.  I'll try to provide more detailed information later.

  8. 22 hours ago, Ramikad said:

    From the image, it seems the walls are vertex lit. I don't know what could be causing that exactly - are you sure the shader doesn't tell the compiler to only do vertex illumination / phong?

    I do not think so - the rest of the corridor (s) are using the same light shader, and are not presenting the same light issue.

    I will have to check to be certain - what would the text be to use vertex shading in the shader file?

  9.  

    Im working on a cave/corridor templates for a map, and im having issues with light near one room in the map.

    The doorways leading out of that one room show light beaming out of the doorway corners and across the nearby corridor walls.   It seems to beam out from the bottom corners of the door, up and across the wall.

    Is there a common cause for light "leaking" out of doors?      The other rooms in the map do not have this issue.     Did I perhaps build the doorway sub-optimally?    Would light entities cause this to happen - too many in a room, or too bright perhaps?

    Its been boggling me for a good while,  and now im nearing the stage where I want to lock down the template for my connecting corridors and would like to get this light issue fixed before proceeding.

    Any help appreciated!  

     

    https://jkhub.org/albums/KlwXYzT

    The top image shows the issue, the other two images are in the same corridor to show that the lighting issue is specific to the on problematic door.

     

    PS please disregard the poor bevel construction of the hallway, its one of 5 corridor templates, and not one in the running for final!

    DarthValeria likes this
  10. I made a trigger once, with the proper facing and player use button ticked and a usetime of 5000,  which targets a target_activate,  which then targets a funcdoor that is ticked to inactive and set with its proper open angle.

    In game,  the button displays the player use icon when you face the button, but you cannot press/hack the button -  nothing happens, the player does not animate pressing the button or move in any way.

    What could I have done wrong?

     

    Edit:  I did not know the trigger had to be large enough to fit the character, problem solved.

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