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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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It Has Another Name For It? 
Eric? 
It's Hardcoded To 0.0001 In Tyrutils 
I'll add -epsilon to the next build though 
All Hail AguirRe 
 
 
Hmm.... Warnings = no fucks given :P 
 
OBJ2MAP -> Warning generator 
 
seriously though, even if i was falling through the ground... i'd just put a func_wall with skip over the invisible hole rather than bother trying to fix anything. it's faster and just as effective, not to mention transparent to the player. 
I Dont Have That EA Attitude 
 
Necros 
Drop the teenage rebellion attitude and go finish that dragon fortress! 
 
I always build on grid unless it's some weirdly shaped or twisted construction and rarely get cutnodeportals warnings. Most common problems they cause are small invisible walls and falling through the floor.

If there's no way to stay on grid, converting the brush(es) to func_walls will fix it, or if already on grid just smooth over with a clip brush. 
Leak Fixed 
Well I cheated a little, but I was able to get the level vis'd. I just built a box around the entire level, and then stretched the external walls from the level to meet the faces of the box's walls (that way all outer walls are closed, and are see-through when I noclip)
An amateur approach, I know, but it worked.

I'll ignore the clip warnings for now, but they are pretty annoying. Sorry mfx, I have a ghetto set up with no home internet so I'm using my phone to talk to you guys. I'll remember to send you the clipping warning when I get home. 
 
That expanding wall technique is a good approach, i do this too, especially on sky/closing brushes. 
 
Wait, so was qbsp writing a pointfile or not? 
 
It doesn't always. I've had leaks with no pointfile before. Those are SUPER DUPER fun. 
Did They In This Case Though? 
I'm just making double sure the new guys know about that sweet red leak-finding line. I didn't know about it for like the first six months of making Quake2 maps, and when someone told me about it on IRC it was like seeing the face of god.


Look for "load pointfile" under 'file' or somesuch menu, it varies by editor. Every compile that leaks (in theory) writes a yourmap.PTS or .LIN file that lists coordinates of the centers of all leaves connecting the edge of the grid to whatever entity the test hit first (it assumes all entities are inside the map, which they should be), in order.

That line (in theory, 99% of the time, unless you're doing REALLY wacky hyperdetailed slanty things) always goes right through whatever accidental microtunnel you left between brushes. If the leak appears to go through an otherwise solid brush, that brush may be fucked up somehow and getting tossed out by the compiler (there will be accompanying warnings), it may be an out of date leakfile and you didn't actually get a new one after all, or your brushwork is just amazingly dangerous.

It's also a good reminder when you just forget to build a ceiling. 
 
you can also use the command 'pointfile' in most Quake engines, and it will draw some points for you in engine (limited by particle counts)

it will likely also be useful to use 'gl_clear 1' when doing this too, since you'll want to noclip around to find it, and having a HOM void is annoying. 
 
I do use the pointfile cvar command on a regular basis, but for some reason, the leak file wasn't being updated at the time.

mfx - that's a really good idea, running qbsp after saving. A lot of the time I make too many changes in between compiling, which makes it near impossible to debug once there's a problem. I'll definitely make a habit of that.

The message is: WARNING: CutNodePortals_r:new portal was clipped away

Thanks! 
Tyrutils 0.15 Win32 
What am I missing here
Madfox 
-dirt is only in my fork of tyrutils, available here 
I See 
forgot the right parms, foolish me. 
Qbsp.log 
I tried to be smart to make use of the qbsp.log file.
Usually I mark the warning points off with a ambient_sound
to see where to look.

So if I get something like:
WARNING: CheckFace: Healing point (752 -73 -58) off plane by -0.0557
I place an ambient_drip on the 752 -73 -58, to cheque out where to start looking.

Somethimes it isn't clear where to look, so I open the qbsp.log with EditPlus.
Then I see there is a warning more specific, for some brushes (not the first one) like
WARNING: CheckFace: ^-- Brush 1251, Line 33721 ( Ent 0 SubBrush 1251 )

I hate to admit, but the Brush 1251 doesn't have that coordinates, and more Line 33721 shows another brush(?) that even doesn't have these specifics.

How do I obtain a no warning map, or what do I do with these Checkface's if they point to another trace? 
Madfox 
Rebb and me would appreciate having a look at the mapfile. Just mail rebb, those errors arent critical, especially the "healing point" warnings.
They basically tell you the compiler "heals" (so to say repairs) slight offgrid stuff by himself.

For the check face stuff, there is usually a texturename printed too, if they dont match the coords given, look for planes that intersectect those coords when expanded.

Sounds cryptic i know, send map please! 
Enliten 
I tried to fix the leak in your hellvert map and send it back to you, but the way it's built makes it too hard. I'd rather start another map from scratch and steal your design only. But then again, Q1 deathmatch is not getting much attention, or I'd have to wait for Mezmorki server is on, not even knowing if he intend to accept map submissions from us. So, let's say I'm stealing your work to keep it on a to-do list for a while. 
Rotating Door Tut 
Does anyone know where I can find out how to make a functioning func_rotate_door a la Hypnotic or Quoth? This is killing me...

Thanks in advance. 
I Guess You Can Find... 
Yes 
In particular look at this one first, where czg's tutorial is copy-pasted:

https://tomeofpreach.wordpress.com/quoth/tutorial/rotation-overview/

Thanks, czg! 
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