@barketmil
Johnny is correct. Most likely this is the issue. IIRC quite a few of those entities in the FGD are a bit borked. I will ask around if there is a more up to date FDG that corrects this... TB has some FGD features that weren't available in WC and JACK. Maybe some one solved this.
#19875 posted by ericw on 2018/09/18 20:46:14
I updated the Quoth fgd included in Trenchbroom in v2.0.4, prior to that it had some minor things missing compared with Preach's master (a few extra flags etc.), but it should be up to date now. I'm not sure what the underlying cause of the bounding boxes seen in editor not matching what the game requires. Best bet is "developer 1" in the Quake console and giving problematic ents extra room.
#19876 posted by digs on 2018/09/23 07:51:43
I made a very large map and the procedure vis is very long (in 7 hours only 30-35%). Whether there is a sense to use func_detail (as it correctly to use?) and whether it is possible for something to undertake still?
#19877 posted by negke on 2018/09/23 09:25:36
Depending on the architecture on openness of the map, detail brushes can potentially save you a lot of VIS time. You'd have to restart the process, though. Normally, it seems VIS takes exponentially longer the closer it gets to 100%, so if you're already 7 hours in at only 30%, you can expect the whole thing to take a very long time.
Modern VIS saves the progress, so you can simply CTRL+C the process and do a func_detail test on a map with a different filename (and resume the current one if it proves unviable).
Turn structures into func_detail that do not block visibilty, for example columns, beams, and things sticking out from the walls. If you have terrain, like rocks, it can be helpful to make them func_detail as well while putting a flat brush behind it to seal the map.
#19878 posted by digs on 2018/09/23 16:35:08
Thanks negke!
First start "vis" I had
14128 leafs
13820 clusters
48755 portals
After adding a few details, I got the following:
14184 leafs
13244 clusters
46904 portals
What affects the processing time? Leafs or clusters?
#19879 posted by ericw on 2018/09/23 19:55:52
Number of clusters and portals should be what determine the processing time.
The idea with func_detail is they're invisible to vis, so you have a simplified version of the map for vis to work with. A "cluster" is a leaf in the simplified map that vis sees.
#19880 posted by digs on 2018/09/24 04:12:27
Thanks, ericw
Testin Deathmatch Maps
#19881 posted by MOKO on 2018/09/25 13:35:37
Hi Guys,
I am new here, so welcome everybody.
I am having a lot of fun from creating quake maps, but doing only deathmatch maps.
Would anyone be so kind and take a look on it from multiplayer point fo view and advice how to improve it ?
Map is already after few iteration of play -> adjust map. I think it is playable, we have had lot of fun at lat iteration :)
Anyone want help I will apreciate.
Lighting Problem
#19882 posted by Sir_Random on 2018/09/25 14:24:58
Hi guys, I've been coding/modding since the early 80's, but I'm new to Quake mapping and I've been working on my first map for over a month. After a long edit session I compiled the map and now the lighting is messed up (blotchy shadows everywhere) I thought I had accidentally placed a light outside the map boundaries but I can't find any so I'm at a loss. I tried searching the forum for lightmap/shadow issues but couldn't find an answer so I'm hoping you guys can save me from despair. Thanks
Sir_Random
#19883 posted by moko on 2018/09/25 14:50:09
Hi,
maybe you have added light with very high light value
Drop me MPA file if you want me to inspect.
#19884 posted by Sir_Random on 2018/09/25 15:25:47
Thanks moko, I presume you mean MAP file? how can I send it to you?
I'll check the lights (200+)
Or Maybe Just An Old .lit File In The Maps Dir?
#19885 posted by negke on 2018/09/25 16:39:18
Moko: You could post the level in the Screenshots & Betas thread for people to download and check out if they are familiar with deathmatch.
Negke
#19886 posted by Sir_Random on 2018/09/25 17:07:35
Thank you SO much, it was a .lit file!! I tested the _color attribute on a light, then deleted the light but didn't think about deleting the .lit file. All part of the learning curve I guess.
Thanks again for the help negke, I've really enjoyed playing your maps too!
thanks moko for your kind offer of assistance.
Now back to finishing this map :)
MOKO:
#19887 posted by Joel B on 2018/09/25 17:32:56
I'm sure there are folks here (including me) who would be happy to look at your map and give opinions, but for the most part we're not expert Quake MP players. At least not these days. :-)
You might want to also look in on the quakeworld.nu maps forum: https://www.quakeworld.nu/forum/12/maps-textures
It's not super busy, but it does keep ticking along.
And there's the QuakeWorld Discord server, if you do the Discord thing: http://discord.quake.world/
@Moko
You can add bot support to your maps which is fun but not perfect I know. Johnny has an excellent write-up on them here:
http://neogeographica.com/site/pages/guides/deathmatch_with_bots.html
If I tested your map I'd be using one of these bots!
It's Easier To Summon The Devil Than To Load A Model
#19889 posted by Party Boy on 2018/09/26 15:12:34
Guys, since yesterday I'm trying to put a model in Quake but I don't achieve anything...
I downloaded Honey to see how the trees are there...
I did a simple torus model in 3ds Max, with a very low poly count and a single .bmp texture, I exported it to .obj and with Noesis to .mdl (is there an .mdl plugin for 3DS Max?)..
Then, in Trenchbroom I copypasted the Quake.fgd into QuakeParty.fgd and (I don't actually know what to put in there) I put this:
@PointClass size(0 0 0, 32 32 32) base(Appearflags) model({ "path": ":progs\torus.mdl" }) =
prop_torus : "Torus" []
Where "torus.mdl" is the model inside the "progs" folder inside a mod folder (my mod folder is called "party")
Someway it shows in the editor but I realized I cannot rotate it (and God knows what other things I cannot do with it)..
Then, inside the mod folder I created a "qc" folder with the QuakeC source, I created a "torus.qc" and there I put:
void() prop_torus =
{
precache_model("progs\torus.mdl");
setmodel(self, "progs\torus.mdl");
makestatic(self);
};
Then, I added torus.qc inside "progs.src"..
I put FTEQCC inside the "qc" folder, hit ·Rebuild· and my "progs.dat" appeared inside my mod folder..
Then, I put the model inside a test map (an open map btw), saved, compiled it, launched it with -game party and nothing happened..
There is this warning that shows in the console:
"Warning: Mod_LoadModel: progs orus.mdl not found"
Notice the missing first letter in the model name..
I came up until here, I no longer know what to do, this surpasses me..
Another question, should I do something else with my .bmp texture?, I undestand it's inside the .mdl...
Thanks in advance..
Party Boy
#19890 posted by bal on 2018/09/26 15:50:50
You can check to see if it's an issue with your model by trying to load it using Arcane Dimensions (or some other mod that has a misc_model type entity). If it works there at least you know it's most likely a problem with your progs.
#19891 posted by metlslime on 2018/09/26 16:20:51
Is the backslash being treated as an escape character somehow?
Sdfghjkl
#19892 posted by Party Boy on 2018/09/26 16:51:17
It was the f* backslash!..
Anyway, it has no collision and I still can't rotate it, also texture coordinates went sideways..
https://i.imgur.com/X4knlrc.jpg
https://i.imgur.com/udOmB72.jpg
(It's the default Unreal texture)
Skin And Flags
#19893 posted by madfox on 2018/09/26 17:52:03
For rotating, import the model in Qmle30,
and set the right flag for rotating.
This prog can help you correkt the skinfile by importing the UV map.
Qmle30
#19894 posted by Party Boy on 2018/09/26 20:04:01
Well, I can't install it on 64 bits, I've found the 3.1 version but I can't find a .uvw import option (or I need to reapply mapping coordinates?)..
I'm sorry, this is really not intuitive..
#19895 posted by Redfield on 2018/09/26 22:56:16
You should try exporting your obj to mdl through Blender. It also has an option to add rotation on export.
Qme will destroy any smoothing groups you've applied to the model.
The model will not have collision by default, unless you write QuakeC for it. Just put clip brushes around it. Quake is several decades old, nothing is intuitive about it.
R_aliassetupframe Error
#19896 posted by Sir_Random on 2018/10/02 19:28:03
Hi guys, I've been testing my first map and came across a bug that produced this error:
r_aliassetupframe: no such frame 'x' for progs/h_demon.mdl
(where 'x' is the frame number, cycling from 0 to 32)
While playtesting with Quakespasm 0.93.0, a Demon was gibbed by an explobox but it's head continued chasing me around the map while that error was spammed in the console (one for each frame ('x') of the animation).
My guess is that the engine is trying to play the full demon.mdl animation on the head? Is this a known issue? I have created a progs.dat to fix the fish monster count and set state to SOLID_NOT (OCD) but it wasn't being used when the error occurred. The level is ready for beta release but I'd like to fix this issue first.
Thanks.
That's A Weird One But Sounds Awesome Too
There's a newer version of QS 0.93.1 -- also are you running at a higher refresh rate?
#19898 posted by Sir_Random on 2018/10/02 19:45:20
Thanks for the quick reply dumptruck, I wouldn't even be here if not for your excellent tutorials, thanks for all your hard work!!
I'm not using v_sync, so I have variable framerate if that's what you mean?
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