Don't Flip Brushes With Texture Lock (TL) On
#162 posted by Qmaster on 2015/03/09 06:18:46
#99 posted by Amran suggests a best practice right now with Jackhammer is to avoid flipping brushes with texture lock on. There is a horrible bug that causes textures to have their World and Face boxes unchecked meaning that their alignment mode is undefined to the bsp compiler. They will still compile, but any face that has an undefined alignment will cause its lighting to be split along the edges, particularly diagonals. Please see example photos:
https://dl.dropboxusercontent.com/u/20160676/tyrann_lightingerror1.jpg
https://dl.dropboxusercontent.com/u/20160676/txqbsp_beautiful.jpg
Please note this issue only seems to affect Tyrann's qbsp.exe but I haven't tested all compilers. Txqbsp treats them just fine.
...now to fix all the flipped brushes out of my total of 18179 solids whose textures might have undefined face alignment in my map. Fun fun.
If I do them all at once, then they will have their faces ALL flipped backwards on the x-axes.
My Bad...
#163 posted by Qmaster on 2015/03/09 06:29:54
#164 posted by XaeroX on 2015/03/09 09:08:49
Arbitrary alignment is generally not a proplem. A good compiler must handle it.
Warcraft 4
#165 posted by JohnSnow on 2016/09/02 01:52:25
Check warcraft 4 informations:
http://warcraft4.us
3D Model Placement Issue
#166 posted by
Qmaster on 2016/09/06 16:30:43
I've been having issue with precisely locating enemies when the 3D model is visible. The selection box wraps to the size of the model rather than the defined bbox in the fgd. This makes placement difficult as I can't tell whether the enemy is partially inside a brush or not, especially for non-symetrical enemies like the ogre. I fimd that its better to turn the 3D models so I can see the bbox for proper placement. Would be nice to have the selection box match the bbox.
Turn The 3d Models Off I Mean...darn Phone, Can't Type
#167 posted by
Qmaster on 2016/09/06 16:31:35
This Thread Is For The Old Version
#168 posted by
czg on 2016/09/06 16:35:41
There is a new thread for the new version here:
http://celephais.net/board/view_thread.php?id=61338
Might be worth posting there instead.
But I Agree With Your Issue!
#169 posted by
czg on 2016/09/06 16:35:50
Jedi Outcast/Jedi Academy Support ??
Hi, really neat engine you've made here. I'm hoping to use it instead of GTKradiant for jedi mapping.
So my question is wether you're planning on adding official support for Jedi Academy in your editor?
I don't think it should be that difficult since it's basically built on the Q3 engine.
I know that there's unofficial support on moddb to add JA to the editor, but it isn't as good as official support, the maps take a long time to load and the editor gets stuck often.
So if you could please add official support for the Jedi Academy game, that would be awesome!
Keep up the good work :)