
Warren
#41 posted by
necros on 2015/07/26 19:47:16
yeah, that's probably the smart thing to do. The real danger is running out of planes. IIRC, there are a limited number of unique planes that you are allowed to have and terrain, for obvious reasons, uses up those planes quickly. otoh, I'm doing this in bsp2, so I have no idea what the limits are. I might be fine.
._.

Necros
#42 posted by
negke on 2015/07/26 20:09:56
Add some lava and repost the first shot for proper hype!

Necros
#43 posted by
ericw on 2015/07/26 20:19:08
Wicked stuff..
I think you're safe with planes, but leafs are limited to 65k in several engines (qs, markv, fte) in spite of bsp2. Others have unlimited leafs I think (rmqe, dp?). I should port the unlimited leafs from rmqe to qs some time.
#44 posted by
JneeraZ on 2015/07/26 20:22:07
If you're BSP2, I wouldn't worry about it. The compiler/engine will break LONG before you hit the wall there. :P

@necros
#45 posted by
adib on 2015/07/26 22:51:25
1- W O W!
2- About collision, making it all func_illusionary and caulking with clips wouldn't solve it?
#46 posted by
necros on 2015/07/26 23:58:15
I might do the reverse and have func_wall skip textured brushes if there are only a few collision problems.
Switching compilers also helped, I was using some older ones based off of aguirre's original txqbsp modification. I swapped to use ericw's tyrqbsp (since I was using his light util anyway) and it got rid of all the visual glitches as well as some of the collision ones, so I'm pretty positive about this working out.

Going To Start Broadcasting Soon...
#47 posted by
ionous on 2015/07/27 00:26:26
http://www.twitch.tv/ionous
Sadly, only for about 90 minutes, but better than no time at all...
#48 posted by
Breezeep_ on 2015/07/27 04:06:59
Do we need to name our map files jam6_namehere or jam666_namehere?

Getting Sick Of Errors
Mixed face contents in leafnode
I need to start from scratch I think, I decided it would be easier to make an entire lava ocean, then clip my rock brushes out of that. The rationale was I won't have to do any crazy alignments if I just clip from the same material and change the texture on the brushes I want to be rock.
Apparently I can't do that.
#52 posted by
JneeraZ on 2015/07/27 16:38:26
You don't even need to do that. Just make your lava ocean and stick the rocks into it. Intersecting brushes are fine.

Mixed Face Contents
#53 posted by necros on 2015/07/27 16:49:02
you have a skybrush and/or water brush touching/intersecting your lava brush.
or you have a skybrush touching a water brush (sky is actually a type of liquid as far as the compiler is concerned).
#54 posted by anonymous user on 2015/07/27 16:49:18
teleporter textures count as water too......
#55 posted by
PuLSaR on 2015/07/27 17:37:18
is there a recomended skybox for this?

Warren
Here is what happens if I clip the lava through my rock brushes.
http://imgur.com/YuBEnsP

Ignore That...
found the culprit brush.... off by .0001 or something...

Going To Start Broadcasting Soon...
#58 posted by
ionous on 2015/07/28 00:02:16
Go for maybe 2-3 hours.

Mid-Week Roll Call!
#59 posted by
DaZ on 2015/07/28 00:04:14
Wednesday evening (GMT) is ROLLCALL time! Post your wip map screenshots in this thread and leave feedback for other designers wip maps!
I recommend imgur.com for an image host if you were wondering where to upload.
#60 posted by
Spirit on 2015/07/28 00:12:41
I recommend Quaketastic for an image host if you want your screenshots to not be recompressed and in loving hands of our community.

Still Going, Nothing Broken Yet...
#62 posted by
necros on 2015/07/28 05:15:54
Yesterday got tons done
http://shoresofnis.com/temp/2015-07-26_max.jpg
Today just had time to do a small bit... here's some in-game stuff. I love the new dirt mapping and debugdirt mode. So awesome for quick lighting checks.
http://shoresofnis.com/temp/2015-07-27_quake1.jpg
http://shoresofnis.com/temp/2015-07-27_quake2.jpg

Having To Update My Knowledge Of Quake Mapping
#64 posted by ShoTro on 2015/07/28 08:34:38
I was trying to get into this Jam, but real life has gotten me down. I have had to relearn this stuff after... what? Almost 16 years? I always spend a few weeks a year catching up with the community and playing what Quake has to offer, but I haven't mapped since I made multiplayer maps for my friends at lan parties.
I might not make this Jam's deadline, but still having fun messing around with the editors and playing around with Quake again. My stuff is currently rubbish and I am trying to figure out a decent way to work efficiently with what I want to get out of these tools.
I am loving Necros' efforts and might consider using OBJ-2-Map myself as I can do far more good in Blender than in TranchBroom or JackHammer.