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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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Vondur 
Can you please confirm which hull the warning appeared in? 
I Need Hammer Source Maps 
and corresponding wads (zipped, please) to test a quick fix I've just made for my compilers. It looks promising on the few Hammer maps I have.

At this time, it only enables my compilers to interpret the Hammer map files (with its native texture definitions), wads must manually be converted into WAD2s using e.g. TexMex and there's no support for extra hulls or other frills. I hope this is not a big problem.

Since [Jimbo] and MisYu have showed interest in this issue, maybe you could send me some test material? 
AguirRe 
here goes the paste from qbsp output:

---- MakeFaceEdges ----
----+----+
---- GrowRegions ----
Processing hull 1...
----+----+
----+----+
Processing hull 2...
----+----+
----+----+
*** WARNING 12: New portal was clipped away in CutNodePortals_r near (428 2400 -800)
---- WriteBSPFile ---- 
It's In Hull 2 
as I hoped, that's why it's more difficult to fix. My usual method is to look in the nearby area for brushes with non-axial planes and delete them and rebuild to see when the warning disappears (or changes). As I said, it can be quite time-consuming ...

Thanks for the info. 
Aguirre 
the prob is, the whole map is built mostly with brushes with non-axial planes ;)
anyway, i'll ignore this warning 
AguirRe 
I emailed you a link to a zipped rmf map and
wad.
Let me know if the link works. 
Got It 
Please don't include the rmf files as I can't open them anyway (I don't have Hammer). 
Heh, 
vondur, you don't need to worry at all about that. call me sloppy, but on average per map, i get about 2 dozen of those warnings... :P 
Yes 
RPG100B1 had at least one, and maybe two cutnodeportals warnings. 
Strange Bug 
I found a strange effect/bug.
I launched quake, then started e2m5 map, after that I started my sm57_pulsar_se map, and I saw that one texture was replaced by another one through all the map. I restarted quake and this effect dissapeared.
But now I know, every time I start e1m5 before sm57_pulsar_se one texture changes.

Anyone knows why? 
I Think... 
..it's because one of the textures in your map shares the same name with one in e2m5. It's a bug in standard GLQuake, is that what you're using?

The one in e2m5 has the same name so GLQ thinks it's the same one and doesn't reload it; just loads the old one from its cache. 
Its Not A Bug 
its a "feature" 
Yeah! 
it gives replay value! never play the same level twice! 
Necros 
the only reason i started worrying was inability of q3map2 to compile the map properly. but ppl explained me that i shouldn't worry about that :) 
Pulsar 
yeah, what xen said.
use fitzquake, it has this bug removed.
http://celephais.net/fitzquake/files/fitzquake075.zip 
Thanx 
I used glquake, simply it's the first time I saw this bug. Thanx for info.
vondur: I already have fitzquake, but it doesn't work with my videocard (voodoo2 12 mb) 
JellyFish Orb? 
I just downloaded FizQuake, and it works great!
Then I tried it on my own convertion, in which I have changed the Enforcer for a selfmade Orb.
And although it works good in normal Quake, I found my Orb back as a shapeless jellyfish in FizQuake.
I have seen this before with MercBabe, which I had converted from Malice.

Whatever happened to the texture shape? 
Actually 
i found that most every engine except standard glQuake displayed the malice models incorrectly, when running the TC itself. 
Er... 
does fitzquake mesh the models? maybe that's why? 
MadFox 
Take a look at my Q1 ToolTips (section Engine Problems) http://user.tninet.se/~xir870k
Meshing Models... 
fitzquake meshes models the same way glquake does. In both cases, there is a danger of the mesh being mismatched to the mdl (becuase of a model replacement in a mod.) I eventually plan on dealing with this problem. 
Well, The Easiet Solution 
is of course, to make fitzquake remesh the models everytime it loads. it doesn't take very long to do, so most people won't even notice it. 
Vondur 
If you're still worried about your phantom q3map2 leak (post #1007) there's a thread on q3w that might relate.
http://www.quake3world.com/ubb/Forum6/HTML/027282.html?
Suggests upgrading to v2.5.12. 
Too Many EFRAGS 
I heard it said that this could be caused by improper placement of torches (or flames) partially within brushes. Are there other potential causes of this error as well? Does the flame model problem sound correct? I'd like to get rid of this error message as my map is approaching completion. 
Scragbait 
For a quick explanation, take a look in my Q1 ToolTips, Engine Problems section.

For more details, check out post #729 in this thread. 
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