 Vondur
#1018 posted by aguirRe on 2004/01/31 05:31:54
Can you please confirm which hull the warning appeared in?
 I Need Hammer Source Maps
#1019 posted by aguirRe on 2004/01/31 08:01:08
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
#1020 posted by Vondur on 2004/01/31 08:59:19
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
#1021 posted by aguirRe on 2004/01/31 09:26:05
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
#1022 posted by Vondur on 2004/01/31 10:31:22
the prob is, the whole map is built mostly with brushes with non-axial planes ;)
anyway, i'll ignore this warning
 AguirRe
#1023 posted by [Jimbo] on 2004/01/31 10:45:26
I emailed you a link to a zipped rmf map and
wad.
Let me know if the link works.
 Got It
#1024 posted by aguirRe on 2004/01/31 10:53:42
Please don't include the rmf files as I can't open them anyway (I don't have Hammer).
 Heh,
#1025 posted by necros on 2004/01/31 17:19:10
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
#1026 posted by R.P.G. on 2004/01/31 18:18:39
RPG100B1 had at least one, and maybe two cutnodeportals warnings.
 Strange Bug
#1027 posted by PuLSaR on 2004/01/31 18:20:29
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...
#1028 posted by xen on 2004/01/31 18:41:01
..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
#1029 posted by starbuck on 2004/01/31 21:10:56
its a "feature"
 Yeah!
#1030 posted by necros on 2004/01/31 21:39:36
it gives replay value! never play the same level twice!
 Necros
#1031 posted by Vondur on 2004/02/01 03:18:27
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
#1032 posted by Vondur on 2004/02/01 03:19:54
yeah, what xen said.
use fitzquake, it has this bug removed.
http://celephais.net/fitzquake/files/fitzquake075.zip
 Thanx
#1033 posted by PuLSaR on 2004/02/01 16:10:09
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?
#1034 posted by madfox on 2004/02/01 22:23:36
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
#1035 posted by starbuck on 2004/02/01 22:50:45
i found that most every engine except standard glQuake displayed the malice models incorrectly, when running the TC itself.
 Er...
#1036 posted by necros on 2004/02/01 22:58:43
does fitzquake mesh the models? maybe that's why?
 MadFox
#1037 posted by aguirRe on 2004/02/02 05:52:23
Take a look at my Q1 ToolTips (section Engine Problems) http://user.tninet.se/~xir870k .
 Meshing Models...
#1038 posted by metlslime on 2004/02/02 17:33:46
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
#1039 posted by necros on 2004/02/02 17:36:55
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
#1040 posted by glassman on 2004/02/03 12:11:34
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
#1041 posted by Scragbait on 2004/02/03 12:53:19
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
#1042 posted by aguirRe on 2004/02/03 14:57:17
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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