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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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Thanks For The Info 
I lowered the polyhedron count.
I used 1244 polyhedrons, every brush more crashes the compiler.
So I stick to this limit by sharing out brushes and delete stairs etc.

I wish I understood that MipTex Acracadabra
but it is all right, nevermind.
As long as the map compiles. 
Oh 
i'm not sure, but i think that's the error when you have too many textures (as in filesize) the limit is 2mb

Haven't expected that I'm close to another limit, this time of 2 mb textures. I have 1.9+ mb of them.

Is it a limit of tools or of the engine? 
Damn Tag I Forgot To Close 
and I forgot to thank Tronyn for explanation, it was very useful 
Tex Limit 
that used to be 2 MB is only "limited" in one of my tools, TxQBSP (16 MB, which should be sufficient for a while ...). All other tools are "unlimited", i.e. theoretically 2 GB. 
Anyone Interested 
Anyone interested in converting some Hexen II enemies to Quake? Specifically, I'm thinking the Hexen II mummy, which would fit in perfectly with the Night Journey's egyptian theme... I mean, uh, I'm not working on the Night Journey... uhm..

And, the Hexen II Skull Wizard would work well in the Arcane/Bookshelf project as well of course.

PuLSaR: No problem, glad to help. 
Lava Light 
This issue came up some time ago, have you tried putting a delay 3 light with intensity 100 just above the lava surface as a spotlight, directed straight down and with a cone of 180 degrees?

If used with a slightly flickering style, it has an interesting glowing effect. This doesn't glow upwards of course, but maybe it could be combined with some other lights for better result? 
QBSP Error 
I have a strange error with QBSP during portalize process..

WARNING:CutNodePortal_r:new portal was clipped away

I currently use QuArK6.4.0, and the tool makes a "hole found in map" error (while hole checking doesn't find one !!!???)... The map is generated, but the PRT file required by VIS tool is not generated due to the portalize process problem.
Is there anyone who can tell me where to look for ??? Or if there is a turnaround to bypass the problem ???

Thanx 
Take A Look 
at my Q1 ToolTips at http://user.tninet.se/~xir870k
AguirRe 
Great !!! It solves the problem: TxQBSP found a misaligned texture... And QuArK locates the problem very easily...
Thanx !!
Bye... 
_sunlight 
Is _sunlight affected by the number of sky brushes in use in a map: I am joining several maps where there are many sky brushes used to 'seal' the individual maps (some 30 individual brushes of varying dimensions). These end up in my new map in various height positions lelative to each other e.g. a sky brush may be placed at +1024 units and another at -1024 units, whereas they were create at +2048 and +3072 units.

I suppose I am asking whether or not _sunlight calculates its 'sunshine' from each sky brush and that if sky brushes are at differing heights, is the resulting 'sunshine' going to look different according to the distance between the sky and the ground. As it were... 
_sunlight 
Having just hit Submit, I realise that I am probably asking this question of aguirRe more than anyone else. Still, others may be interested? 
Amount Or Distance 
of sky brushes are irrelevant. The basic thing that matters is if a certain face can "see" a sky brush, i.e. a straight line can be drawn between the face and any sky brush. This is all that is required for indirect sunlight (sunlight2, outdoor minlight) to hit the face.

For direct sunlight, the line must also have the right angle as specified in sunmangle. 
AguirRe 
Got it, thanks. 
Space Skybox 
I'm looking for a skybox of empty space, nebulas, etc. If you know where I can get one, please help!

Cheers 
Conversion To Ultimate Deathmatch Mod Format 
http://www.planetquake.com/speedy/stuff.htm
http://www.planetquake.com/jaj/skies.html
LTH, if you can make some models for UD let me know. Enjoy... :)
http://www.planetquake.com/ud/

I'v found that speed maps suit my needs for maps for the mod. I'v patched Koohoo with the author's permission, so you can gib the end monster. Conversion of maps(speed maps mostly) by zwiffle, than, rpg, necros, xen, and a few others i'll be starting soon.

Just the changing entity lists, keeping the original flow of the game for sp. For dm, adding the mod specific items. Have many picked out, trying to narrowing it down.

If you have a problem with this let me know. No disrespect for map authors is intended. Can't find mappers, so I have to do it myself.

as 
Shadowalker 
I'm a crap skinner. If you can get past that, I can make technical (ie. not monster) models. I'm quite busy right now though, so tell me what you need and I'll see if I can find the time.

And none of those skyboxes are 'empty space / nebula', which is what I'm looking for. 
HOM Problem 
I have an HOM problem in my map during the game.. TxQBSP, RVIS and ARGHLITE processes are OK , and map size is about 500 ko only... This is the first time I face this problem. How can I prevent my map from HOM problem ??? 
See Post #1275 
.. 
AguirRe 
Thanx for your help, but, what link(s) is(are) able to help me ?? I have no idea about what to look for...
...sorry... 
Sorry, It Appeared 
above in your post #1276 as if you already found the Q1 Tooltips and got help from it. Anyway, look in the bottom right corner of my site or click here: http://user.tninet.se/~xir870k/tooltips.txt .

If you still need help with your HOM, you can send me the zipped map+wad and I'll take a look at it. 
Shadowalker 
I had no idea UD has single player capabilaties. I have some older levels on my harddrive I could fix up for the mod, and I have a mindflayer model I made for the original Thief I would be glad to convert to Quake mdl format. So if you are interested I'll work them over this coming weekend. 
AguirRe 
OK, I found the stuff... it seems to be a problem coming from RVIS... As you explain in the tooltip text file (thanks for the related link...), I try "gl_clear 1" and "r_novis 1" command from the console, and it solves me the HOM problem...
I will check all the brushes, and try to realign all textures if required... Thus I will see if HOM remains... otherwize perhaps there exists some compilation options I forgot... I'm very curious about those you currently use... I have to improve and optimize my process...
Thanx
Bye... 
Biff Debris? 
This guy made a couple texture packs that fleshed out the standard base, and metal id textures. In them he used a stone texture in combination with some of the tech textures to produce a very cool looking set of hall/wall textures. Unfortunnatly it doesnt look like the actuall stone texture got included in the WAD. Id "really" like to get a matching stone texture to go with the others. Does anyone know where I can get it or maybe contact Biff Debris? Id like to use these textures in my first mapping attempt, but not having the base stone texture is a bummer.

Thanks! FaT. 
FaTbOy! 
I'm assuming that you're referring to the rok_la* or _re* texes, and those were made by Asaki. The stone texture itself is cliff1, which I've got -- but dunno where I got it from. If you would like, I could send it to you via email -- unless someone else might know what .wad it originally resided in... 
Thanks! 
garthargh@yahoo.com

I am a compulsive collector, if you've got links to, or .wad files of any interesting textures feel free to send them to me. One thing though since I am using yahoo, there is a size limit of 1 or 1.5 megs imposed on emails recieved.

Btw great texture sets! There are detail textures in them that I have been wishing for for years. Ive made several not to successful attempts to modify some of the exsisting id textures to suit my purposes. But so far I wouldnt show any of them to my parents, much less to the public.

Anyhoo, thanks again! FaT. 
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