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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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AguirRe 
hm, last times when i have enormously sized leak (forgot to insert a brush) qbsp reports the leak, creates pts but when i start the map everything is gray. but i still heard the sounds etc. only compiling with -hull 1 option helped me to see the map and find the huge sized leak. is that normal? looks like huge leak confuses qbsp :) 
Vondur, 
did that happen in fitzquake? i had a similar problem with a map of mine where all i could see was the void (either HOM or grey if gl_clear 1), but i could still move, shoot and hear things like monsters waking up and doors moving... 
Necros 
yeah, it's fitzquake and yes, it was gl_clear 1 
Yes, That Happens 
sometimes and I'm not sure exactly why. I have a theory that it's related to the hull filling (FillOutside).

Did you perhaps use the -noents option when it happened? I had to insert some dubious code to prevent some other bad behaviour when using that option with a leaky map.

You know the No entitities in empty space ... message, I had to shortcircuit that test when using the noents option.

My guess is that if hull 0 leaks and qbsp can't make out what's inside or outside, then the filling will run amok and remove the whole hull. The other hulls can very well be OK so you can walk around but you can't see the actual hull 0 (entities should be fine, though).

If you're using the noents option, try removing it next time it happens. If not, I don't really know ... 
Aguire, 
i don't think it's a compiler problem.

that problem only happens in fitzquake. when i had that problem, i went into tyr-glquake and i could see the map fine.

also, when i sealed it off, the problem went away in fitzquake.
metlslime and i were trying to track down the problem but it never got very far. i found just keeping the map sealed kept me out of trouble. the map didn't even have to be vised. (also, at this point, unvised, the max wpoly is around 13000 and fq still handles that) 
Hmm 
i didn't use -noets option.
but i've got one idea, that leak was under the water completely, maybe this is the reason of the weird qbsp behaviour? 
JPL 
It wasn't "previously used", that's why it is amusing. ;) I can't think of any maps where you need to swim through lava except e1m8 and rrsp1. 
Vondur 
I don't think that liquid would change anything but you could try adding the option -solid which will remove all liquid brushes and see if anything changes.

What about TyrQuake, same or different behaviour? TyrQuake is so far the most robust engine I've seen so it's very good with leaky, troublesome maps. But FQ is IMO the obvious choice for actual playing. 
PuLSaR 
Update on the crashing map: I loaded the map file into QuArK, fixed a broken brush that probably occured in the conversion process and then rebuilt.

Suddenly, the map doesn't crash anymore in FQ, not even without fastvis! There are packet overflow aplenty and entities disappear now and then but it doesn't crash.

Hmm, this is weird ... 
 
interesting, but I've just sent you e-mail with my thoughts.

So is it a brush problem, not entity? 
Basically 
it's likely to be a visibility issue; too much is visible from some angles and that probably includes both architecture and entities. The architecture (or rather, layout) is too interconnected, which looks nice but comes with a price tag.

If you perform a fastvis, it will printout the position in the map where the highest # leafs are visible. This is a place that you should check out with TyrQuake and the r_draworder cvar enabled.

I'll read your email and get back to you. 
Vondur: 
send me the bsp, i'll check it out. 
Fern 
The idea was to jump to catch the pentagrm, climb into a well, and fall into a lava "bath" to progress into the map... so without invicibility pentagram, you die immediatly..
Anyway, yesterday night I tested the method given by distrans (thanks distrans), and I had some problems to perform what he recommended me... (sorry distrans) but I solved the problem with another turnaround.. Perhaps I used some bad method (I'm a beginner in Quake mapping)...
Perhaps there exists a method to preserve item position with an additional field, in order to avoid "gravity" effects...
Bye 
JP... 
http://www.cdrom.com/pub/idgames2/planetquake/quakelab/float.zip

This is the tute I mentioned for floating entities. 
Try This URL Instead 
It's Official... 
...I lurv the VoreLord. 
Distrans & VoreLord 
Thanks for the URL.. but what about this file float.zip ?? 
//Me Blushes 
I think all the Quake Lab Links, at least the cdrom ones would be dead.
Just change the URL by adding

fileplanet.com/dl.aspx?

to the front of the file path, eg

http://www.cdrom.com/pub/idgames2/planetquake/quakelab/float.zip

would become

http://www.fileplanet.com/dl.aspx?/planetquake/quakelab/float.zip

same thing as what you do with alot of the other broken PQ links 
Distans & VoreLord 
How stupid I am... I didn't read the text file ... thanks a lot, I will try this this evening.... 
Float.zip 
Well I think it gives you a tutorial type thing on how to acheive floating things,It also contains a .bsp and .map file so you can see it in action 
Metlslime 
well, i've fixed the prob, not sure if u still need the file. gonna release it soon anyway hopefully... 
VoreLord, Distrans 
Yes, I've unziped the file... and read the text.. I wil test it this evening... thanks a lot... 
Here Is Another Location 
where you can get that stuff that is at QuakeLab, amongst other things.

ftp://ftp.sunet.se/pub/games/PC/idgames2/levels/ 
VoreLord 
Thanks !!! Great link !!!! 
Jpl 
this is a better way to get that stuff, or anything you want from that site. Same site but the URL is a bit different, the previous one is a very old link i've had for years.
This one would be better.
http://ftp.sunet.se/
Just scroll down to the games/idgames stuff, and away you go 
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