Final Version (Help please)


(abina999) #1

Well I have published my modified map to our server for beta testing, and there is 2 big bugs (well… isnt so big ones…) But like I said, It lags (coz Bsp -notjunc) reason: MAX_EDGE_LINES… Second, It is too bright (must be coz no vis or light bsp runned… (thats because MAX_VISIBILITY EXCEEDED)

So I didnt get good answer :frowning: Well I need to know what to do, how do I make models and textures? Anyway the reference is good but I didnt learn how to add music (speaker that works) in script :frowning:

I just want to fix the LAG first (MAX_EDGE_LINES) And then that MAX_VISIBILITY_EXCEEDED :? But now everything else is working perfectly, and I would like to say thanks to Slayer (S1aY3r)


(S14Y3R) #2

Hey hey, thanks for reminding me. Still getting the same errors, eh? Is the script working properly lately? :slight_smile:

For Max_visibility exceeded, what is your _blocksize set to in your “Worldspawn”? Is it still default(1024)? Try upping the _blocksize to 2048, 3072, or 4096.

Start with 2048 and work your way up until the -vis compiles. If it still won’t work, it is possible to use a -fast command, like this:-vis -fast -saveprt.

For the max_edge_lines error, you’ll have to convert chunks of the highly detailed brushwork into .ase models, and then clip the models with “rough” caulking. Its easier than you think, and there’s a few tutorials around. You basically need to File/“save selection as” chunks of detail brushes, then you open that selection in a “new”/empty map, put a caulk box around it and compile with switches I can’t remember atm. D’oh!

Found this, I haven’t tried it yet, but follow the readme and it should work:
.map to .ase converter

Keep us posted :smiley:


(abina999) #3

Oh thanks for those, those sounds like they could work :slight_smile: And yes, the script is working, the error with it was that I had named pk3 “sound” folder to “sounds”. I downloaded the converter and now I try to fix those errors, and anyway, thanks for that worldspawn, coz I had tryed everything but nothing seems to really help. Well I post here later today when I have tryed out those things, I will keep posting :smiley:


(abina999) #4

Well i tryed that blocksize, it didnt work… I tryed 2048, 3072 and 4096, it was default 1028 :frowning:


(S14Y3R) #5

Edit- quick question, you are using _blocksize x y z right? like, “_blocksize” “2048 2048 4096”? double check that before trying foghulling.

:o 4096 didn’t work? Holy hell, how big’s your map man? kk, you’ll probably have to start using foghull clipping. what is does is limit the vis from the players point of view. Its easy to set up.

1- add two keys to your worldspawn:


"classname" "worldspawn"
"_foghull" "yourshader/myfog"
"_farplanedist" "4096"

Add this to your custom shader:



textures/yourshader/myfog
{
	qer_editorimage textures/sfx/fog_grey1.tga
	
	surfaceparm nodraw
	surfaceparm nonsolid
	surfaceparm trans
	surfaceparm fog
	
	fogparms ( 0.4 0.4 0.4 ) 3072
}

k, how this works is your fog clips before the _farplanedist culls everything. The dist atm(3072) is around where baserace is. use that as a starting point.

Good luck 8)


(abina999) #6

Before I try that, I would say that I did put “worldspawn” to 4096 4096 4096
Vis -fast didnt work either… And I have not made any objects/tunnels or anything like that outside the map, they are all in the map’s defalut lines, except that I made a tunnel under the map, but it doesnt go under the floor caulk… And It is Normal Goldrush with removed buildings, new tunnels and ledges, new buildings, and other modifications…

EDIT: I took a look for that et_torque, that’s amazing!!! When it is avaible for playing? Btw, how big is the et_torque.pk3 ?

EDIT2: I tryed the map to ase converter, but it didnt work, in fact, It didnt even start at all, it shows some error when starting :?


(S14Y3R) #7

k, tested the converter, it does work. Make sure you’re setting the correct paths under settings for your /maps and uptodate/q3map2.exe. Also, you’ll need .NET Framework 2.0 if you don’t have it already. and don’t put .map in the mapname it asks for :stuck_out_tongue:

Or, just have q3map2(2.5.16) do it.

Just need to BSP the ASE map first with (-meta -patchmeta -subdivisions 1024) and then (-convert) it.

Sock

found in This Thread

I’m worried you put a worldspawn key with your blocksizes :o
be sure its like this in your .map:


"classname" "worldspawn"
"_blocksize" "2048 2048 4096"

…just making sure.

oh and torque should be beta in a couple weeks, just working on detail/lighting atm, after resizing the whole map down %30+ because it was too big. got the pk3 down to a stout 16mb so far, not too bad considering :stuck_out_tongue:


(abina999) #8

These are default atm:

And you mean that I must do it this way ?

Still didnt work :frowning:

OH, and what was the max brushes limit ?

At the moment i have:

I dont even know how add speaker that works, because there no guide for where to add that sound file and how to script it? coz it only says that you dont have to script anything, but how come it didnt work and that .wav was in the pk3 ? :?

I could add every picture what I have modded but it would take like 10-50 pics if all is needed :frowning:


(S14Y3R) #9

well, the brush limit is 32k, but I think the Entity limit is only 1024 though :o uh oh. Can someone verify the entity limit? hm, wouldn’t it give some kind of “over_limit” error?

Seems weird that you’re getting max_map_visibility errors with 4096x3 blocksize… Everything IS Detail except for your outer walls and structural vis blockers? pressing ctrl+D should make everything “hide” If there’s a gaggle of small brushes somewhere creating 5k extra portals…

and for speakers, they’re added “ingame” in ‘\editspeakers’ mode. Check in your LDR under “Speaker Editor”

Still getting max_edge_lines? were you able to create .ase’s?


(-SSF-Sage) #10

The entity limit is 1024. But it doesn’t count compile time entities. Go test the map and type /entitylist in to the console to see how many and what entities are count. NOTE: YOU MUST leave a couple hundreds entities for game use, since all missiles are count in (medic packs, panzer shots etc. ). So if you don’t go a lot over 700 you probably will be fine.

Edited. Btw I noticed you have that many misc gamemodels. You should make the stationary models into misc_models…


(abina999) #11

Well this is before the (ctrl+D) press:

And this is after:

So theres no major changes, almost everything what I have changed in the map was completely see able as normal, no change at all…

Oh yes, the are is where you stole the tank in Goldrush… I have to test that model thing now…

EDIT:: The map info and Entitys are the default Goldrush settings, I have not changed them at all :expressionless:


(S14Y3R) #12

I’m going to try reverse psycology on you:

Here’s another article for you not to read on detail/structural brushes. be sure not to read it, as it contains useful information. :stuck_out_tongue: :stuck_out_tongue:

:stuck_out_tongue: :stuck_out_tongue:
Caution-Contains Useful Information-Don’t read!

btw, here’s a shot of some detail brushes:

and my details toggled off:

Structural brushes should only contain your map, and areas from other areas. My map is bare because I’m using fogulling because I have no natural vis-blocking building. Goldrush won’t be this extreme, but you shouldn’t have 50 little structural brushes adding to the bsp/portal count. (like the trim on the buildings, that part of floor tile, etc…)
See what I mean?


(abina999) #13

YES, I do know have you mean :smiley: But, how do i do make detail brushes, can I change my structural brushes to detail brushes? :? Also I didnt know how to even do that foghulling :?


(Boosted) #14

select structural brushes, then goto edit -> make detail.


(Avoc) #15

Select the brushes you want to make detail, right-click and “make detail”


(abina999) #16

I did change every tunnel, every buildings inside walls, some out side walls, etc… To a Detail brush… Still same error… :frowning:

Pic from same place as old:

Compiler only says some numbers about cluster portals etc… Would these help anything if I post them here ?


(S14Y3R) #17

well, you’re on the right track… but I can still see at least a dozen brushes in that pic alone that should be detail.

Leave details filtered off, and anything that isn’t an “outer” wall or hinted should be made detail. In 1.4 you can hit ctrl+m to make detail. Do not turn details back on until every little brush is gone.

Maybe you should post a couple shots of the areas you worked on(5 max)

A Structural Brush is recognized by q3map2 and portals are created from every surface of that brush. so If you have many small structural brushes adding to the portal count you will get max_visibility_exceeded due to the [u]raw number of portals[/u].

A Structural Brush is recognized by q3map2 and portals are created from every surface of that brush. so If you have many small structural brushes adding to the portal count you will get max_visibility_exceeded due to the raw number of portals.

A Structural Brush is recognized by q3map2 and portals are created from every surface of that brush. so If you have many small structural brushes adding to the portal count you will get max_visibility_exceeded due to the raw number of portals.


(abina999) #18

Quick question, Do I have to make sky to detail? And how about Terrain?

Also, the buildings are caulk boxes covered with skinny structural, so do I have to make the caulk into detail too ?

I’ll post pics later today evening…


(abina999) #19

Complier only says:

=== running BSP command ===
“D:/Pelit/Wolfe/wolfenOsat/MapEditor/q3map2” -connect 127.0.0.1:39000 -game et -fs_basepath “D:/Pelit/Wolfe/” -vis -fast “D:/Pelit/Wolfe/etmain/maps/CObris.map”
Connected.
1 threads
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.11
GtkRadiant - v1.4.0 Dec 21 2003 20:42:58
A well-oiled toaster oven
VFS Init: D:/Pelit/Wolfe//etmain/

— Vis —
fastvis = true
Loading D:/Pelit/Wolfe/etmain/maps/CObris.bsp
Loading D:/Pelit/Wolfe/etmain/maps/CObris.prt
6807 portalclusters
21266 numportals
21112 numfaces
************ ERROR ************
MAX_MAP_VISIBILITY exceeded

Here are some pics, All that has red square I have modified, All that has green dot has something special (I’ll explain)

  1. Taken from above bank

  1. Taken from above the grass front of the bank

  1. Taken from same place as number1, with detail filter off

  1. Taken from same place as number2, with detal filter off

Green Dots:

  1. Points at massive tunnel bellow everything, it starts at allies first spawn and goes to tank depot (Where you stole the tank) and there to the Green Dot2 tunnel and near the Truck position.

  2. Points at a tunnel bellow the building, it goes straight from other side to this side, and to the mg42 gun, also you can get into the tower you see in picture 2 via this.

I changed even more structural to dtail and still getting the error :frowning:


(abina999) #20

hey guys, where did you go :? Im stuck with this :frowning: