Map really really messed up after rescaleing and loading...


(cicero) #1

I’ve got a NEW really BIG problem with my map…

I started my map and found out that it was in the wrong scale. I therefore selected everything and changed the scale according to my calculation (scale changed with 0.7 0.7 0.7). This changed the scale on everything apart from all the trees, lights, prefabs, models…which all seem to be way to big…(so this is one problem I know have to found a solution to) The other problem, a much bigger problem, is that when I start GtkRadiant and load up my map some brushes are really really huge!!! One piece that make up my roof can have two, three times the lenght of my entire map!! There doesn’t seem to be a pattern among the upsized brushes… I tried to delete them and then tried to compile my map. Whne doing this I get a whole list of brushes said to be copies of other brushes (or what GtkRadiant call it). The list gets way longer than my screen (woulden’t doubt that almost every brush gets listed…)

ALL HINTS AND TIPS ARE MOST WELCOME…!

THX!!

EDIT: Removed profanity from thread title. Sock


([rD]MrPink) #2

I know it sounds like a broken record, but I’d DEFINATELY try a brush cleanup. If nothing seems to work just bring it back to full size and use Q3Map2 to make it smaller.


(cicero) #3

Well I don’t have that many brushes… but way would Q3Map2 work when GtkRadiant won’t? Ain’t GtkRadiant the standard level editing software for Q3 based games? Seems to me like selecting everything and just rescale it ain’t (at least shall not be) that hard task to calculate modern standard software to do…nevermind…

I’ll give it a try… I’ve just found Q3Map2 ver. 2.5.7. I hope it will do, it got a rather fresh date on it, (aug. 2003).

One thing, won’t this program need Quake? or maybe just a folder called quake?

THX!


([rD]MrPink) #4

dude, radiant uses Q3map2 to compile.


(cicero) #5

Compile? yes and…? I want to rescale my whole map not compile it… When I select everything and rescale it it all looks nice apart from all trees, chairs, lightentities and so on… The next time I open GtkRadiant and load my map then the problem start…that’s when some brushes get really messed up… And if I then delete them and try to compile, I get all the brush copy error… So to start with I like to rezise my map. When that works I can concentrate on the compile part… But I will use Q3Map2 and try to resize my map and se if that works…

THX


(MuffinMan) #6

well i myself never tried to rescale a whole map but i doubt it works well with selecting everything and rescale, this should work when all the brushwork is very simple and always in power of 2 sizes, otherwise this has to fuck up you map imho, so i would resize manually…


([rD]MrPink) #7

:banghead: OK, Q3Map2 is what Radiant uses the compile the map. Q3map2 ALSO has the ability to resize your map. It would probably be best to make your map the original size and use Q3Map2 to compile it AND resize it.


(cicero) #8

WHAT??? Man you must be kidding… Resize MANUAL? The whole terrain? All the brushes? And rezise it manual by 0.7…? Heay that’s not like just half it or something… In that case I assume I can live with a few weird pieces… and just change those manual…

I have compiled my map without trouble before and playtested it, that’s how I found out that everything was to big, but after rescaleing I get a lot of problem when compileing…

THX!


(cicero) #9

okej. In the other order? First compile it and then resize it? Will that also mean that Q3Map2 will resize the trees, lights entities, furnitures etc…?

THX!


(cicero) #10

Another problem… After reziseing my map all textures aren’t in size… Is there someway to make textures “fit” a certain area? and, aren’t ET textures supposed to be the right size from the begining? A simple wooden box with the axis eagle, often found in the game, even there the texure feels like its way to big and not centered on the box as I placed it before resizeing, but then will this work okej if I compile first and then resize?

THX again!


(sock) #11

There really is no magic wand or function that will successfully rescale your map. You need to build a test map first and check the scale is ok in game and then add all your detail. The real problem is planning and unfortunately you have learn this lesson the hard way. All good maps start out as a “block-out” (A very basic blocky map) and progress from there. With experience of mapping you will get a feel for things and understand scale better.

Best suggestion is build a test map, sort of your scale first and then cut and paste all your detail back in again.

Sock
:moo:


(MuffinMan) #12

select the brush face with your texture on it, press ‘s’ then ‘fit’


(cicero) #13

oki. THX a lot!