nataq
ShotGun Guard
Posts: 56
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Post by nataq on Jan 12, 2012 15:43:03 GMT -5
Since im doing a ctf map I am trying to select all brushes then rotate everything 180 degrees. Whenever I do that I endup with a leak that I cant find. The red line in gtkradiant goes right through the sky. I have tried to change the sky to another texture, redo the brush but cant get rid of the leak whatever I do. gtkradiant stops and gives me a leak error:
Game: quake2
----- BSP ----
1 threads Entity 0, Brush 199: mixed face contents Entity 0, Brush 660: mixed face contents entity 0, brush 922: bounds out of range entity 0, brush 922: bounds out of range entity 0, brush 922: bounds out of range entity 0, brush 923: bounds out of range entity 0, brush 923: bounds out of range entity 0, brush 923: bounds out of range entity 0, brush 925: bounds out of range entity 0, brush 925: bounds out of range entity 0, brush 925: bounds out of range entity 0, brush 926: bounds out of range entity 0, brush 926: bounds out of range entity 0, brush 926: bounds out of range entity 0, brush 927: bounds out of range entity 0, brush 927: no visible sides on brush entity 0, brush 927: bounds out of range entity 0, brush 927: no visible sides on brush entity 0, brush 927: bounds out of range entity 0, brush 927: no visible sides on brush 0...1...2...3...4...5...6...7...8...9... (0) MAP LEAKED
With all those bounds out of range errors. Other compilers give me that same errors. Whats wrong ?
Ho and I tried to put my whole map in a hollow box and it still give me a leak error while clearly it cant be true... (?)
Thanks!
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Deleted
Deleted Member
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Post by Deleted on Jan 12, 2012 15:45:57 GMT -5
Topic: Q3 map to Q2 ? Help wanted please !! Topic: Cant see map in gtkradiant 1.5 Topic: No items in map. Help Topic: Noob question about lightning A reply to your question. i think you have ( Entities ) outside your map!. If the above map is the Q3toQ2 map, then there is much more going on, better stay in 1 toppic , for best help.. i use Quark map editor.....oke..can try...send me the map file...
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nataq
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Posts: 56
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Post by nataq on Jan 12, 2012 18:54:22 GMT -5
Yes I asked a lot but on different topics I started the map from scratch so I think it should be fine. If I dont copy/paste/flip the whole map I dont have any leak error at all and everything compile fine. Im sending you the map in a few minutes! Thank you!
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Deleted
Deleted Member
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Post by Deleted on Jan 12, 2012 21:00:30 GMT -5
Nataq i want to explain something. Watch this texture oke.... The blue square surface is your total editor working field. 1 large square and this includes 4 smaller squares. margaal17clip use 15% from total squares, thats more than enough play fun!.
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nataq
ShotGun Guard
Posts: 56
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Post by nataq on Jan 12, 2012 21:09:39 GMT -5
So what your saying is that my map is too big ? And I should resize at 15% smaller ? I am wondering why the grid is so big in radiant then?..
Ill try that!
Thank you!!
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nataq
ShotGun Guard
Posts: 56
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Post by nataq on Jan 12, 2012 21:19:57 GMT -5
Im reading again your post and im not sure to understand correctly. It seems from your picture that my map is out of bound, i get that. But do i just have to move it in the grid and it should be fine ? I have tried to put it in middle and it didnt worked. Were you able to compile on your side ?
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Deleted
Deleted Member
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Post by Deleted on Jan 12, 2012 21:20:23 GMT -5
map is out the blue square and that give problems because thats MAX Q2 limit! ( map must always stay in square ).. grid mapping is best 8 /16/32. Compile vis is going to hang with large maps ... 15% of total square is biggggg and more then enough! Try first make small Q2 maps, uhh 512x512 learning, expand with more corridors, up down there`s more then enough space don,t worry... ...
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nataq
ShotGun Guard
Posts: 56
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Post by nataq on Jan 12, 2012 21:35:38 GMT -5
Ok you were right! I was misaligned. It works now. Since I have worked hard so far would you see any problem to resize everything ? Will texture be too hard to work after that ?
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Deleted
Deleted Member
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Post by Deleted on Jan 12, 2012 21:46:02 GMT -5
Q2 player is 64 high 40 wide ?!
128 x 128 is good for passage...and crouch 40 x 40.
Iff everything is really large, you can reduce map yes.. don't make it too small otherwise broken polys and faces, must delete! ( it give compile Errors ).
Better is reduce manually with grid on 16 or 32!. then you see what you're doing, and where entities are. entities outside map or inside walls give also problems..
Good Luck!.
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nataq
ShotGun Guard
Posts: 56
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Post by nataq on Jan 12, 2012 23:04:56 GMT -5
Thats been a lot of help thank you! I have played a little with the resize option. It does move textures but its not that bad.
What do you mean by resize manually ? You mean poly by poly ? Seems like a lot of work.
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Post by knightmare on Jan 12, 2012 23:27:49 GMT -5
I think Margaal means that you need to reduce the size of that outer area around the core of your map so that all brushes fit within the +/- 4096 size limit. It won't be hard to just move/resize a few brushes.
Unless, of course, you want to compile it with KMQBSP and the -largebounds parameter. This enables maps that go outside the normal bounds. But engine modifications are needed for entities/players to go outide the normal bounds, otherwise they will flip over to the opposite side of the map. As long as no players or entities can go outside the +/- 4096 size bounds, it should run normally. You can use this for maps that have extended non-accessible scenery with no entities in them.
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 5, 2012 2:01:38 GMT -5
Try first make small Q2 maps, uhh 512x512 learning, expand with more corridors, up down there`s more then enough space don,t worry... ... Ditto! I would start with smaller maps and work up as you grow more familiar with the tools. There are some damn good maps out there that are 1024x1024x512. That is roughly 128ft x 128ft x 64ft. If you think 128ft x 128ft is small, that is actually over 16k sqft...imagine that amount of space in an office building and you can see that even a map that small can be a lot of fun. Instead of going for sheer size (this is something we have all done when first starting out), focus more on the detail of the architecture in the map. J3st3r and Maric are probably the best I have seen in Q2 mapping and if you look at their maps, they aren't incredibly large maps, but they have a lot of detail and well thought out routes for the players to traverse the map and get the drop on opponents while never feeling at ease enough to stop moving. This is where your focus should be.
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nataq
ShotGun Guard
Posts: 56
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Post by nataq on Apr 20, 2012 13:53:21 GMT -5
Map is done from some time now. Since the scale was big but all in proportion, I have rescaled the whole thing to about 80%. It is running on a public server and became a favorite quickly. That is soooo rewarding for a first "true" release. It also has been played for the first season of the Beatdown tourney (http://pth.ravenhurst.com/beatdown/index.html) and selected for the all-star game at the end of the season. Here is one pub match we played: www.youtube.com/watch?v=GkrfVodoPJAIt is also appearing on the quake 2 cafe (for me at least) at the bottom of some pages as the "featured" video or something for quite some time. Unfortunatly this is from the unscaled, big version that is no more.
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nataq
ShotGun Guard
Posts: 56
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Post by nataq on Apr 21, 2012 16:37:54 GMT -5
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