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Post by thehappyfriar on Mar 14, 2015 18:16:18 GMT -5
I'm getting the error "Surface to large to map" and it won't finish lighting.
I can't find anything about it online.
Yesterday it compiled fine and the only changes in the map since last compile were I added a door/textures/boxes/lights to a room that yesterday was an empty space.
I've tried breaking up the room brushwork in to smaller pieces, removing the new lights, removing the door and removing the crates, doesn't help.
Is there any way I can find more info about what's causing the issue? I did create a giant brush to cover the entire room and it compiled, so it's definitely something with that room, but any way to figure out what specifically?
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Post by thehappyfriar on Mar 10, 2015 21:09:31 GMT -5
Here's a WIP pic. I FINLAY have time this week to work on it. Go figure. Haven't heard anything from PeeWee. I'd assume he's working on it, I don't believe he'd sign up unless he planned on doing one.
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Post by thehappyfriar on Mar 10, 2015 11:38:00 GMT -5
I'M MAKING PROGRESS Will post my "quick sketch + notes" later today. It has ladders, elevators & no rail gun. Exact opposite idea compared to my previous map, evilmap.
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Post by thehappyfriar on Feb 24, 2015 8:00:25 GMT -5
There was a thread that stated most of the pickup objects (excluding the health's) let you set the "model"/"whatever.md2" key/value in the entity properties. It only supports 1 model (no "model2", etc.) and no animation.
I think the powercube is key_powercube.
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Post by thehappyfriar on Feb 23, 2015 21:27:50 GMT -5
I hate to say it, but I haven't gotten farther then some tests to make sure I remember how to map for Q2. Yes, I'm slacking! But I'll post some screens/etc. here hopefully by the end of the week.
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Post by thehappyfriar on Feb 11, 2015 14:10:03 GMT -5
I LOVE the vegetation in those first several screens. Using the "model" option for the powercube?
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Post by thehappyfriar on Feb 7, 2015 21:38:45 GMT -5
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Post by thehappyfriar on Feb 7, 2015 13:37:13 GMT -5
Or try QeRadiant or GtkRadiant 1.6.4? The latter is known to work on Win7 / Win8. GTKRadiant 1.5.0 works on Win 8.1 too. I reisntalled that one because 1.6 doesn't have the .obj exporter plugin.
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Post by thehappyfriar on Feb 4, 2015 21:24:19 GMT -5
The UT concept was much better executed with it's themed maps and choke points. I liked Q3:TA but it felt like it was playing catch up to UT vs something new.
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Post by thehappyfriar on Feb 3, 2015 22:02:47 GMT -5
Awesome, thanks. I thought I just had to name the files.
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Post by thehappyfriar on Feb 3, 2015 7:48:01 GMT -5
I like Doom 3 better. Although UT99 had Assault, the best gamemode for a DM game ever. Even though the guys @ Splash Damage denied it, I still think ETQW's gameplay was influenced by it.
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Post by thehappyfriar on Feb 3, 2015 7:46:36 GMT -5
That's an AWESOME feature! I actually learned blender because both 3DS & Maya went (back to in the case of Maya) yearly license fees vs buying a copy. Plus my wife said "no" to buying Lightwave. I don't know if the newest Blender has a features similar. I still use 2.49 because of the working Quake 2 & Doom 3 import/export (best D3 exporter I've seen too!). Blender 2.49 (and newer) has something similar that allows you to set a model as a particle, then you can place an individual particle or paint a bunch of them and get similar results. I've used that to do grass & trees in some experimental Quake 2 maps with Berserker. I've found over the past several years there was a LOT that modders could of done with Quake 2 in the several years after it came out that nobody ever did. It's pretty amazing tech!
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Post by thehappyfriar on Feb 2, 2015 21:42:03 GMT -5
No textures either. I was actually hoping Blender would export to a .map with solid brushwork, not hollowed. It had a snap to grid option but with working in Doom 3 I realized how useful the snap to grid shortcut can be. What I've done In the past is export my map as a .obj, import in to blender, do my model work, then export my model work for my doom 3 or q2 map. Blender done some things easier vs Radiant (like curves & the like), so I'm excited to see what I'll wind up doing with it!
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Post by thehappyfriar on Feb 2, 2015 10:13:03 GMT -5
I've got my textures in .wal format & sequence (testanim00.wal though 03). I assign testanim00 to the side of the brush in Radiant. I compile the map and when I run it's just the first frame, no animated.
I see no "animate" flag in the surface inspector. Is there anything I'm missing?
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Post by thehappyfriar on Feb 2, 2015 9:44:41 GMT -5
Just tested last night, Blender 2.49 (not sure about more recent versions) can export to map. Awesome.
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