Author Topic: Having a slight prob.  (Read 14395 times)

Thorn

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Having a slight prob.
« on: June 05, 2006, 05:07:11 am »
Hi,

I am having a little trouble getting elevators to work.Could someone please direct me to a good elevator tutorial, Thanks .:)

gareth

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Having a slight prob.
« Reply #1 on: June 05, 2006, 10:12:20 am »
everythink i know: (gtkradient 1.5)

select the brush you want to be an elevator in the ortho view, right click and select func_plat, then press n. You then need to enter key-value pairs. the "speed" key changes the speed of travel, but im not sure exactly how much, the highter it is the faster the elevator moves. The "height" key is how much the elevator travels down from the current position of the brush.

I have had some problems with elevators tho, i get errors when the map is loading into trem, something to do with "sv_brush null". Also i am not sure how to make elevators out of more than one brush.

Thorn

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Having a slight prob.
« Reply #2 on: June 08, 2006, 02:26:49 pm »
HI,

Thx that worked

now just another slight problem.If i place a light near a wall,at the other side of the wall it shines through.So i end up getting red and green lights in the middle of no where because of this.

Survivor

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Having a slight prob.
« Reply #3 on: June 08, 2006, 03:25:50 pm »
Quote from: "gareth"
I have had some problems with elevators tho, i get errors when the map is loading into trem, something to do with "sv_brush null".

From the Q3W Level editing forum.

Quote from: "Aeon"
SV_SetBrushModel: NULL

Info:
SV_SetBrushModel: NULL


Fix:
Caused by a brush entity such as a func_door or func_plat with no solid brushes, or a func_rotating with no origin brush. If you have added anything like that recently, check it, and add a solid brush if necessary. If you cannot find anything, look though the entity list and see if you can find an entity that should have brushes but has somehow lost them. Note that adding something like a clip brush is enough to make the entity qualify as having solid brushes, if you are using a model as a func_ entity. [Shallow]

This problem is easily solved using Brush Cleanup from Plugins menu, bobToolz . [Fjoggs]


Quote from: "gareth"

Also i am not sure how to make elevators out of more than one brush.


Select all brushes that need to be apart of the elevator, (func group them?), and make them an elevator the same way you did with one. If everything is right they should move together.
I’m busy. I’ll ignore you later.

Survivor

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Having a slight prob.
« Reply #4 on: June 08, 2006, 03:29:11 pm »
Quote from: "Thorn"
now just another slight problem.If i place a light near a wall,at the other side of the wall it shines through.So i end up getting red and green lights in the middle of no where because of this.


Could you show a screenshot of the spot ingame and of the layout from the mapeditor?
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Thorn

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Having a slight prob.
« Reply #5 on: June 08, 2006, 04:21:08 pm »
here













[/img]

Survivor

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Having a slight prob.
« Reply #6 on: June 08, 2006, 05:15:33 pm »
I don't know about the red texture, but it seems to me that the brush of the floor under the om stretches beyond the wall. Light is calculated on the brush and thus seeps through the wall. It's called bleeding iirc. Try making 2 seperate brushes of the big one who touch each other under the wall.

I don't really see what's wrong with the grass ones though.
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Thorn

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Having a slight prob.
« Reply #7 on: June 08, 2006, 05:18:09 pm »
oops forgot to take of grass ingame...brb

Thorn

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Having a slight prob.
« Reply #8 on: June 08, 2006, 05:21:43 pm »
ok this is what it looks like ingame...



u see my problem now?

Survivor

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Having a slight prob.
« Reply #9 on: June 08, 2006, 05:25:20 pm »
Is that will thinner than 32 units? I remember something having to do with light and thickness of the wall. Try making it at least 32 and see if the problem persists.
I’m busy. I’ll ignore you later.

Thorn

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Having a slight prob.
« Reply #10 on: June 08, 2006, 05:30:28 pm »
Ok dude i will try that now...its just a pity my test compile takes 1hr

stupid Sempron 3000 crap

Survivor

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Having a slight prob.
« Reply #11 on: June 08, 2006, 05:33:26 pm »
What settings do you use to compile?
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Thorn

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Having a slight prob.
« Reply #12 on: June 08, 2006, 05:37:28 pm »
meta vis light fast filter

Survivor

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Having a slight prob.
« Reply #13 on: June 08, 2006, 05:44:50 pm »
Hmmm, seems alright. Might just be a complex map with little use of detail brushes. Just post if it worked or not :)
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Thorn

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Having a slight prob.
« Reply #14 on: June 08, 2006, 05:46:53 pm »
wtf it compiled to fast...and no it didnt work...oh and Detail brushes?? i have none of em lol

Survivor

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Having a slight prob.
« Reply #15 on: June 08, 2006, 06:00:33 pm »
Been long since I seriously mapped. None of the problems were solved, not even the bleeding?
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Thorn

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Having a slight prob.
« Reply #16 on: June 08, 2006, 06:03:33 pm »
it fixed no problems atoughl.

its a serious pisser though because its making my map look like pish

Survivor

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Having a slight prob.
« Reply #17 on: June 08, 2006, 06:09:08 pm »
Would you mind if I took a look at the .map?
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Thorn

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Having a slight prob.
« Reply #18 on: June 08, 2006, 06:22:44 pm »
ok can u pm me with your email?

Survivor

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Having a slight prob.
« Reply #19 on: June 08, 2006, 07:38:33 pm »
Yeah, before i start wacking you with a trout and general advice i'll make some points on the map.

-I've made some things detailed, removed a lot of those overlapping lights in the one building, set ambient to about 50 and it compiles in about 5 minutes. I think what you wanted was some overall lighting.
-There were quite a lot of errors during compile.
-You have a lot of z-fighting caused by your doors
-the area you are making is tbh too big for your experience.
-I did not have the problem with the red under the om, the bleeding is a construction issue.

General advice follows.
Don't take this the hard way, but currently you're in no condition to make a worthwhile map.
Start with a couple of small maps consisting of only a few rooms that will never get released so you can see what does what instead of everything at the same time, read some tutorials.
Next is a quick list of things you better learn if you want a nice map.
-caulk
-patches
-bleeding/lighting
-z-fighting causes
-sparklie causes
-clipping tool
-texturing tools


A place to start learning and with some usefull links is linked here.
Don't be afraid to ask questions there, those are some of the most knowledgable mappers on the internet.
I’m busy. I’ll ignore you later.

Thorn

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Having a slight prob.
« Reply #20 on: June 11, 2006, 05:49:15 pm »
sry i didnt get a chance to reply in time.

yes this is my very first attempt at mapping,but i prefer to learn by throwing myself in the deepend.

Yes most of my doors arent fixed properly,i was just doing the layout of the map first before i sort things like glitchy doors and bad grass textures.

As of Texturing tools i do not know what u mean as i know what they do,could you by any chance be monre specific

Survivor

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Having a slight prob.
« Reply #21 on: June 11, 2006, 08:34:16 pm »
That would be a tutorial on its own and it's easier to read tutorials already made.
Jumping in the deep end isn't bad, but start with small maps to learn the fine points of the trade and then proceed to apply this knowledge to the design in your head.
The design can be good but when execution lacks the map doesn't reach its full potential which would be a lot of time wasted and a shame. And believe me when I say that a huge map is not necessarily good.
I’m busy. I’ll ignore you later.

Thorn

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Having a slight prob.
« Reply #22 on: June 12, 2006, 03:37:18 pm »
kk  8)

Thorn

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Having a slight prob.
« Reply #23 on: August 16, 2006, 05:08:37 pm »
Quote
It compiles in 5 minutes.


whats your CPU?

Survivor

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Having a slight prob.
« Reply #24 on: August 16, 2006, 07:03:19 pm »
1.8 hz :), don't use that silly bounce -8 line. Saves a lot of time.
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Thorn

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Having a slight prob.
« Reply #25 on: August 16, 2006, 07:08:03 pm »
huh? well im 2ghz! ok now im pissed off. 1000 brushses , different map etc and its all detailed! all that needs to be. and errrrrr this is the 5th hour of compiling. its still on passagePortalFlow at 9...

0...1...2...3...4...5...6...7...8...9...

God damm. All cpu hoggy stuff is gone. Q3Map2 is getting 100% of CPU.

Im using the standard compiler that comes with GTK 1.4 , the newer version doesent give you any progress report.

Moofed

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Having a slight prob.
« Reply #26 on: August 16, 2006, 07:15:02 pm »
That's not right.  You must have either no detail brushes (though you say you do), or wierd compile options, or q3map2 crashed and forgot to tell you.  The vis portion of my map takes literally 2 seconds on my athlon-xp 2400.

Thorn

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Having a slight prob.
« Reply #27 on: August 16, 2006, 07:20:57 pm »
tits not crashed it jstu takes this long. Even if i didnt use any Detail brushes it wouldnt take this long.

All compile options do this for me. Anything that does the VIS takes forever.

and 2 seconds? lemme guess theres 20 brushes in your map and your on a 64Bit super computer?

Thorn

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Having a slight prob.
« Reply #28 on: August 16, 2006, 07:21:17 pm »
tits not crashed it jstu takes this long. Even if i didnt use any Detail brushes it wouldnt take this long.

All compile options do this for me. Anything that does the VIS takes forever.

and 2 seconds? lemme guess theres 20 brushes in your map and your on a 64Bit super computer?

Thorn

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Having a slight prob.
« Reply #29 on: August 16, 2006, 07:29:58 pm »
IT FINISHED IT FINISHED!!!!!!!!!!!!! HURRAY HURRAY!!! TIME TO WAKE UP AGAIN!!!

FFS 5 hrs of sitting on my comp doing shit alll. :roll: