Digital Paint Discussion Board
Development => Mapping => Topic started by: jitspoe on October 06, 2005, 03:25:22 AM
-
http://dpball.com/files/mapmaking/bsp_pb2_build015.zip
Give it a test and make sure everything is working...
looks like I already need to add path_corner back in, but keep an eye out for anything else.
-
Another one; cone. Comes up as a startup error same as path_corner.
-
There's a cone key for spotlights. I wasn't aware of a cone entity. What does it do?
-
Ok maybe I did something wrong then, I was talking about the cone for the light enity.
Also when I try to export to the highest quality, it errors during light world saying there are too many patches.
-
Post removed
-
Bad field --> Cone == 10
Comes up as a bad field during map loading. I have cone 10 set in the light enity. I tested it on a small map and get the same error. I'm using the light enity and the info_null for targeting. The light targets fine.
-
That doesnt really have to do with the map editor. Youre probably doing something wrong.
(Please ignore the slight lack of grammar. Firefox is doing something crazy.)
EDIT: Yeah, its _cone. Learn to use something before using it. ;)
-
Post removed
-
I AM trying to learn how to use it. ;)
Here's what I was looking at, it's from the Argh manual:
Example:
{
"classname" "light"
"origin" "64 64 64"
"light" "200"
"cone" "10"
"_spotangle" "45 -60"
}
It doesn't use _cone... :)
But thank you, I'm trying it now.
Edit:That was my problem, thank you eiii!!
-
what do you do about it dt?
Final compile works fine, just not high quality.
If the map has too many patches then it would be too laggy for a high quality complie?
-
No, it would just take too long. You might even get a MAX_PATCHES error, which is hell. The number of patches doesn't affect speed in-game. (I think)
-
The high quality sets the chop value really low -- this is usually too much for anything but a small map. Did you get arghrad 3.00 test? I'm pretty sure Argh! removed most of those limits. It may crap out when you try to load it in the game, though.
-
Ooh. I'll have to try...
-
Post removed
-
Why not give it a try and find out? :)
-
Yes I'm now using the bsp15 release with the argh 3.0 test release. I thought you did a good job packaging it for us newbs. It seems to still have the max patches... unless I'm doing something wrong again. ;( But since I don't know what the heck I'm doing, I have no idea if it's better or not. From what I HAVE seen it looks like someone could make some really cool lighting effects.
-
Ah, bummer. Well, maybe it's for the better. It keeps DT from making his maps too big. ;)
-
Hobo, did you actually download Argh! 3.0? It's not included in the package.
-
After looking at the qrad3 source, it seems MAX_PATCHES may be unavoidable as going beyond that would exceed the amount of memory that can be referenced by a 32bit integer (2 gigs, if it's signed).
Solution: Make smaller maps. ;) Or use the -chop options. Or scale the textures up so the lightmaps are smaller. (keep in mind that unseen triggers are also lit, so scaling their textures up to huge values can reduce compile time and avoid MAX_PATCH limits with no visible effect whatsoever).
-
Yes I did d/l and install argh 3.0 test. Per the instructions. Just because I've never changed the argh settings before doesn't mean I can't follow instructions. :) With Jitpoe's previous bsp release argh did it's own thing... Bear with me, I'm a newb but I'm trying to learn. :)
-
Sorry, I thought you just assumed that Argh! 3.0 was packaged with the BSP 15.
ALSO- Jits, this may not be a real problem, but the runmap.bat (or whatever) doesn't start up paintball with debug1 1.
-
I changed that because it annoyed me when my settings kept changing. Use seta debug1 1 if you want it to run in debug mode when you start (it will save the debug1 setting).
-
New version of the pack up: http://dpball.com/files/mapmaking/bsp_pb2_build015.zip
Mostly just .wal file fixes.