Search found 21 matches

by 2r
Mon Oct 23, 2006 6:54 pm
Forum: ID Tech
Topic: reduce lightmaps
Replies: 18
Views: 5419

well, if that was a real leak, and if aas compile get crash, the bto wouldnt' work in 1.32 neither, but bots work fine in 1.32, but in 1.16n map crash if i have the .aas file (need delete the .aas file in 1.16n for be able play map) but stil, i think there is a switch for compile withotu entities, s...
by 2r
Sat Oct 21, 2006 11:06 pm
Forum: ID Tech
Topic: reduce lightmaps
Replies: 18
Views: 5419

i use brush cleanup quite often for be full sure have no "messed up" brush, specilay when i make the square ones into triangles manulay :P but the ONLY error I have in th entire compile process, is the "entity leaked" about a candel model wich is in a structure wall, but this is ...
by 2r
Sat Oct 21, 2006 11:56 am
Forum: ID Tech
Topic: reduce lightmaps
Replies: 18
Views: 5419

Hi, well about the -forcesidevisible, I nver could use it, because q3 1.16n crash when loading the map, with error of "quake3.exe found a error and need to shutdown, blabalblabla" debug, close and hwateva, u know the error, while if i play the same map in 1.32 (copy the .pk3 to 1.32 folder...
by 2r
Fri Oct 20, 2006 6:11 pm
Forum: ID Tech
Topic: reduce lightmaps
Replies: 18
Views: 5419

Hi, sorry didn't replied earlier (stupid ISP ...), well, after I find a final samplesize to use on map, the "red light" bug became static, I mean, they always showed up on the same places, so I think it had to do with not enought light or lights not "crossing" so remain that smal...
by 2r
Thu Oct 19, 2006 6:07 pm
Forum: ID Tech
Topic: reduce lightmaps
Replies: 18
Views: 5419

" quote: Originally posted by 2r: -samplesize 4 Herein lies the problem... You have significantly increased (quadrupled) the entire map's lightmap resolution. The default value is 16 (1x1 luxel every 16x16 game units). " Hi :), well Obsidian, i removed that code peace from my compiler, and...
by 2r
Wed Oct 18, 2006 10:36 pm
Forum: ID Tech
Topic: reduce lightmaps
Replies: 18
Views: 5419

Well here is 3 screens showing the light bug I mentionated, but this small red light bugs show up randomlly after each compilation, well I use this compile options BSP -meta -samplesize 4 -v VIS -vis -saveprt -v LIGHT -light -fast -filter -nocollapse -samples 3 -patchshadows -bounce 6 -v BSPC -optim...
by 2r
Tue Oct 17, 2006 10:18 pm
Forum: ID Tech
Topic: reduce lightmaps
Replies: 18
Views: 5419

i ddid as you suggested, increase the lightmap scale, I never thought lightmap scale work as it actually does ..., I applied _lightmapscale 1.5 and reduced shader combos to around 450+ made _lightmapscale 2 and reduced to 322 and I can load 24 different models (12 models red + blue) access to all me...
by 2r
Tue Oct 17, 2006 10:32 am
Forum: ID Tech
Topic: reduce lightmaps
Replies: 18
Views: 5419

reduce lightmaps

Hi there, I made a topic once here, about MAX SHADERS HIT problem, and I do fully understand why they happand, so I didn't wanted to post this question there and make instead a different topic for people who may get this same issue as me find it easier :) Well, Problem is, i'm making map for be full...
by 2r
Tue Oct 10, 2006 7:07 pm
Forum: ID Tech
Topic: doors (yeha i searched everywhere for 2 weeks and stil)
Replies: 7
Views: 2402

no, i have made my own bat compile with several compile options, I mostly use this options: quick compile for test some designs -meta -samplesize 4 for vis test -meta -samplesize 4 -vis -saveprt for general test -meta -samplesize 4 -vis -saveprt -light -fast -filter -samples 3 -patchshadows -thresh ...
by 2r
Mon Oct 09, 2006 11:06 pm
Forum: ID Tech
Topic: doors (yeha i searched everywhere for 2 weeks and stil)
Replies: 7
Views: 2402

but that is my problem..., i have a room disconnected from entire map, has NOTHING that connects to other, neither floor, ceiling or a single wall ..., i hade a 8 block (gride 8) spliting both rooms surounded by void, then i made the "connector" as the door, made the door itself with area ...
by 2r
Sat Oct 07, 2006 3:43 pm
Forum: ID Tech
Topic: doors (yeha i searched everywhere for 2 weeks and stil)
Replies: 7
Views: 2402

hi, i haven't replied this yet because i been trying fix this based on ur suggestion, I made a arched door with 2 doors (q3dm8 door style for exemple), i splited entire map walls into 2, 1 from each room side (instead use 1 single wall for pslit 2 rooms), in a "air" view i see rooms COMPLE...
by 2r
Thu Sep 28, 2006 8:32 pm
Forum: ID Tech
Topic: doors (yeha i searched everywhere for 2 weeks and stil)
Replies: 7
Views: 2402

doors (yeha i searched everywhere for 2 weeks and stil)

Hi all, I know this is a topic that were discussed some times already and exist dozens tutorials on web, thats why I'm already searching for OVER 2 weeks on how solve this, I read every tutorial I found, checked all results in google I could til i stay so dam tired.... Problem is simple, I have 2 ty...
by 2r
Wed Sep 06, 2006 4:43 pm
Forum: ID Tech
Topic: MAX_SHADERS bug ...
Replies: 12
Views: 4512

all textures/shaders are good map earlier used to crash when i had 1 of 3 textures in the .pk3 now after a long tiem cauling every outside wall, and faces wich were turned to each others, now game only crash when both textures r in .pk3 if i add texture a wihotu texture b in pk3 map work (but 1 text...
by 2r
Wed Sep 06, 2006 1:28 pm
Forum: ID Tech
Topic: MAX_SHADERS bug ...
Replies: 12
Views: 4512

i made one small test while u hadn't replied, test was simple: add JUST .bsp file to .pk3 and test map with just pak0 and pak2 (both pk3 for 1.16n only), map worked then added the floor textures => worked then added trims textures => worked then added sfx textures=> worked then added mat textures =>...
by 2r
Wed Sep 06, 2006 11:52 am
Forum: ID Tech
Topic: MAX_SHADERS bug ...
Replies: 12
Views: 4512

it can't be..., i saw some of the original q3 maps and they use much more textures + shaders then 64 and then mine, and i reduced my map textures+shaders to 61 and stil same bug

so whats wrong...
by 2r
Tue Sep 05, 2006 11:39 pm
Forum: ID Tech
Topic: MAX_SHADERS bug ...
Replies: 12
Views: 4512

thats bring other question, u mean lower to 64 the used textures/shaders on a MAP, or the use of NEW textures?!?, counting or no with the common textures?
by 2r
Tue Sep 05, 2006 10:49 pm
Forum: ID Tech
Topic: MAX_SHADERS bug ...
Replies: 12
Views: 4512

MAX_SHADERS bug ...

HI all I hope someone be able help me out here, i googled already and no lucky find a sollution or at least a clear answer abotu this bug When I compile map with light support, it play fine in1.32 no bugs at all, but when I play in 1.16n, I get this bug: "Warning - General Permanentshader - Max...
by 2r
Sat Sep 02, 2006 10:02 pm
Forum: ID Tech
Topic: spalsh damage issue on floor/ceiling
Replies: 10
Views: 2990

hi, well i play in 2 versions, i play 1.32 most OSP and ocasionay RA3, but most time I play in 1.16n freeze but i'm makin the map at 1.32 and the 'public tests' i do in 1.16n... i had no idea this was a version bug, so my only sollution so far were making a floor of height of aorund 256 (7 blocks in...
by 2r
Fri Sep 01, 2006 8:06 pm
Forum: ID Tech
Topic: spalsh damage issue on floor/ceiling
Replies: 10
Views: 2990

ok thanks, i'm working on it, but make an entire map more "thicker" on the floor is a hell of a job lol :P, specialy cuz have ltos of different areas... but i'm working on it, thanks for the help i just thought it maybe existed some kind of shader i could apply betwen the floor wich would ...
by 2r
Fri Sep 01, 2006 3:09 pm
Forum: ID Tech
Topic: spalsh damage issue on floor/ceiling
Replies: 10
Views: 2990

that is the weird thing..., i already had tried with a 64 block high... (grid 8 as 8 blocks), and i stil could SEE and FEEL the splash damage...., and i tooked a look in default q3 maps and they have no way a 64 high blocks... most are around 32 or 40 or so..., and I just for case have just finished...
by 2r
Fri Sep 01, 2006 11:58 am
Forum: ID Tech
Topic: spalsh damage issue on floor/ceiling
Replies: 10
Views: 2990

spalsh damage issue on floor/ceiling

Hi, I been searching every where for a possible problem like mine, i even checked q3 default maps for see how it was done but stil no luck. My problem is simple..., I have a 4 block heigh size, and this were supose be enought for prevent the damage done by under it reflects on top, I mean is, my map...