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QLive crashes after opening a custom map
Posted: Sat Jul 09, 2022 8:05 pm
by xiripiti
After checking all jpg textures (some had 300 dpis, but resized to 72, like all others) and the 14 shaders used in the map, made the final compile and...wow...the map opens, and QL do not crash. But a new problem occurs : 2 textures appear on some brushes but do not appear on others. One has 1024x1024 and the other has 512x512 pixels size, both jpeg. The brushes with no texture, as far as I can see, are simple brushes: walls and floors.
Any idea?
Re: QLive crashes after opening a custom map
Posted: Sun Jul 10, 2022 10:49 am
by sst13
A workshop link would be great. Otherwise we can just guess...
Re: QLive crashes after opening a custom map
Posted: Sun Jul 10, 2022 4:27 pm
by xiripiti
Re: QLive crashes after opening a custom map
Posted: Sun Jul 10, 2022 5:05 pm
by xiripiti
this map is becoming a nightmare
Re: QLive crashes after opening a custom map
Posted: Mon Jul 11, 2022 5:44 am
by sst13
You can ignore any DPI values of your textures. These are only relevant if you want to print the images.
I noticed 2 things:
#1
[lvlshot]https://sst13.net/pics/dune1.jpg[/lvlshot]
One missing texture "textures/outlive/outlive_cor00a"
And a whole bunch of compiler generated textures, maybe an automatic generated
shader file too. Did you use light entities with lightstyles at the 4 burning pots?
#2
[lvlshot]https://sst13.net/pics/dune2.jpg[/lvlshot]
A missing face. Maybe a Caulk brush (not textured). Or a duplicate brush, and the two are culling each other faces.
Other stuff I noticed:
There are a lot of little holes and slits in your map. You probably dont see them. Start your map with "devmap" and turn on "r_clear 1". Now you see the little holes in bright magenta, like the slit in pic#2.
Looks like the map has no VIS atm. The r_speeds are very high for this little map.
Please don't clip stairs with ramps. If you see stairs people expect stair movement, and not an invisible ramp. botclip ramps are ok.
You also need more clipping. You can stand on the doorframes for example. Clip everyting that stands out on the walls AND the ceiling. (for horizontal rocketjumps).
Also the confetti-texture on the fence in pic#2 looks too much confetti.

Re: QLive crashes after opening a custom map
Posted: Mon Jul 11, 2022 11:59 am
by Hipshot
xiripiti wrote:this map is becoming a nightmare
It happens when you get into messy brushwork and texture creation, if the tech side of you works well, the level will turn out well too. But this can take some time to get used to, a few maps at least.
Re: QLive crashes after opening a custom map
Posted: Thu Jul 14, 2022 1:46 pm
by xiripiti
Decided to remake this map from scratch. This was a attempt to recover a old map I made about 6 years ago. With so many transformations and resizes it ended with a lot of problems.
Before I delete this nightmare, I would leave here 2 questions:
- Why the missing textures are seen online but not on wolfcam?
- Why that bunch of compiler generated textures and the automatic generated shader ? Are they useful for a future something?
- Is it possible to "tell" Radiant to not compile that ?
Tks SST13 for ur help
Re: QLive crashes after opening a custom map
Posted: Fri Jul 15, 2022 5:34 am
by CZghost
xiripiti wrote:Before I delete this nightmare, I would leave here 2 questions:
- Why the missing textures are seen online but not on wolfcam?
- Why that bunch of compiler generated textures and the automatic generated shader ? Are they useful for a future something?
- Is it possible to "tell" Radiant to not compile that ?
Answers to the questions:
- The missing textures are probably some textures that happen to be in your wolfcam directory, but not in your actual Quake Live installation. Always make sure to include all used textures with your workshop.
- Compiler generated textures and automatic generated shaders can be a result of styled lights. Because Quake3 engine by default doesn't support flickering lights and dynamic lighting is let's say a little bit primitive, simulating a flickering light has to be faked using shaders. Recent version of the compiler can automatically generate necessary textures and shaders and the corresponding decals for this to work. And that brings us to the final answer:
- Yes, it is possible to "tell" Radiant not to compile that, and that is simply remove any styled lights or anything that does generate these textures and shaders. In other words, the compiler generates these based on what's in the source map file, it doesn't have a switch that would disable creation of these textures, it's done automatically. Remove styled lights and other thins that could do that, and compiler won't generate these.
Re: QLive crashes after opening a custom map
Posted: Fri Jul 15, 2022 5:38 am
by sst13
>>Why the missing textures are seen online but not on wolfcam?
I guess wolfcam is installed in the game folder and has access to all the files outside the pk3 (?)
>>Why that bunch of compiler generated textures and the automatic generated shader ? Are they useful for a future something?
>>Is it possible to "tell" Radiant to not compile that ?
Everything you have to know about Lightstyles:
http://q3map2.robotrenegade.com/docs/sh ... tyles.html
So check your light entities at the fire pots, or the fire
shader itself for "style" parameters. There should be also a style parameter set in the worldspawn.
Re: QLive crashes after opening a custom map
Posted: Mon Jul 18, 2022 3:56 pm
by xiripiti
[quote="sst13"]
Did you use light entities with lightstyles at the 4 burning pots?
:p Deleted lightstyles at the 4 burning pots and all work good now.
Once again thanks.