Help with Mapping: CTF, AAS and Music Problems
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Re: Help with Mapping: CTF, AAS and Music Problems
Now I saw the log in the BSPC (it came with GTKRadiant and I didn't saw lol) and it says the map is leaked, but Q3Map2 don't!
Link to MAP of MyTest2 - my newest map
Link to MAP of MyTest2 - my newest map
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Re: Help with Mapping: CTF, AAS and Music Problems
I saw the BSPC log:
I can't find any leak !! Please help!
Code: Select all
Opened log bspc.log
BSPC version 2.1h, Aug 24 2013 23:20:03
threads = 2
optimize = true
bsp2aas: C:\Quake III Arena\Quake3\baseq3\maps\mytest2.bsp to C:\Quake III Arena\Quake3\baseq3\maps\mytest2.aas
-- Q3_LoadMapFromBSP --
Loading map from C:\Quake III Arena\Quake3\baseq3\maps\mytest2.bsp...
193 triangles
0 patch tris
creating planar surface planes...
searching visible brush sides...
0 brush sides
0
1
2
3
4
5
6
7
8
9
10
11
12
13
a
492 total sides
Win32 multi-threading
2 threads max
depth first bsp building
0 splits
BSP tree created in 0 seconds
------- Prune Nodes --------
14 pruned nodes
---- Node Portalization ----
0 nodes portalized
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
0 tiny portals
0 KB of portal memory
0 KB of winding memory
------ FloodEntities -------
WARNING: no entities inside
ERROR: **** leaked ****
Closed log bspc.log
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Re: Help with Mapping: CTF, AAS and Music Problems
Note entities inside of structural brushes (was it OK for detail brushes? forgot) tend to make the map leak, IIRC. Maybe that helps.
Re: Help with Mapping: CTF, AAS and Music Problems
I downloaded your map, compiled with Q3MAP2BUILD and had no problems.
Looking at the mapfile i just saw that you have placed a "BOT-ROAM" 1-Unit into the floor and that nearly every brush is sticking into another. Never ever use that "make hollow" Button!!!!!!!
What version of GTKRadiant do you have?
Looking at the mapfile i just saw that you have placed a "BOT-ROAM" 1-Unit into the floor and that nearly every brush is sticking into another. Never ever use that "make hollow" Button!!!!!!!
What version of GTKRadiant do you have?
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Re: Help with Mapping: CTF, AAS and Music Problems
I am using 1.6.4.
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Re: Help with Mapping: CTF, AAS and Music Problems
Thanks ppl! The only problem now is that wireframe view. View is in "Skinned and Boxed", yes I have Intel HD Graphics on Windows 10, I still used the option of Intel cards on preferences, and still I view everything in wireframe no matter what I do! I am about to contact GtkRadiant author about this, and I am in a real need for help...
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Re: Help with Mapping: CTF, AAS and Music Problems
Maybe buy a cheap used Notebook/PC for around 50-100$ with a ATI Chip and run WinXP or 7 and i think your problems are gone. The good thing on this is that you can use it for "editing-only" and wont run into "system-chaos" by tons of data- crap.
For that IntelHD: i think youre using a cheap Notebook or am i wrong?
Never had Intel GFX or Windows10 so im out for that.
For that IntelHD: i think youre using a cheap Notebook or am i wrong?
Never had Intel GFX or Windows10 so im out for that.

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Re: Help with Mapping: CTF, AAS and Music Problems
"I need my own thread..."
My notebook is not cheap, but it dates some years that I own it.
My notebook is not cheap, but it dates some years that I own it.
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Re: Help with Mapping: CTF, AAS and Music Problems
And a 500$ Notebook is just crap compared to a PC 500$.Gustavo6046 wrote: My notebook is not cheap, but it dates some years that I own it.
Yaay, i also payd alot for a 386SX-25 in 1990

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Re: Help with Mapping: CTF, AAS and Music Problems
Bots don't seem to use the upper corridor, which is accessible by the jump pads.
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Re: Help with Mapping: CTF, AAS and Music Problems
Also the wireframe view remains!
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Re: Help with Mapping: CTF, AAS and Music Problems
Go to EditGustavo6046 wrote:Also the wireframe view remains!




If this value is set on 'Wireframe' change it to 'Textured'.
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Re: Help with Mapping: CTF, AAS and Music Problems
There is no Settings in Preferences, and why the bots don't use the jump pads in my level?
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Re: Help with Mapping: CTF, AAS and Music Problems
In CTF it's a very common problem that bots using only one route, ignoring all the alternative paths.Gustavo6046 wrote:... and why the bots don't use the jump pads in my level?
In FFA they're going mainly for the items. In CTF they are attracted more by the flags and choose the shortest path to go for.
[url=https://sst13.de]Q3A Maps - by sst13[/url]
[url=https://steamcommunity.com/id/_sst13_/myworkshopfiles]Quake Live Workshop[/url]
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Re: Help with Mapping: CTF, AAS and Music Problems
It's the mytest2.map I uploaded, and it is FFA.
I wish every FFA map in Q3 had CTF support, and vice-versa, since Doom maps have both Singleplayer, Coop and Deathmatch support.
I wish every FFA map in Q3 had CTF support, and vice-versa, since Doom maps have both Singleplayer, Coop and Deathmatch support.
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Re: Help with Mapping: CTF, AAS and Music Problems
"mytest2" don't have a jumppad.Gustavo6046 wrote:It's the mytest2.map I uploaded, and it is FFA.
I found one in "gusq3ctf2" and everything in this map is very tiny. Maybe it's to cramped at the jumppad area. Bots only use jumppads if they land safely on the ledge. Without bumping their heads.

You should make your maps in a much bigger scale. Give a little bit more space to navigate, for bots & humans.

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Re: Help with Mapping: CTF, AAS and Music Problems
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Re: Help with Mapping: CTF, AAS and Music Problems
Your ramp-floor & ceiling vertices are off grid. This creates the HOM when you enter the ramp. If you still stuck in this wireframe 3D view, you probably can't see it in the editor. Delete the ramp floor & ceiling brushes & rebuilt it by hand. (no CSG Subtract)Gustavo6046 wrote:It now have a HOM bug but no caulk, no leak.
Note: Mappers should always turn on "r_clear 1" in Q3.
This replaces the HOM with a bright magenta. So you can see missing textures or in this case little sparklies where the ramp floor connects to the rest of the world. This often points to misplaced vertices or broken brushes.
There is also a small caulk-brush inside your BFG-balkony causing HOM.
Note: Do not use "Hollow" or even worse "CSG Subtract".
I know, with this functions, you can create stuff very fast. But the results are also very inaccurate. "Hollow" creates a lot of overlapping brushes with nasty z-fighting. "CSG Subtract" creates chaotic brushwork often with vertices off grid. (like your ramp)
Use instead: Clipper (X) or DragEdges (E) or DragFace (Cotrol+LMB) to manipulate brushes.
Bot jumppad problem:
Bots are often a little bit lazy. They don't wanna do fancy stuff to reach the jumppad like: jumping onto 2 ledges.
If you make them a small botclip-step between the 2 ledges, they will use it as stairs and finally reach the jumppads. (tested & confirmed)

Caulk behind the curve:
You should also put some caulk on the sides of the wall. Curves should not overlap other faces. Otherwise it will cause z-fights.
Example how to do it:

[url=https://sst13.de]Q3A Maps - by sst13[/url]
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Re: Help with Mapping: CTF, AAS and Music Problems
Oh thank you! I will try to make things by hand. Some safer way to make stuff quickly?
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Re: Help with Mapping: CTF, AAS and Music Problems
Yeah, its called: "routine"Gustavo6046 wrote:Some safer way to make stuff quickly?

But start with the basics!
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Re: Help with Mapping: CTF, AAS and Music Problems
Ok. How to mark actors as suspended? Render mode doesn't seem to affect worldspawn brushes.
Released newest version (!), please align the jump pads, it is impossible at wireframe mode!
Released newest version (!), please align the jump pads, it is impossible at wireframe mode!
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Re: Help with Mapping: CTF, AAS and Music Problems
Did you enjoyed mytest2? Please send feedback on:
- What is wrong;
- What could be better;
- Suggestions in what to add;
- Email (for receiving update notifications).
- What is wrong;
- What could be better;
- Suggestions in what to add;
- Email (for receiving update notifications).
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Re: Help with Mapping: CTF, AAS and Music Problems
Following the newest version, I made ramps instead, so it was easier for bots to use the jump pads.
I need themjump pads to be aligned as in wireframe I can't do it!
I also need to suspend the Invisibility powerup as it appears in the ground.
And the Render Mode only affect the non-brush entites, but no polys show!
I need themjump pads to be aligned as in wireframe I can't do it!
I also need to suspend the Invisibility powerup as it appears in the ground.
And the Render Mode only affect the non-brush entites, but no polys show!
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Re: Help with Mapping: CTF, AAS and Music Problems
That's strange. What video card? There is a bug with ATI graphics that cause disappearing polygons
wireframe view. There should be option in preferences that should correct the bug...

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Re: Help with Mapping: CTF, AAS and Music Problems
I checked that option much time ago. Happens I have an Intel HD Graphics. I forgot the rest.
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