Texture problem

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Ettore
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Joined: Sat Jan 20, 2007 3:10 pm

Texture problem

Post by Ettore »

Image

I checked the .map and that part of the wall is not caulked!
I don't understand why it appears like a caulcked brush.
Shallow
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Joined: Wed Feb 09, 2005 1:58 pm

Post by Shallow »

That looks suspiciously like q3tourney3. If it's decompiled brushwork, that's your problem. Decompiling is flaky and outputs dodgy brushwork. Build from scratch.

BTW, decompiling maps for anything other than instructional purposes is regarded as pretty shady and won't make you many friends around here.
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Foo
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Post by Foo »

Shallow wrote:That looks suspiciously like q3tourney3. If it's decompiled brushwork, that's your problem. Decompiling is flaky and outputs dodgy brushwork. Build from scratch.
that's some impressive perception sir, I totally didn't recognise it.

And now... completely obvious since you referred to it :D
Ettore
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Post by Ettore »

Yes it is q3tourney3 and it's decompiled. It's for a friend who wants to play it in q4, it is not my intention to release it as a remake or something.

What causes this?
What should I look for in the .map file?
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Foo
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Post by Foo »

The normal cause of something like this, for me, is some kind of invisible object being present in that area which I haven't accounted for.

That is to say.... load the editor and make sure you aren't filtering ANY item out of the view.... then look at the area and see what brushes and special objects are occupying that space... and simplify that area as much as possible... normally it's something like a HINT brush from Q3 that's become some kind of structural, 'real' brush in Q4....
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
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Foo
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Post by Foo »

BTW I'm COMPLETELY smashed right now, so apologies if that makes no sense at all...
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
o'dium
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Post by o'dium »

I found that with decompiling maps it tends to mess up and subdivide the brush work. What happens is that these brushes are then given very strange origin coords for each axis that tend to be very strange in value. Loading it up in an editor can sometimes seem fine, but then compiling the map will show the brushes as missing.

Its far to much effort and hassle to do it this way and because it creates way more brushes than needed, performance takes a dive... And in this case, with it being the D3 engine, you need to limit the ammount of surfaces as much as possible anyway...

In short... Make the map from scratch. It will take you a little while but not long at all because your not making it brand new, your just re-doing whats already been done.
Shallow
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Post by Shallow »

Also, the player's size and movement in Q4 are different to Q3 so the map won't play the same at all and you'll need to change quite a lot of bits. It's better to rebuild it even if it is just for personal use.
Last edited by Shallow on Sat Jan 20, 2007 7:42 pm, edited 1 time in total.
o'dium
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Post by o'dium »

'catch.
axbaby
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Post by axbaby »

duplicate brush maybe
[color=#FF0000][WYD][/color]
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