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Mapping in Quake 1 (Lots of leaking?) - Worldcraft 3.3

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  • Mapping in Quake 1 (Lots of leaking?) - Worldcraft 3.3

    Hello!

    I have a question about mapping in Quake..
    I find it strange however every time I make a second
    room, the first room leaks and certain things disappear.

    I've read up on diagnosing the errors []Worldcraft Tutorial - Advanced Editing Techniques, however it's so
    rampant that I feel like I'm missing something huge..

    Any ideas?

    Thanks.

  • #2
    How are you making the second room?

    Your map needs to be completely sealed against the void in order to vis. Entities (func_wall etc) do not count as sealing, also water brushes don't count as sealing. The origin of all entities should be within the sealed area.

    Have you snapped all brushes to the grid?
    Scout's Journey
    Rune of Earth Magic

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    • #3
      Thanks for the info!

      Wow I thought doors sealed the room.
      So what can you place there to contain the room?

      For instance, I have a room with doors on opposite sides, and
      at some angles you can't see the doors.. and when I add some stairs
      half of the room disappears when you go to a certain area of the room.

      This level also has an open area.. can't that be done with Q1?

      I'm a bit confused because I've seen such huge levels that
      don't have any issues at all.

      Is there any way to just cache the whole level at load time?

      EDIT: The walls are just objects (not func_wall) and yes the walls are snapped to grid.

      Thanks.
      Last edited by morrowind; 06-22-2012, 09:58 AM. Reason: Altering

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      • #4
        I just checked out your blog.

        Very nice work!

        WOW... I just noticed that it wasn't VISing at compile..
        so this was causing Quake to do it while running...............

        And the error log for worldcraft is saying:
        LoadPortals: couldn't read c:\program files\worldcraft\maps\WRAMC.prt
        No vising performed.

        LOL.. so let me fix that (path is wrong).

        Thanks for the help =) !

        Comment


        • #5
          Doors (func_doors) don't seal the room.

          If the door is "fake", you can just use a normal brush and put a door texture on that. If there is another room behind the door, that room also must be sealed.

          Putting nothing but a door (without a "frame") between 2 rooms will create a leak - the door must be encased by wall brushes.

          There is no caulk in Q1 - you must use normal brushes instead.

          Outdoor areas must be sealed by sky.

          You can of course just put a giant box around the entire level - this will seal it, but it defeats the purpose of having visibility checks.

          If your level is laregly outdoor, however, I suggest just sealing it with sky (box shaped). Sky *does* seal the map.

          You can have large maps in Q1, you can also have large outdoor areas, but everything must be sealed painstakingly either with normal wall brushes or with sky. Alternatively, box the entire map with sky but this is considered sloppy and can drag the performance down.
          Scout's Journey
          Rune of Earth Magic

          Comment


          • #6
            Great thanks for the info!

            Actually I did seal the outside with sky (trying to fix the VIS on the outside of the building).

            Also, the way I made the door was to add a box with texture and then func it into a door (Also hollowed out the wall so it has a section to open into).

            I just posted above you that Worldcraft wasn't vising anything as well,
            so let me get to that also.

            Thanks again =)

            Comment


            • #7
              Sweet. I got it fixed.. everything looks so great now.

              See ya around.

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