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Worldcraft Woes

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Handshakes Joined: 30 May 2010 Posts: 4 Location: Detroit, MI |

Posted: Fri Jul 23, 2010 4:26 pm Post subject: Worldcraft Woes |

I'm about ready to tear my hair out on this one. Maybe you folks can set me straight. I'm using Worldcraft to make the maps for my Quake mod. I downloaded and installed it from http://quakeone.com/qadapter/, and I ran through some beginner tutorials and everything was working great. Then, out of the blue, whenever I run my maps none of the lighting works. The player weapon lights up, but none of the geometry does. I don't know jack about Worldcraft or mapping in general, so I'm hoping that I just accidentally hit some "ruin everything" button in the options and screwed things up.
The weird thing is that I can load up maps that were working before and run them just fine, but if I tweak any of the geometry at all then when I run the maps the lighting will fail.

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Fri Jul 23, 2010 7:12 pm Post subject: |

Two possible causes off the top of my head: 1. You accidentally unchecked / deleted the run light procedure in your compile details 2. You have leaks in your map, which cause both vis and light to not work. _________________ "Roboto suggests Plasma Bazooka."

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metlslime Joined: 05 Feb 2008 Posts: 177 |

Posted: Fri Jul 23, 2010 8:14 pm Post subject: |

light works with an unvised/leaky map.

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Fri Jul 23, 2010 8:36 pm Post subject: |

metlslime wrote:
light works with an unvised/leaky map.

It does?
* goes to check *
Hrm, indeed light DOES work, I always thought that it didn't when you had leaks.
Anyway, check to make sure you have your run light option checked in the run map dialog (make sure it's in advanced mode) of worldcraft 3.3. Also check to make sure when you compile the map that light is getting run properly in your compiling console.
_________________
"Roboto suggests Plasma Bazooka."

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mh Joined: 12 Jan 2008 Posts: 909 |

Posted: Sat Jul 24, 2010 12:53 am Post subject: |

Q2 light doesn't work when you have leaks, the reason being that it uses the PVS to accelerate the ligting process (no reason why Q1 light can't optionally do the same, by the way). _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Sun Jul 25, 2010 1:32 am Post subject: |

Read the logs! It stays on-screen in that compiler window and somewhere in there, it would say what's up. You might consider copying and pasting the log here. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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Handshakes Joined: 30 May 2010 Posts: 4 Location: Detroit, MI |

Posted: Wed Jul 28, 2010 11:19 pm Post subject: Re: Worldcraft Woes |

Thanks for the helps! After much tinkering, and violent cursing, the problem is fixed. How? I have no idea. The lighting just started working again. The problem left just as mysteriously as it appeared. All my rooms were made with the default stone wall looking texture, and as soon as I added a new brush with a different texture the lighting started working. I don't know if that is just a coincidence or what. Oh well.

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Wed Jul 28, 2010 11:23 pm Post subject: |

Good job. Shakes "Handshakes" hand ... wondering what the consequences of that could be Maybe that was his sinister goal all along ... maybe he steals "handshakes" for a living and no one bothered to tell me. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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