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Forcing GTKRadiant to temporarily ignore an error?

Posted: Sat Jul 26, 2008 8:47 pm
by monaster
After getting that error
MAX_VISIBILITY_EXCEEDED
and looking it up in the common error sticky thread (it's #5), one question arose in me: is there a compiling command to FORCE GTKRadiant (preferably v.1.5.0) to ignore that error and proceed thus completing the whole compiling command? (The entire command would be something like BSP -meta -vis -light -fast -smooth -samples -dirty -super -bounce 45 and so on). I'd rather let the editor do an override than changing anything in my map which would be a HELL of a work. At least I won't do it right now, final caulking and clipping and stuff will be done when all of the brushes are done and at the moment they are unfortunately an obstacle. Luckily, there's not much left to do before starting with the clipping process so it would be nice if there's something that let GTKRadiant ignore that "little" error for now and since I'm starting to repeat myself I'll finish that question and hope that someone understands my question *hinthint* and has probably even a solution for it (excluding remapping the whole thing).
Oh yeah: there actually IS a sense behind ignoring that error: GTKRadiant stops at it but the map would still load in Quake 3! This means I can still do some tests and will not be sitting in front of my screen thinking "Great, GTKRadiant does full compiling now, but still I am not able to make it a playable map since it doesn't work in the maingame".)

Re: Forcing GTKRadiant to temporarily ignore an error?

Posted: Sun Jul 27, 2008 3:39 pm
by obsidian
-bounce 45? You kidding me? 8 would be a considerably good value. Q3Map2 will stop counting bounces after a certain falloff amount anyway.

You can't just ignore an error. You get an error when something is wrong with your map and it is not working correctly. That's why it's giving you the error in the first place. Sticking your head in the sand won't make the problem go away.

Texture building question

Posted: Mon Jul 28, 2008 5:40 pm
by monaster
Whoopsie, should have been bounce 4 - must have hit the 5 too. THAT would be some nicely bright map :tard:
Yet another question considering textures: I'm trying to make an own one and I want don't want it to be a normal square texture where each side alignes with the others. I'm doing some experiments with jewels and because of this it must have more complex edges. Unfortunately it seems that I have to save the texture as a 128x128, 256x256 and so on jpg or tga: so there's unnecessary space on my texture. What do I have to do to make Quake 3 Arena ignore these "non-jewel parts" of the pic? Tried it with pure black but it didn't work. Maybe some transparent color? Or does anybody even know of a texture pack with jewels and coins and the like?

Re: Forcing GTKRadiant to temporarily ignore an error?

Posted: Mon Jul 28, 2008 7:43 pm
by ^misantropia^
If we're talking diamond shapes, can't you just simply rotate the texture by 45 degrees?

Re: Forcing GTKRadiant to temporarily ignore an error?

Posted: Tue Jul 29, 2008 1:45 am
by bork[e]
You can through the surface inspector, yeah. Select the brush/press "s", then rotate away. (Or press: ctrl+shift+alt, then left click the brush to select only one specific side of the brush, then press "s" again to only alter that one side)

But I think the below will be of more help maybe?

I'm so ignorant when it comes to shaders/scripts/texture manipulation that I'm not even going to try and spell it out, this is the best I can do:

http://www.quake3world.com/forum/viewto ... 10&t=36322

edit: I gave ^that a very fast read, so maybe it's not exactly what your looking for.

Re: Forcing GTKRadiant to temporarily ignore an error?

Posted: Tue Jul 29, 2008 11:47 am
by monaster
Actually I was talking/writing about REAL diamonds, the things you're wearing at your finger if you're a woman and happen to marry a rich bastard - then it's even for free... erm... yeah real diamonds. Thus it seems that this ->http://www.quake3world.com/forum/viewto ... 10&t=36322 <- one is the answer I've been looking for. Thank you bork[e], this really IS more of a help. (regarding your
But I think the below will be of more help maybe?
) :up:

EDIT: 3 spelling mistakes killed - should've read that thing before posting...