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Forum: All Forums : Quake 4
Category: Q4 Mapping
Quake 4 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: quake4 editor
narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
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Level 8
Category: Q4 Mapping
Posted: Tuesday, Mar. 14, 2006 09:18 pm
its very crashy for me, and i think theres a memory leak in this thing, it starts off fast then gets slower and slower until it freezes the whole system requiring a hard reboot. also theres an annoying bug if you have an item selected and resize the camera view, your selected object gets physically moved to another area on the grid! -- does anyone know if the doom3 editor has these same problems?
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foyleman
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Category: Q4 Mapping
Posted: Tuesday, Mar. 14, 2006 09:39 pm
I'm surprised you are having these issues. I think the Doom III game end editor had more bugs than the Quake 4.

Couple of things:
- make sure you have the latest patches installed
- load the editor, then press F2 to open the game window. open the console and click somewhere in the editor which is behind the game window. That trick might help with the issues you have.

I assume you are running in windowed mode too.

Let me know how it turns out. IF you still have issues I will do more searching for you.
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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
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Category: Q4 Mapping
Posted: Tuesday, Mar. 14, 2006 10:57 pm
i will see if that pulling down the console trick makes it any less crashy, im using these options from a shortcut: +set r_fullscreen 0 +editor +set r_brightness 1 +set r_multisamples 0 +com_allowConsole 1

an obvious way to avoid the resize bug, dont resize -- what i did is just stretch the editor window across 2 monitors and put the 3dcam view on one of them large enough to not ever need resizing.
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foyleman
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Category: Q4 Mapping
Posted: Tuesday, Mar. 14, 2006 11:32 pm
ahh... multiple monitor resizing. lol. That is sure to crash your system. For some reason it kills the video memory and then crashes the game so you have to stick to one window. The only time you can use more than one window is with the Model Viewer.

The icon properties are perfect.

For even more help with the memory, don't over-scale your textures in the viewer. That's Materials->Texture Window Scale->%
Select a 50% as a test to see if that speeds things up.
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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
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Category: Q4 Mapping
Posted: Wednesday, Mar. 15, 2006 05:48 am
yeah its much more stable today without any window resizing going on -- another quirk im getting is when i try to resize or move a patch sometimes it doesnt work properly.
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foyleman
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Category: Q4 Mapping
Posted: Wednesday, Mar. 15, 2006 12:29 pm
I haven't done alot of playing around with patches. So I don't know any tricks for that. I do know that undo works pretty well with patches and I was surprised to see that didn't corrupt my map. lol.
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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
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Level 8
Category: Q4 Mapping
Posted: Thursday, Mar. 16, 2006 03:00 am
yeah i remember the undo bug from q3r/qe4 [lol]

did you notice you can combine entities with geometry now? if you for example select a light and a patch then hit selection>combine. but after you combine i dont see how to rotate the object without it getting messed up. [puke] i wonder what else can be combined.
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narc
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Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
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Category: Q4 Mapping
Posted: Thursday, Mar. 16, 2006 11:46 am
i went to go light up my map and it looked real nasty! my lights dont transition smoothly across different brushes especially at patch boundries and so you get abrubtly dark areas instead of smooth shadows. do you know how to prevent that?
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foyleman
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Category: Q4 Mapping
Posted: Thursday, Mar. 16, 2006 01:06 pm
A couple things about laying patches next to brushes.

I just made a test map. Half the floor is a brush and the other half is a patch mesh. They are textured with the same texture. There is also a cylander in the room. Then three lights. I do'nt see any lighting issues in my map.

However, I do see mis-matched textures that I can't seem to match up on the floor. It seems that the patch is facing a different direction then the brush so the texture align differently. Also, the scaling of the textures is different. I think one is based on patch size which doesn't make sense. IT doesn't seem that the two are meant to live in total harmony.

Now I am concerned about your lighting issue. I would like to know more about what you setup to result in errors.
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foyleman
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Category: Q4 Mapping
Posted: Thursday, Mar. 16, 2006 01:20 pm
maybe you mean how the cylindar in my map is not equally lit from bottom to top as by walls are. Below is my test map.
Code:
Version 3
// entity 0
{
"classname" "worldspawn"
"angle" "270"
// primitive 0
{
 brushDef3
 {
  ( 0 0 -1 -12 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -312 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 4 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
 }
}
// primitive 1
{
 patchDef2
 {
  "textures/common_misc/concrete_09_test"
  ( 3 3 0 0 0 )
  (
   (  ( 128 -120 0 -0.169921875 -0.248046875 ) ( 128 0 0 -0.169921875 0.251953125 ) ( 128 120 0 -0.169921875 0.751953125 ) )
   (  ( 220 -120 0 0.330078125 -0.248046875 ) ( 220 0 0 0.330078125 0.251953125 ) ( 220 120 0 0.330078125 0.751953125 ) )
   (  ( 312 -120 0 0.830078125 -0.248046875 ) ( 312 0 0 0.830078125 0.251953125 ) ( 312 120 0 0.830078125 0.751953125 ) )
  )
 }
}
// primitive 2
{
 brushDef3
 {
  ( 0 0 -1 -8 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -320 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 312 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
// primitive 3
{
 patchDef2
 {
  "textures/common_misc/concrete_09_test"
  ( 9 3 0 0 0 )
  (
   (  ( -96 72 -8 0 0 ) ( -96 72 64 0 0.28125 ) ( -96 72 136 0 0.5625 ) )
   (  ( -96 48 -8 0.09375 0 ) ( -96 48 64 0.09375 0.28125 ) ( -96 48 136 0.09375 0.5625 ) )
   (  ( -72 48 -8 0.1875 0 ) ( -72 48 64 0.1875 0.28125 ) ( -72 48 136 0.1875 0.5625 ) )
   (  ( -48 48 -8 0.28125 0 ) ( -48 48 64 0.28125 0.28125 ) ( -48 48 136 0.28125 0.5625 ) )
   (  ( -48 72 -8 0.375 0 ) ( -48 72 64 0.375 0.28125 ) ( -48 72 136 0.375 0.5625 ) )
   (  ( -48 96 -8 0.46875 0 ) ( -48 96 64 0.46875 0.28125 ) ( -48 96 136 0.46875 0.5625 ) )
   (  ( -72 96 -8 0.5625 0 ) ( -72 96 64 0.5625 0.28125 ) ( -72 96 136 0.5625 0.5625 ) )
   (  ( -96 96 -8 0.65625 0 ) ( -96 96 64 0.65625 0.28125 ) ( -96 96 136 0.65625 0.5625 ) )
   (  ( -96 72 -8 0.75 0 ) ( -96 72 64 0.75 0.28125 ) ( -96 72 136 0.75 0.5625 ) )
  )
 }
}
// primitive 4
{
 brushDef3
 {
  ( 0 0 -1 -8 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 120 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
// primitive 5
{
 brushDef3
 {
  ( 0 0 -1 -8 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -320 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 120 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
// primitive 6
{
 brushDef3
 {
  ( 0 0 -1 -8 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -320 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 120 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
// primitive 7
{
 brushDef3
 {
  ( 0 0 1 -136 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -320 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 -1 128 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
// primitive 8
{
 brushDef3
 {
  ( 0 0 -1 -8 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 0 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
}
// entity 1
{
"classname" "info_player_start"
"name" "info_player_start_1"
"origin" "96 -80 0"
"angle" "90"
}
// entity 2
{
"classname" "light"
"name" "light_1"
"origin" "128 96 112"
}
// entity 3
{
"classname" "light"
"name" "light_2"
"origin" "264 -72 112"
}
// entity 4
{
"classname" "light"
"name" "light_3"
"origin" "-72 -72 112"
}
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