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a doom3 compile

  • Section_Ei8ht
  • October 2, 2004 at 8:57 AM
  • KungFuSquirrel
    • October 25, 2004 at 12:55 PM
    • #41

    There's a BSP process that handles things like the basic player collision files as well as AI collision and navigation (the AAS files). Also, you can run a -ShadowOpt 2 compile which optimizes the shadows that are cast by lights (they're polgyons that add to your tri count; another reason why large overlapping lights can be bad), but the lights still function fully in real-time.

    Larger maps can still take a while just due to the number of faces and volumes (AAS again) that have to be calculated, but it's still a very very quick process. Minutes at most.

  • Section_Ei8ht
    • October 25, 2004 at 2:37 PM
    • #42

    yeah, the compile time for this map at most was 15 seconds. and I didn't want to say "render" or "build" so compile was the word of choice.

  • von*ferret
    • October 25, 2004 at 7:25 PM
    • #43

    I know I'm going to regret asking this, because its yet another distraction on my plate of things to do, but whats teh command to get into the level editor?

  • KungFuSquirrel
    • October 25, 2004 at 7:44 PM
    • #44

    editor.

    You can create a shortcut to it pretty easily as well. Just make a normal D3 shortcut, then add "+editor +set r_fullscreen 0" to the command line. Be sure to add "+set r_fullscreen 1" to your game shortcut, though. Saves the hassle of alt+enter any time you want one after running the other.

  • von*ferret
    • October 25, 2004 at 9:33 PM
    • #45

    congrats kfs, you've distracted me from NW jk

  • KungFuSquirrel
    • October 25, 2004 at 9:39 PM
    • #46

    noooooooooooooooooooooooo!!!!

  • Crackerjack
    • October 25, 2004 at 9:56 PM
    • #47

    omG! Fetter if you start mapping for D3 I will honestly kill you!!!>... Honestly!!!... YOu put up such a fight to get me to stop and even KFS was involved...>!!~ You Hypocrit@~!~~!

  • von*ferret
    • October 25, 2004 at 10:12 PM
    • #48

    I'm kidding~ I'll look at it for 5 minutes and put it away! PRMOISE

  • von*ferret
    • October 25, 2004 at 10:29 PM
    • #49

    CDialogTextures::BuildTree() took 2202 milliseconds

    WARNING: couldn't create font dlists

    WARNING: wglUseFontBitmaps failed (6). Trying again.

    WARNING: wglUseFontBitmaps failed again (6). Trying outlines.

    WARNING: wglUseFontOutlines also failed (6), no coordinate text will be visible.

    GL_VENDOR: (null)

    GL_RENDERER: (null)

    GL_VERSION: (null)

    GL_EXTENSIONS: (null)

    QE_LoadProject (doom.qe4)

    WARNING: file def/map_intro.def, line 93: Unknown entityDef 'char_labcoat_young' inherited by 'intro_scientist'

    Map_New

    Entering message loop

    ERROR: wglMakeCurrent failed..

    Please restart DOOMEdit if the camera view is not working

    ERROR: wglMakeCurrent failed..

    Please restart DOOMEdit if the Z view is not working

    ERROR: wglMakeCurrent failed.. Error:1282

    Please restart Q3Radiant if the Map view is not working

    ERROR: wglMakeCurrent failed.. Error:1282

    Please restart Q3Radiant if the Map view is not working

    ERROR: wglMakeCurrent failed..

    Please restart DOOMEdit if the camera view is not working

    ERROR: wglMakeCurrent failed..

    Please restart DOOMEdit if the Z view is not working

  • KungFuSquirrel
    • October 25, 2004 at 11:52 PM
    • #50

    Did the camera, z view, or map view not work? And if so, did you restart the editor?

  • von*ferret
    • October 26, 2004 at 12:27 AM
    • #51

    nothing worked. and I restarted it like 5 times. could it be an ATI issue?

  • KungFuSquirrel
    • October 26, 2004 at 12:33 AM
    • #52

    Doubtful; I run a 9800 at home with no problems whatsoever. Also know a few people running it on X800s with no problems. nVidia may have a slight performance edge, but the GPU manufacturer shouldn't affect this sort of thing.

  • Section_Ei8ht
    • October 26, 2004 at 1:07 AM
    • #53

    I have a 9800xt and runs great. I was having a few problems getting it to start, but then I found this shortcut command and now everything works fine. Worth a shot.

    "E:\Programs\Games\Doom 3\Doom3.exe" +r_fullscreen 0 +vid_restart +wait +wait +wait +wait +editor

    Course the only problem I was having was the mouse cursor not showing up, but you never know. Could help you out.

  • InsaneSingingBlender
    • October 26, 2004 at 3:18 AM
    • #54

    [Blocked Image: http://img101.exs.cx/img101/7084/shot00021.jpg]

    fist map, like ever. please be kind

    i still need to do some scripting to make something cool, and feel free to compliment me on my fps

  • von*ferret
    • October 26, 2004 at 4:13 AM
    • #55

    you can do better depth man, I know you can. Nice for a first map, but use what you learned in other engines and apply them to this engine.

  • Section_Ei8ht
    • October 26, 2004 at 4:41 AM
    • #56

    7 fps? Theres something seriously wrong with that.

    Not bad, but waaaaaay too plain for my tastes. Also might want to fix the texture on the far wall. Seems very outta place. Ferret is right, though. Tis what I did. This is my first map for Doom3.

    [edit] Ah, the low fps is cuz you still got d3radiant running. gotcha.

  • FrieChamp
    • October 26, 2004 at 7:46 AM
    • #57

    A scientist sitting in a big glass tube and the other thing looks like a blue hl teleporter, no way in hell you can get more original than that

  • RD
    • October 26, 2004 at 10:40 AM
    • #58

    i thought it was a gas chamber

  • DD
    • October 27, 2004 at 4:05 AM
    • #59

    After trying doom3 mapping it hurts so bad to go back to non-dynamic light editing in other games. And compiling. D3 you still compile but its like .120381203 seconds long.

    I have an X800 and doom3 ed runs fine.

  • von*ferret
    • October 27, 2004 at 4:23 AM
    • #60

    I have it working now, it was some odd command line I had to put in.

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