

[note: this is basically a white texture that's been saved as a paletted image (256 colour palette), I've also not had any problems with placing it in various locations so long as the worldspawn path is correct. Key = "alphamap", value ="maps/yourfile.pcx" Key = "shader", value = "textures/yourfolder/yourtexture" 'convert' any big 'terrain' sections into just that, a terrain mesh by adding the following key/value settings into the entities world spawn

Try 'merging' as many brushes together as possible.Īllied to func_grouping above. Try func_group brushes that have more than one face in 'coincidence'.

Some known things to try to ‘fix’ the bug (may be repeats of above info) Reduce the number of faces in the map, if you've got tonnes of 3pt clipped or vertex manipulated brushwork remove as much of it as possible and leave only the bare minimum for the effect. There are ways to fix the problem depending on how bad the weapons_flash bug is - you may noticed that cutting back and simplifying brushwork will result in the weapons_flash bug decreasing in severity, the flamethrower for example would gradually become partly functional, then a bit more until it was a complete flame. Some additional shader overflow fix information Try not to break brushes into too small or unnecessary sizes.īy the way, depending on what version of GTK you have you’re more than likely to already be using q3map2
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Try converting patch mesh objects into either ASE models or brushwork - the crypt vaulting in my last SP was brushwork and not patch meshes. on detail flagged brushwork as they're not always culled by the compiler. Some things that might work to fix the problem Create new single textures by combining two or more together like a step texture and a floor trim used on the edge of the step - instead of using two separate textures (and hence shaders) you could combine them into a single image for use in game.Ĭomplex geometry should be converted to ASE models which is then player or weapon clipped - as they already have heavily optimised lightmaps.Īny non-axial brushwork (like cracks, rocks, broken walls etc.) should be converted to ASE models and clipped appropriately as above. If you still get the error after than then I’m afraid to say you have a lot of optimizing to do and there isn’t a short cut to fixing this issue either. Then I removed about 3 textures, and combined more brushes and caulked more surfaces and it went up to 426!Īs a quick fix use this switch in the LIGHT stage -nocollaspe. I combined some brushes and caulked hidden surfaces and got it down to 409. Note the number that’s listed next to ‘shaders / lightmap combos’ … if that number is greater than 390 then you’re stuffed I did follow the suggestions in the link given in post #2 of this thread, and I managed to get some of the smoke from explosions to show up, but the flamethrower and firing guns is still wrong. I haven’t been modifying any shader files, nor am I using any custom textures. Then just check the flamethrower if it works normal or not. I’ll post a new thread for that later.Ī guess, you have invalid shader file, which instead of crashing the game causes that.Įasiest to test, would be to remove your modified shader files, textures will be missing and everything will be ugly. My next problem with the map is that I absolutely cannot get elevators to work. Great, because I have more questions after this one. Welcome to this forum, here you will find many response for good mapping. Do I need to get a special version of q3map that is for Wolfenstein? Or will any version do? It looks like q3map is not supplied with my version of MacRadiant, so I will have to find and compile the source. It’s good to see another SP mapper around. Since you’re not using fancy lighting effects, I would just use Q3map instead of optimizing the map to make Q3map2 happy.
