Visibility problems in DarkPlaces
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Visibility problems in DarkPlaces
Hi, I'm making a total conversion mod for the DarkPlaces engine, but I ran into some problems with my maps. I'm using Worldcraft 3.33 with the Quake Adapter package to compile my maps, but the maps have some weird glitches when running them in DP. Some sectors can be seen through walls, like in this screenshot.
I tried to compile the maps in the Half-Life bsp format with the Valve build tools, but the problem persists even then. Do you think it's a problem in the build phase or in my engine configuration? In my current toolchain I use qcsg, qbsp2, vis and qrad.
Here's also a compile log of my map.
I tried to compile the maps in the Half-Life bsp format with the Valve build tools, but the problem persists even then. Do you think it's a problem in the build phase or in my engine configuration? In my current toolchain I use qcsg, qbsp2, vis and qrad.
Here's also a compile log of my map.
- Code: Select all
** Executing...
** Command: Change Directory
** Parameters: "C:\quake"
** Executing...
** Command: C:\Program Files\Worldcraft3\qcsg.exe
** Parameters: "c:\program files\worldcraft3\maps\fl07"
qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering c:\program files\worldcraft3\maps\fl07.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (0)
Using WAD File: \program files\worldcraft\textures\id_base.hlwad
Using WAD File: \program files\worldcraft\textures\spel.hlwad
0 seconds elapsed
** Executing...
** Command: C:\Program Files\Worldcraft3\qbsp2.exe
** Parameters: "c:\program files\worldcraft3\maps\fl07"
qbsp2.exe v2.2 (Dec 28 1998)
---- qbsp2 ----
writing c:\program files\worldcraft3\maps\fl07.prt
0 seconds elapsed
** Executing...
** Command: C:\Program Files\Worldcraft3\vis.exe
** Parameters: "c:\program files\worldcraft3\maps\fl07"
vis.exe v1.3 (Dec 30 1998)
---- vis ----
4 thread(s)
37 portalleafs
68 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9... (0)
LeafThread: 0...1...2...3...4...5...6...7...8...9... (0)
average leafs visible: 16
visdatasize:203 compressed from 185
0.0 seconds elapsed
** Executing...
** Command: C:\Program Files\Worldcraft3\qrad.exe
** Parameters: "c:\program files\worldcraft3\maps\fl07"
qrad.exe v 1.5 (Apr 6 2000)
----- Radiosity ----
4 threads
[Reading texlights from 'C:\Program Files\Worldcraft3\lights.rad']
[1 texlights parsed from 'C:\Program Files\Worldcraft3\lights.rad']
525 faces
49928 square feet [7189732.00 square inches]
3076 patches after subdivision
5 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9... (1)
visibility matrix: 0.6 megs
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9... (0)
MakeScales: 0...1...2...3...4...5...6...7...8...9... (0)
transfer lists: 4.5 megs
SwapTransfersTask: 0...1...2...3...4...5...6...7...8...9... (0)
GatherLight: 0...1...2...3...4...5...6...7...8...9... (0)
Bounce #1 added RGB(9709, 9709, 4874)
FinalLightFace: 0...1...2...3...4...5...6...7...8...9... (0)
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 15/400 960/25600 ( 3.8)
planes 790/32767 15800/655340 ( 2.4)
vertexes 739/65535 8868/786420 ( 1.1)
nodes 255/32767 6120/786408 ( 0.8)
texinfos 142/8192 5680/327680 ( 1.7)
faces 525/65535 10500/1310700 ( 0.8)
clipnodes 635/32767 5080/262136 ( 1.9)
leaves 164/8192 4592/229376 ( 2.0)
marksurfaces 612/65535 1224/131070 ( 0.9)
surfedges 2458/512000 9832/2048000 ( 0.5)
edges 1235/256000 4940/1024000 ( 0.5)
texdata [variable] 664/2097152 ( 0.0)
lightdata [variable] 109002/2097152 ( 5.2)
visdata [variable] 203/2097152 ( 0.0)
entdata [variable] 2312/131072 ( 1.8)
=== Total BSP file data space used: 185777 bytes ===
1 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program files\worldcraft3\maps\fl07.bsp" "C:\quake\spel\maps\fl07.bsp"
** Executing...
** Command: Copy File
** Parameters: "c:\program files\worldcraft3\maps\fl07.pts" "C:\quake\spel\maps\fl07.pts"
** Executing...
** Command: C:\quake\darkplaces.exe
** Parameters: +map "fl07" -dev -console -game spel -width 640 -height 480 -windowed
- cce
- Posts: 4
- Joined: Sat Jun 09, 2012 6:23 pm
Re: Visibility problems in DarkPlaces
http://user.tninet.se/~xir870k/
Try the tools here - TxQBSP, Vis, Light.
Here's a graphical frontend
http://shoresofnis.wordpress.com/2010/0 ... pilinggui/
That's for Q1 bsp format, I can't help you with HL formats, sorry - I'm sure others can.
Try the tools here - TxQBSP, Vis, Light.
Here's a graphical frontend
http://shoresofnis.wordpress.com/2010/0 ... pilinggui/
That's for Q1 bsp format, I can't help you with HL formats, sorry - I'm sure others can.
-

goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Re: Visibility problems in DarkPlaces
Try removing config.cfg and autoexec.cfg from the id1 and the game directories, and see if the problem persists.
The original software renderer had a cvar to inverse the order of the BSP rendering, and I don't know if DP also have it.
Also, remove any custom progs.dat to see if the problem persists. DP has a QC extension to force some entities to be drawn over everything else, and you could be triggering it up.
The original software renderer had a cvar to inverse the order of the BSP rendering, and I don't know if DP also have it.
Also, remove any custom progs.dat to see if the problem persists. DP has a QC extension to force some entities to be drawn over everything else, and you could be triggering it up.
-

mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
Re: Visibility problems in DarkPlaces
Thanks for the replies. I removed my custom progs.dat and configuration files, but it was no help. I tried running some normal Quake levels (e1m2 to be exact) and they seem to be working fine, with and without custom progs.dat.
Regarding the tools recommended by goldenboy, no big news. The map compiles the same way as before but the problem is still there.
Here's a map build log and my Worldcraft build tools configuration settings if it's any help.
Edit: Okay problem solved, the latest development version of DarkPlaces had some transparency bugs that caused the problem. I downgraded to an earlier version and things seem to work fine now
Regarding the tools recommended by goldenboy, no big news. The map compiles the same way as before but the problem is still there.
Here's a map build log and my Worldcraft build tools configuration settings if it's any help.
- Code: Select all
** Executing...
** Command: Change Directory
** Parameters: "C:\quake"
** Executing...
** Command: C:\Program Files\Worldcraft3\qcsg.exe
** Parameters: "c:\program files\worldcraft3\maps\fl07"
qcsg.exe v2.8 (Jan 31 2000)
---- qcsg ----
entering c:\program files\worldcraft3\maps\fl07.map
CreateBrush: 0...1...2...3...4...5...6...7...8...9... (0)
CSGBrush: 0...1...2...3...4...5...6...7...8...9... (0)
Using WAD File: \program files\worldcraft\textures\id_base.hlwad
Using WAD File: \program files\worldcraft\textures\spel.hlwad
0 seconds elapsed
** Executing...
** Command: C:\Program Files\Worldcraft3\buildtools\Txqbsp.exe
** Parameters: "c:\program files\worldcraft3\maps\fl07"
TxQBSP 1.13 -- Modified by Bengt Jardrup
Inputfile: c:\program files\worldcraft3\maps\fl07.map
Outputfile: c:\program files\worldcraft3\maps\fl07.bsp
------ LoadMapFile ------
Title: "Flip flop"
526 faces
87 brushes
26 entities
15 miptex
144 texinfo
Building hulls sequentially...
Processing hull 0...
------ Brush_LoadEntity ------
----+----+
57 brushes read
------ CSGFaces ------
----+----+
342 brushfaces
308 csgfaces
287 mergedfaces
------ SolidBSP ------
468 split nodes
175 solid leafs
294 empty leafs
0 water leafs
1053 leaffaces
999 nodefaces
------ FillOutside ------
228 outleafs
------ MergeAll ------
130 mergefaces
------ SolidBSP ------
----+----+
78 split nodes
46 solid leafs
33 empty leafs
0 water leafs
395 leaffaces
314 nodefaces
------ Portalize ------
33 vis leafs
65 vis portals
------ Tjunc ------
289 world edges
1109 edge points
300 edges added by tjunctions
0 faces added by tjunctions
------ MakeFaceEdges ------
----+----+
------ GrowRegions ------
Processing hull 1...
----+----+
----+----+
Processing hull 2...
----+----+
----+----+
------ FinishBSPFile ------
WriteBSPFile: c:\program files\worldcraft3\maps\fl07.bsp
256 planes 5120
780 vertexes 9360
230 nodes 5520
144 texinfo 5760
530 faces 10600
448 clipnodes 3584
167 leafs 4676
633 marksurfaces 1266
2428 surfedges 9712
1353 edges 5412
15 textures 682024
lightdata 0
visdata 0
entdata 2312
Elapsed time : 0:03
Peak memory used : 0.9 MB
** Executing...
** Command: C:\Program Files\Worldcraft3\buildtools\Vis.exe
** Parameters: "c:\program files\worldcraft3\maps\fl07"
---- Vis 2.31 ---- Modified by Bengt Jardrup
File: c:\program files\worldcraft3\maps\fl07.bsp
33 portalleafs
65 numportals
State file out of date, will be overwritten
testlevel = 4
Base: 0.0, Elapsed: 0:00
Base: 100.0, Elapsed: 0:00
Full: 0.0, Elapsed: 0:00
Full: 100.0, Elapsed: 0:00
average leafs visible: 16
max leafs visible: 28 near (512 -1024 -256)
c_chains: 1695
visdatasize: 212 compressed from 165
Elapsed time : 0:00
** Executing...
** Command: C:\Program Files\Worldcraft3\buildtools\Light.exe
** Parameters: "c:\program files\worldcraft3\maps\fl07"
----- Light 1.43 ---- Modified by Bengt Jardrup
File: c:\program files\worldcraft3\maps\fl07.bsp
Using minlight value 130 from worldspawn
26 entities read, 5 are lights, 530 faces, 0.2M casts
WARNING: Entity func_door, targetname 'ovi3' has unmatched target 'doorlight'
Light: 0.0, Elapsed: 0:00
Light: 100.0, Elapsed: 0:00
lightdatasize: 37593
Elapsed time : 0:00
** Executing...
** Command: Copy File
** Parameters: "c:\program files\worldcraft3\maps\fl07.bsp" "C:\quake\spel\maps\fl07.bsp"
** Executing...
** Command: C:\quake\darkplaces.exe
** Parameters: +map "fl07" -dev -console -game spel -width 1280 -height 720 -windowed
Edit: Okay problem solved, the latest development version of DarkPlaces had some transparency bugs that caused the problem. I downgraded to an earlier version and things seem to work fine now
- cce
- Posts: 4
- Joined: Sat Jun 09, 2012 6:23 pm
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