Visibility problems in DarkPlaces

Discuss the construction of maps and the tools to create maps for 3D games.
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cce
Posts: 4
Joined: Sat Jun 09, 2012 6:23 pm

Visibility problems in DarkPlaces

Post by cce »

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.

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
goldenboy
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel
Contact:

Re: Visibility problems in DarkPlaces

Post by goldenboy »

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.
mankrip
Posts: 924
Joined: Fri Jul 04, 2008 3:02 am

Re: Visibility problems in DarkPlaces

Post by mankrip »

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.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
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cce
Posts: 4
Joined: Sat Jun 09, 2012 6:23 pm

Re: Visibility problems in DarkPlaces

Post by cce »

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.

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 :)
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