QMap - The Level Design Forum
Re: Lighting
#2062 Posted by QuakeTree [65.141.121.150], 01/01/2002 02:54 GMT
Ok, I've got a question...
I'm lighting a gothic map that has both outdoor and indoor elements, I'm using the _sunlight and the _sun_mangle option's in Tomlight. Who uses what settings for the following:

1) Sunlight intensity
2) Background Light
3) Wall Light's (torches ect) + wait
4) Non sourced lights + wait

The reason I ask is when (if) I release it I want it to be as compatable with both software and most GLQuake engines as possible (although with todays PC's I would have to lean towards GL).

Thx

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Uh
#2063 Posted by Fern [172.155.230.31], 01/01/2002 03:37 GMT
sunlight works fine in both GL and software as long as you're building a bsp29 and not bsp30 (colored lights in the bsp and not a .lit file.) are you sure you meant tomlight and not tyrlite? :)

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Oh... Yes...
#2064 Posted by Fern [172.155.230.31], 01/01/2002 03:38 GMT
and everything else in your list works fine as well with that stupilation =)

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Fern
#2065 Posted by Lunaran [64.109.168.248], 01/01/2002 05:06 GMT
that's "stipulation"

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Lun
#2066 Posted by Fern [172.149.34.76], 01/01/2002 08:15 GMT
loll tahnks i'm fcuking tried it's 3:00am in the morning =)

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QuakeTree Is Still Working On A Title
#2067 Posted by QuakeTree [65.139.29.94], 01/01/2002 09:24 GMT
Actually what I was looking for was related more to the avg gamma being used by most players out there. I did not want it too bright or too dark. And yes I did mean tomlight 1.2.

A cut and paste from the Tomlight 1.2 read me...

The only difference between this prog and Tyrann's TyrLite.exe is that his prog puts colored light in the .bsp and saves it as BSP30... My version of it still keeps it as BSP29 which is q1 original... instead it saves the color information in a separate .lit file... So anything u could do in TyrLite 0.8 u can also do with this... and everything is done EXACTLY the same way... only changed thing is the way it saves the color information.... And all credits for this goes to Tyrann and NO credit goes to me...

So as far as I know it is a bsp 29 unless the read me is wrong.

I was wondering about what "most" mappers use as an average lighting amount for the above mentioned lighting sources. I can make it look just fine on my screen but how would it look on others (if you know what I mean).

Cheers and happy new years

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Quaketree
#2068 Posted by Fern [172.165.131.176], 01/01/2002 16:47 GMT
BSP29 + LIT can be played on any engine, including winquake and glquake. The colored lights might not appear but the map will still work. As for trying to get the lighting just right for everybody's monitor/gamma level, you're basically screwed. It's impossible. =) What I've done in the past is set my gamma level to something that makes the original maps look tolerable, and then light to that level, frequently comparing it to iD maps.

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Okie-Dokie
#2069 Posted by QuakeTree [65.139.28.81], 01/01/2002 19:45 GMT
Thanks. Thought I would try though.

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Question
#2070 Posted by [Tronyn] [24.66.247.146], 01/01/2002 21:00 GMT
with reoccuring func_spawns from the hipnotic pack, does this mean that it spawns something whenever triggered (can be triggered multiple times) or that upon being triggered it just keeps spawning stuff?

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Re: Spawns
#2071 Posted by Tyrann [203.56.239.111], 02/01/2002 00:34 GMT , Refers to Post #2070
Spawns once for each time triggered.

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Need Help (specially Coding...
#2072 Posted by nx [195.23.214.20], 02/01/2002 02:02 GMT
Hi all
Hope the new year party was good for all :-)
i'm going to work with virtual reality
in education (want to use Q1 as engine and a helmet VFX1 with cyberpuck for stereo3d and tracking). At this moment, i decided to create a castle (realistic one)
so that students can learn how a siege was made añd see the castle defenses.
I also would like to create real medieval scenarios (the daily life in the castle).
I decided to use Quake 1 because i managed to get a VFX1, so my students can
realy go in for a field trip.
If i can pull this through , at the end of 2002 a university project will start with
Quake 3 and i'll be recruiting help (maybe with payment and all). We will search for ruined and no longer
existing monuments and rebuild them virtually.
Before all that, i've to pull through my personal project... (have no experience, i'm just a history and education teacher trying to go further - and like quake :-))
my main problem is coding...
i want place new models, not just replace the monsters with humans and oher animated mdl(knights, soldiers, peasants, etc) but also insert some inert models. The problem is that my insert mdl (books, trees,etc), when i replace ammo or keys (for example) can be "eaten" by the user/player. how can i place mdl's that just stay there (like if yhey were brushs)?
how can i place them with the editor
(used qoole)? qoole only allows to place the ones that come in the game...
i also would like to insert new sounds.
is there somone willing to give me hand?

thank you all

Nelson

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Short Answer
#2073 Posted by Nightbringer [203.109.252.15], 02/01/2002 03:20 GMT , Refers to Post #2072
You can't without QC; however it's trivial to code.

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Hmm, No Title
#2074 Posted by nx [195.23.214.20], 02/01/2002 03:39 GMT , Refers to Post #2073
not realy... at least not for me... never done it, have no idea...

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Nx
#2075 Posted by Speedy [80.70.224.134], 02/01/2002 04:27 GMT
this is mainly mapping board, visit inside3d.com for quake coding (there are some tutorials that might help)

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Tyrann
#2076 Posted by Speedy [80.70.224.134], 02/01/2002 04:36 GMT
question on tyrlite
why -nominlimit switch makes map about 50% brighter overall ?

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Nelson
#2077 Posted by pjw [12.246.133.99], 02/01/2002 05:12 GMT , Refers to Post #2072
Maybe you should talk to someone who shares your interest in Quake in the classroom. Maybe you guys could help each other out in some fashion? There's also some info and ideas in that thread that might help you . . . dunno.

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Try Using Func_illusionary
#2078 Posted by Fat Controller [203.79.68.183], 02/01/2002 09:08 GMT , Refers to Post #2072
This is a wierd little trick I spotted in the CZG05 map source. And it works in normal Quake!

Basically, you set a func_illusionary as a point entity with a "model" parm that points to the model (e.g. "progs/h_player.mdl") and a "frame" parm (e.g. 60). If the model has more than one skin you can select one with a "skin" parm.

The result: custom-tailored eye candy.

In theory this could work with func_walls or anything else that usually takes a brush model, like a train or door...

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Speedy:
#2079 Posted by XeNoN [194.117.133.196], 02/01/2002 10:03 GMT
question on tyrlite
why -nominlimit switch makes map about 50% brighter overall ?


From what I've gathered, with that switch enabled, it will add the values of 2 lights lighting the same area, instead of subtracting the lowest value. The main problem comes with using both minlight and sunlight; if you have a minlight of 50 and a sunlight value of 120, then all sunlit areas will appear as 170. Simply lower the sunlight value by 50 and all will be fine again.

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Holy...
#2080 Posted by XeNoN [194.117.133.196], 02/01/2002 10:06 GMT , Refers to Post #2078
My god, I honestly never new that was possible. Goes to show you learn something new everyday!

Someone needs to stick up a tutorial about all the different hacks you can do to the Quake entities without altering code... there seem to be are loads.

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There Seem To Be Loads.
#2081 Posted by XeNoN [194.117.133.196], 02/01/2002 10:07 GMT , Refers to Post #2080

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Ooh
#2082 Posted by Nightbringer [203.109.252.19], 02/01/2002 10:19 GMT , Refers to Post #2078
so that's he did it; I thought it was done by setting a info_notnull's .think to player_dieX().

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Fern Is Still Working On A Title
#2083 Posted by Fern [172.186.32.80], 02/01/2002 15:23 GMT
Someone needs to stick up a tutorial about all the different hacks you can do to the Quake entities without altering code... there seem to be loads.

Please email all your submissions to suspenlute@aol.com =)

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Need Coding Help For Different Project
#2084 Posted by nx [195.23.214.174], 02/01/2002 16:29 GMT
Hi all
i'm lloking for someone that can collaborate (coding) with the project.
Need a coder for educational project with quake. I wany to create a virtual Environment
so that my students can do virtual reality field trips to a medieval castle. Why q1?
because a managed to get a VFX1 (helmet for stereo 3d) and it works with q1.

i need...

- 30 inert models (mdl with just one frame, kind like a key or ammo but
can't be taken, be "eated", just stay there like a brush) numbered
from "o1" (that's for object 1 :-) to "o30". by the way, how can i place them? i know to replace but how can i place new mdl with the editor?

- besides the monsters (i will use them to replace for others) i still need
more 10 animated mdls

a) 3 mdl with almost the same behaviour as the dog: 5 frames for "stand"
behaviour (frames will be stand1, stand2 etc) and 15 to "walk" (frames will be
walk1, walk2, etc) just need stand and walk (that's all the'yre going to do).

b) 7 mdl with almost some behaviour as the ogre (or orther): 5 frames for "stand"
behaviour (frames will be stand1, stand2 etc) and 15 to "walk" (frames will be
walk1, walk2, etc) just need stand and walk (that's all the'yre going to do).

can anyone do this for me? i realy can't code and it's difficult for me...
please guys, give me a hand on this. let me show that quake is a good engine with educational potential!

Nelson

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Re: Need Coding Help For Different Proje
#2085 Posted by Preach [213.122.222.29], 02/01/2002 18:22 GMT , Refers to Post #2084
>can anyone do this for me? i realy can't code and it's difficult for me...
>please guys, give me a hand on this. let me show that quake is a good engine with
>educational potential!

I'll give it a go, check your e-mail

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Three Questions:
#2086 Posted by [Tronyn] [24.66.247.146], 02/01/2002 23:36 GMT
these are all to do with reducing entity count:

1) is there a way to do spotlights without info_nulls - with angles or something?

2) do pointlights contribute to entity crashes, or is it just things like torches, monsters - things with models.

3) what is the limit for entities per map in the quake engine - overall, for invisible point entities, for solid entities, and for model entities?

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...
#2087 Posted by Starbuck [213.122.130.222], 02/01/2002 23:42 GMT
tronyn in tyrlite you can give spotlights a _mangle key, with key values * * 0, where the first number is the direction 0-360, and the second is the pitch 90 to -90 up to down, i think

mind you this is all in the readme far more accurately Smile

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Yep...
#2088 Posted by palldjon [203.29.11.38], 03/01/2002 00:02 GMT , Refers to Post #2086
1) Tyrlight rules in the spotlight stakes, no info_null required.

2) Point lights don't lead to edict crashes, but if you hit max entities...you hit max entities.

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And..
#2089 Posted by palldjon [203.29.11.38], 03/01/2002 00:05 GMT , Refers to Post #2086
3) I believe the max number of entities per .bsp is 2048.

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Entities
#2090 Posted by Fern [172.136.67.136], 03/01/2002 02:45 GMT
brush entities are limited to 255
"static" entities (which, from my experience, only refers to flaming lightsources) have the same limit I -think-, I hit it in perssp2 ;)

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Re: Nominlimit Problems
#2091 Posted by Tyrann [203.56.239.116], 03/01/2002 02:58 GMT , Refers to Post #2076
That sounds like a bug. XeNoN's explanation doesn't really make sense to me, but I'll do some tests when I get some time.

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Tronyn
#2092 Posted by Speedy [80.70.224.90], 03/01/2002 04:21 GMT
You culd actually get rid of static torches, and recreate them as QC-based models.
To get rid of any lights - use q1rad (not the best idea imo)

On Nominlimit: looks like Xen idea is right. At least it LOOKS like that ;)

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Hmm, No Title
#2093 Posted by XeNoN [194.117.133.196], 03/01/2002 13:30 GMT , Refers to Post #2091
XeNoN's explanation doesn't really make sense to me, but I'll do some tests when I get some time

I'm basing it on my own experience, with xnq1002 :P
I used nominlimit so I could get the antiliights working in the underground caves, but the outdoor areas all appeared really bright... when I lowered the sunlight value by the value of the minlight it was back to normal...

This is v8 btw, is it fixed in v9?

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Re: Nominlimit Stuff
#2094 Posted by Tyrann [203.56.239.200], 03/01/2002 14:36 GMT , Refers to Post #2093
No, nothing that would affect that was changed from 0.8 -> 0.9. Just to clarify, your explanation does make sense in itself, but the effect you are describing doesn't make sense from a coding point of view. It just means I'll have to look more carefully when I do.

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Nominlimit + Sunlight Bug - Question
#2095 Posted by Tyrann [203.56.239.111], 04/01/2002 13:40 GMT
Ok, I think I worked out the bug. I think it only happens if you use sunlight + nominlimit and no color (works ok with color as far as I can tell).

XeNoN or Speedy:
Is this true? Were you using color or not?

I'll upload a new release soon.

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Nope
#2096 Posted by XeNoN [194.117.133.196], 04/01/2002 16:11 GMT
No color. Have you tried placing two spotlights about 192 units apart and shining them into eachother so the path crosses? I vaguely recall nominlimit altering that also (the bit where they cross is twice as bright) .. I could be wrong though...

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Hmm...
#2097 Posted by Tyrann [203.56.239.116], 04/01/2002 17:38 GMT , Refers to Post #2096
Now it seems clearer. Nominlimit never worked properly unless you used color. Every light would get cast twice, causing the double brightness effect. I think I've got all that sorted now. I'll test a bit more tommorow and upload a new version if it's all working as expected.

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Great
#2098 Posted by Speedy [80.70.224.86], 05/01/2002 04:39 GMT
Tyrann is the man !

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Tyrann
#2099 Posted by Fat Controller [203.79.109.245], 05/01/2002 05:09 GMT
Nominlimit never worked properly unless you used color.

Could you get around this bug by setting a color of '255 255 255'?

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Fatty
#2100 Posted by Tyrann [203.56.239.111], 05/01/2002 06:09 GMT , Refers to Post #2099
Nope. Only if you compile with "-colored", which will generate a bsp30.
New (fixed) version is now up on my site, though you'll have to wait a bit for the fileplanet mirrors to catch up of course.

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Tryann...
#2101 Posted by DaZ [213.122.37.194], 05/01/2002 12:56 GMT
Could you modify Tyrlite to output a .lit file instead of a BSP 30. makes much more sense to me...

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DaZ...
#2102 Posted by Tyrann [203.56.239.117], 05/01/2002 13:25 GMT , Refers to Post #2101
Yes... soon. Wink

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Damn GS Pay DL
#2103 Posted by Jimbo [216.12.43.21], 05/01/2002 15:31 GMT , Refers to Post #2101
Can you please upload it somewhere other than GS/FP cause I can't dl it without a pay account there.

thanks,
-[Jimbo]

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Jimbo
#2104 Posted by Tyrann [203.56.239.117], 05/01/2002 15:34 GMT , Refers to Post #2103
Yes you can. Just wait for it to be mirrored (should be within 24 hours).

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Oh Ok
#2105 Posted by Jimbo [216.12.43.21], 05/01/2002 16:42 GMT , Refers to Post #2104

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Tomlite
#2106 Posted by Speedy [80.70.224.125], 06/01/2002 04:20 GMT
does output bsp29 +lit, its the same as tyrlite 0.8 in all ways
the proper one (older)
www.planetquake.com/speedy/tomlite.zip

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Speedy
#2107 Posted by DaZ [213.122.114.61], 06/01/2002 04:43 GMT
yeah I know tomlite does, but skylight seems to be broken in it, and you have to light the map **twice** if you are using color.

Pointless... Yes

and "tyrlite" is a much cooler name Smile

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Damn Straight
#2108 Posted by Asriel [203.79.80.82], 06/01/2002 09:52 GMT , Refers to Post #2107
its a cool name

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Sigh...
#2109 Posted by necros [172.159.224.9], 06/01/2002 15:46 GMT , Refers to Post #2108
Tyrlite + onelite. Perfect combo. Smile

onelite takes about 1 second to run.

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Yeah
#2110 Posted by DaZ [213.122.47.109], 06/01/2002 18:10 GMT
but having tyrlite just output a .lit would be much easier, damn Im lazy Smile

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DaZ
#2111 Posted by Fern [172.168.244.51], 06/01/2002 21:19 GMT
rename tyrlite.exe and make tyrlite.bat :P

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Yes.
#2112 Posted by necros [172.133.204.125], 07/01/2002 02:10 GMT
like this:

in a batch file:

light.bat:

@tyrlite %1 -nominlimit -colored
@onelite %1

See? Simple! Smile

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Speedy Thought A Title Wasn't Needed
#2113 Posted by Speedy [80.70.224.129], 07/01/2002 04:05 GMT
mahhhn

I give you the PROPER tomlite (not the newer, fucked up one)
I mean what I say, and if you question the correctness of my words, please bother to try what I say, then whine.

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Er... When Running Quake:
#2114 Posted by necros [172.159.39.36], 08/01/2002 01:09 GMT
ED_ParseEntity: closing brace without data

The map is about 3000 brushes, and has very little bmodels so far...

The map, however, did vis, and light, and compile properly.

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Necros
#2115 Posted by DaZ [213.122.59.221], 08/01/2002 02:01 GMT
Check all yer entity text, I **think** I may have had an error like this before where something you typed into an entity f00ked the game, I could be wrong tho...

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Entity
#2116 Posted by Fern [172.133.103.198], 08/01/2002 02:31 GMT
quotes or commas anywhere in the fields will kill the game. not sure what the error message is though.

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Daz,
#2117 Posted by necros [172.129.124.227], 08/01/2002 02:35 GMT , Refers to Post #2115
hm.. quite interresting. I checked out the entity list in adquedit (of the bsp), and the last two or three entities were _totally_ fucked. They had been turned into a mish mash of odd characters... Is there any reason for this? I had left wqbsp running during the night, so I don't see why this process would have been so dully fuxored...

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Necros
#2118 Posted by Tyrann [203.56.239.117], 08/01/2002 07:39 GMT , Refers to Post #2117
I'm assuming you looked at the bsp's entity text, not your map file.

Likely thing is that one of the compilers is overflowing one bsp lump into another. Try looking at the map with just bsp (no light or vis) and see if it's ok that way. If not, try using TreeBSP since that allocates the memory it needs dynamically and the corruption won't occur.

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Oops...
#2119 Posted by Tyrann [203.56.239.111], 08/01/2002 07:41 GMT
Ok, you looked at the bsp. I must be half asleep...

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Q3Radiant Tutorials
#2120 Posted by Pablosky [205.188.199.182], 09/01/2002 06:43 GMT
Dudes

For some reason I got this urge to make Q3 maps, so i got Q3Radiant202 and I wanna know if there are any tutorials for newbies. Yeah, heh.

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Pablosky
#2121 Posted by pjw [208.192.76.75], 09/01/2002 08:05 GMT
Suggestions:
1. Switch to GTK Radiant.
2. Read the manual.
3. Go here for tutorials.

Have fun. Smile

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Sg43y1gdga
#2122 Posted by Pablosky [152.163.197.207], 09/01/2002 22:25 GMT , Refers to Post #2121
Thanks dude!

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Hmmkay...
#2123 Posted by necros [172.156.163.179], 10/01/2002 01:44 GMT , Refers to Post #2118
Right, so I recompiled the map with no light, and no vis. Worked fine.

Compiled Light... Fuxored. Only about 14000 faces (think) with about 550 lights.

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Interesting...
#2124 Posted by Tyrann [203.56.239.200], 10/01/2002 01:58 GMT , Refers to Post #2123
If you're using tyrlite, I'd like to see that bsp... (before corruption, so I can test)

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Who Needs A Title Anyway
#2125 Posted by Speedy [80.70.224.73], 10/01/2002 02:31 GMT
I wouldnt trust ALL the tutorials linked from claudec. Some outdated info and not-great techniques there.

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So, Uh
#2126 Posted by [Tronyn] [24.66.247.146], 10/01/2002 02:54 GMT
anyone know of a better way to track down a 'leaf saw into leaf' error than cutting off pieces of the map, compiling it, and seeing if it vises?
I've been doing this for about 3 hours straight without much success; I've foudn the general area, or at least I thought I had, but now I can't replicate (that is, get rid of the error by deleting the same area) what I did before. aaaargh.

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Speedy
#2127 Posted by pjw [208.192.76.75], 10/01/2002 03:57 GMT
You are correct. It is the best place I know to start, though . . .

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History Of Mapping?
#2128 Posted by Asriel [203.79.75.8], 10/01/2002 10:00 GMT
In earlier fps games (Wolf3d, DOOM, etc), was the compiling process like q1 etc?

Like, a basic compile, lighting, then a VIS type process?

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Asriel
#2129 Posted by Maj [193.128.238.152], 10/01/2002 10:52 GMT
There was a compile step for Doom (BSP + REJECT + BLOCKMAP, IIRC), but it was pretty fast even on the P60 I had back then.

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Hrm
#2130 Posted by Maj [193.128.238.152], 10/01/2002 11:07 GMT
'Fast' isn't exactly precise. The default compile from DoomEd (sortof equivalent to not running vis in quake) took a few seconds. Proper BSP'ing (sortof equivalent to vis) took a few minutes.

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Vis For Doom
#2131 Posted by Fern [172.173.134.72], 10/01/2002 16:21 GMT
consisted of generating nodes =)

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Hmm
#2132 Posted by Speedy [80.70.224.76], 11/01/2002 02:34 GMT
I recall there was some zenode (node building) prog and some vis and it all took few seconds on 486 133+ /16 ram. Tho I`v never made really big maps.
Compare it to fucking hours that a quake map can take on the modern puter.. Doom was mapping heaven ;)

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Node Building
#2133 Posted by Shadowdane [67.161.48.48], 11/01/2002 03:45 GMT
acually i remember making this rather huge map in Doom2 it took up nearly the entire map grid that took maybe 20-30 minutes to run threw the node builder on my P75 / 24mb RAM..

I have no clue where that level is today though.. I think i might of uploaded it on cdrom.com but I lost my copy of it on my HD a while ago.

oh well...

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Maps With .lit Support
#2134 Posted by Tyrann [203.56.239.117], 11/01/2002 13:45 GMT
Can anyone point me to some maps that have .lit support?
I'm testing the new tyrlite... I'll find some myself, but if someone can save me some time, that'll be great.

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Lit Maps
#2135 Posted by DaZ [213.122.19.80], 12/01/2002 14:08 GMT , Refers to Post #2134
[ crdm2 ]

Misdm12 (dunno the link tho)

[ lthsp 1,2,3,4 ]

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Responses
#2136 Posted by R.P.G. [165.247.128.131], 12/01/2002 18:48 GMT
Asriel: Duke3D (Build) didn't have a compiling step that was directly invoked by the author. I don't know if it was done while editing, or at the start of each level, but either way it wasn't noticeable. As a result, any map you downloaded could be quickly opened and edited as there was no need to decompile.

Tyrann: RPGSP1 had a small bit of coloured lighting via .lit file. Source is available. Visit my website to get it, or skip right to the map's page.

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Leaf Saw Into ...
#2137 Posted by Mike Woodham [217.34.75.217], 12/01/2002 19:46 GMT , Refers to Post #2126
This can be caused by tiny brushes (drawn in error) and if it gives this error only on a quick vis and not on a full one, it's worth looking at the map file in Wordpad (or whatever txt editor) and looking through the brush codes.

I know this sounds very labour intensive, but I found an similar error on a 1500 brush map this way, in about one hour.

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MapSpy
#2138 Posted by R.P.G. [165.247.161.161], 13/01/2002 00:29 GMT
MapSpy is great for tracking bad brushes. Quite likely completely irrelevant, but everyone should know of it and use it. It saved me from sodomising this map I'm converting.

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TyrLite 0.92
#2139 Posted by Tyrann [203.56.239.111], 13/01/2002 02:38 GMT
TyrLite 0.92 has been released.
This version adds support for generating .lit colored light files.

Download from here:
tyrlite-0.92.zip
tyrlite-0.92-src-GPL.zip

Click here for more...

Interesting
#2140 Posted by Asriel [203.79.75.56], 14/01/2002 01:32 GMT
Thinknig of ways to make maps run could almost be as hard as coding it.

Maybe.

No.

Of course not.

But still, intersting.

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...
#2141 Posted by Shambler [194.117.133.84], 14/01/2002 17:05 GMT
Weird RTCW Compile Error.......

Posted by zF0Rm [217.80.0.14], 14/01/2002 16:56 GMT

alright, here it is:
i have a little test room ready for compile. i use the q3map.exe modified by pointy for rtcw for compiling. when i try to compile through radiant, it tells me that bsp moniting failed and that the map probably wasnt compiled. guess what, radiant is right. when i try to use wolfcompile on this map, i get folling error message in the win32 shell:
<*********ERROR*******
SetQdirFromPath: no 'wolfenstein' in C:\Programme\Return to Castle Wolfquake\main\maps\Only.map>

hope anyone will read this post....

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Mm
#2142 Posted by cyBeAr [213.64.67.243], 14/01/2002 17:15 GMT , Refers to Post #2141
Sounds like you need to have "wolfenstein" somehere in your wolf dir.

For q3 you had to ahve "quake3" or soemthing in your dir name.

[Reply]


Making
#2143 Posted by Whittal [194.117.133.196], 15/01/2002 21:35 GMT
Um i am a newbie to map making and i wanted to make a map for quake 2 how can i make one? do i use a program and if so what one is the best and free?

[Reply]


Whittal
#2144 Posted by DaZ [213.122.43.176], 15/01/2002 22:27 GMT
What you want is either Qer or Worldcraft, most people here prefer Qer for Q2 editing, Im sure one of them will provide a link because I have no idea where the site is as I dont use it myself Smile

You may also want to find yourself some good tutorials, I geuss Rust is the best place for that, again could someone please provide a link Smile thanks

[Reply]


Q2 Mapping Stuff...
#2145 Posted by kanaeda [64.71.235.99], 15/01/2002 22:39 GMT
you can get the latest install and patches/plug-ins for QeRadiant here. I highly recomend downloading an off-line copy of the quake 2 editing tutorials from RUST, as well.

hope that helps you along some. :)

[Reply]


WC3.3 With Dubsp
#2146 Posted by BlackPope [64.180.248.173], 16/01/2002 00:44 GMT
Okay i've set up worldcraft 3.3 to compile quake maps with dubsp... it seems to work fine... but once the map is a certain size... like 50 brushes or 200 surfaces or something.. (im not sure of the specific #)
wc compiles... and dubsp runs but it just crashes... and closes...
I had this problem with Tyrlite aswell...

I think it has something to do with the progress indicator... because if its on it usually just stalls... and when its off it just closes down wc completely and doesn't complete anythign...

I'm also running w2k , which Im sure has soemthing to do with this...

[Reply]


Blackpope
#2147 Posted by DaZ [213.122.49.252], 16/01/2002 01:03 GMT
If you run progs which use a progress bar in the WC compile window then it will crash it. try compiling outside of Wc and see if that helps, if not then I cant help im afraid... Sad

[Reply]


Damn...
#2148 Posted by kanaeda [64.71.235.99], 16/01/2002 01:24 GMT
sure am glad I avoided WC in favor of the radiant family. bugs like that are just... stupid. ;p

[Reply]


#2149 Posted by Tyrann [203.56.239.116], 16/01/2002 01:54 GMT , Refers to Post #2146
I don't know if you can specify extra command line parameters, but with tyrlite you can add "-nocount" to get rid of the progress counter. There's probably a similar option for dubsp as well...

[Reply]


Leakin'
#2150 Posted by Pablosky [172.138.93.121], 16/01/2002 10:23 GMT
Dudes:

well, I got Radiant for it didn't work on my pc, tried a few times so i gave up, downloaded WC v1.6 and started mapping for Q1. Now. I got mapping and when I ran it Boom! Leaks. man, I never had this kind of problem before. i ran the pointfile thingy and man, so many fucking red lines! I took a screenshot of it. I wanna know if the map is really fucked up, 'cause if it is, then I guess I'll start all over again, don't wanna waste time fixing stuff that might take days... well, is the first time i see something like this, never had this problem...'cause i never edited before. = )

here's the link to the pic: http://dictterp.tripod.com/Images/pdq1leaks.jpg

Pablosky.

p.s
if you think you can fix it...tell me about it.

[Reply]


The Map Ain't Fucked Up
#2151 Posted by czg [158.38.54.23], 16/01/2002 10:44 GMT
WC's pointfile processing is. Only thing those lines will do is confuse you.
Instead, start up your map in quake, and type
pointfile on the console. Now follow the dotted trail until you see where they go out of the level. Then plug the hole.
Oh, and use a bigger screen res would ya? Smile

[Reply]


Sacrebleu!
#2152 Posted by czg [158.38.54.23], 16/01/2002 10:44 GMT
Je suis fubar!

[Reply]


Pablosky Thought A Title Wasn't Needed
#2153 Posted by Pablosky [172.138.93.121], 16/01/2002 10:50 GMT , Refers to Post #2151
whoa, now that's a relief. = )
gonna try that. heh, its a newbie thing...

...higer resolution? pfft! i don't care 'bout that. i'm happy w/ anything, even if it's 320x200 or whatever da hell it is.

Thank dude. = )

[Reply]


tobotobo Is Still Working On A Title
#2154 Posted by tobotobo [195.179.158.135], 16/01/2002 15:30 GMT , Refers to Post #2150
So many red lines, looks funny, thought it was a hoax...
Why does Worldcraft's leak finder freak up that?

[Reply]


River Sideways
#2155 Posted by Mönch [195.179.158.135], 16/01/2002 15:34 GMT
Hello!

I'm working with IonRadiant for Daikatana, and I built a waterfall. Now sadly the water doesn't flow in the correct direction. It flows sidewards! I tried various ways of altering the direction of the flow, but none of them worked. Can anyone tell me how to adjust the texture flow direction in IonRadiant/QeRadiant?

I'd appreciate any help.

Thanks,
Mönch

[Reply]


Who Needs A Title Anyway
#2156 Posted by wrath [217.208.233.74], 16/01/2002 16:59 GMT
tilt your head.

voila!

[Reply]


Hmmm
#2157 Posted by GrindSpire [213.1.128.191], 16/01/2002 21:04 GMT , Refers to Post #2155
Rotate the texture 90 degrees...

[Reply]


Who Needs A Title Anyway
#2158 Posted by Speedy [80.70.224.116], 17/01/2002 02:29 GMT
or maybe mess with surface flags ? I might look into that later, stay tuned ;)

[Reply]


Hmm, No Title
#2159 Posted by DeFrag [66.152.70.42], 17/01/2002 03:14 GMT
yikes

[Reply]


Rundown Of Solutions
#2160 Posted by Mönch [195.179.158.135], 17/01/2002 08:44 GMT , Refers to Post #2155
Hmm, I tried tilting my head, now the waterfall is ok, but the whole level is rotated 90°! (-: uuuuhhh...

Rotating the texture by 90° might not be a good choice for all textures, I mean it will probably be ok for a water texture, but what if I want some other texture animated that way?
There must be some way of specifying the flowing direction of the texture...

Surface Flags...I haven't found any that set a direction. You can set directions for the whole water brush (like a river current, so you will flow that way), but I haven't found any flags for texture movement on individual faces. Tried adding a direction value in the "value" box (value according to those that you set in the entity dialog, for instance 90 for north), but it didn't do anything.

I also have another problem with my transparent water. It looks all fine from above, but when you dive into it you have a black plane above you (the surface), no transparency and no lighting at all. Any solutions for this?

[Reply]


Texture Rotating
#2161 Posted by iART [24.64.223.204], 17/01/2002 19:09 GMT , Refers to Post #2155
I think Grindspire means, rotate the texture in your MAP editor... not a GRAPHICS editor.

Like this >>> screen shot

[Reply]


Yeah I Understood That Right...
#2162 Posted by Mönch [195.179.158.135], 18/01/2002 09:00 GMT , Refers to Post #2161
but what if I experience this problem with other textures. Like if I want to make a scrolling advertising slogan or so and it just scrolls up/down. If I rotate the texture then the text will be...rotated (-:
Get it?
Anyway, don't know if I tried that texture rotating. If not then D'uh! Will check that out.

[Reply]


ARGH!!!
#2163 Posted by Jimbo [216.12.57.166], 18/01/2002 20:31 GMT
I'm working on a q1 dm map, about 800 brushes, using Quark.
When I'm walking around the map in quake I keep falling through solid brushes. anyone know how to fix this?

(I tried remaking the same brush from scratch but it still lets me fall through)
The brushes in question look solid and they aren't illusionary entity brushes, but they act like them.

any suggestions?

-Jimbo

[Reply]


C'est Une Petite Probleme
#2164 Posted by xen [194.117.133.196], 18/01/2002 23:08 GMT
Got a custom progs.dat to work with which features ambient sounds a la:

ambient_general will play any sound you put in the 'noise' key. (ambience/windsuck.wav etc...) You'll have to loop the sound, though. Volume, and speed(attenuation) are configurable, but will default to volume:0.5 speed:3

The bit about looping I really don't get... I tested it in a level with a quake2 sound and it reported "error: ambience/fan1.wav not looped" or something. Yeah so it's hardly mapping help but wth :/

[Reply]


Btw
#2165 Posted by xen [194.117.133.196], 18/01/2002 23:10 GMT
Necros, if you're about, I would have emailed but the servers are playing up... it's your code that I'm using.

[Reply]


Eh?
#2166 Posted by necros [172.150.71.249], 18/01/2002 23:17 GMT , Refers to Post #2165
code? sm36? ah...

yes, well, the code isn't the problem. the sound file itself must be looped (doable with a program like CoolEdit2k).


Basically, it involves putting start and end markers into the sound file. If you can't do this, Just tell me which sound in q2, and I'll do it for ya.

[Reply]


Hmm
#2167 Posted by xen [194.117.133.196], 18/01/2002 23:23 GMT
I've tried faffing about in Goldwave with the sounds, but the "insert markers" option seem to unaffect it.

I'll try searching for Cooledit2k in a bit, but I'd be grateful if you could hax0r them for the time being. They are:


amb4
amb14
amb19
fan1


...all in the world subfolder.

Thanks.

[Reply]


Coming To A Mailbox
#2168 Posted by necros [172.150.71.249], 18/01/2002 23:38 GMT , Refers to Post #2167
near you.

[Reply]


Get A Job !
#2169 Posted by Speedy [80.70.224.76], 19/01/2002 02:16 GMT
http://www.humanhead.com/headhunt.htm

[Reply]


Get A Life !
#2170 Posted by Vigil [193.229.6.165], 19/01/2002 08:23 GMT
http://www.gamespystore.com/product.asp?pid=020626711760

[Reply]


Hmm, No Title
#2171 Posted by wrath [217.208.233.88], 19/01/2002 13:56 GMT , Refers to Post #2170
what? does that mean I'll have to buy two copies?

[Reply]


Jimbo...
#2172 Posted by Drannerz [143.52.2.203], 19/01/2002 16:55 GMT , Refers to Post #2163
I've had that problem a few times. I deleted the brush and build a differnt shaped one.

[Reply]


Wierd Brush.
#2173 Posted by necros [172.155.196.238], 19/01/2002 22:08 GMT , Refers to Post #2172
try this:

stick a func_wall over the funky brush. As long as it fills, and vises, it should work fine...

[Reply]


YAY!
#2174 Posted by Jimbo [216.12.57.205], 19/01/2002 23:10 GMT
I fixed the thing where you fall through a solid floor. Cool
I cut up the main floor brush into 4 parts and that seems to have worked.

Now I have to worry about the "too many Efrags" error when it loads.
Sad
Can someone tell me exactly what that means?

Someone on quakelab said the map needed to be fully vised to fix it, but it IS fully vised (level 4).

could it have anything to do with the excessive # of flames for lighting?

-Jimbo

[Reply]


Jimbo
#2175 Posted by Tyrann [203.56.239.111], 20/01/2002 01:02 GMT , Refers to Post #2174
could it have anything to do with the excessive # of flames for lighting?

Yes, that's probably it.
Efrags are entity fragments. An entity in open space should only generate one efrag, but an entity in close proximity to complex geometry could generate dozens. I had the same problem with Moolight Assault and it turned out to be the flames I had mounted all over the level. I took a few out and then it was ok.

[Reply]


Hmmm
#2176 Posted by DaZ [213.122.177.200], 20/01/2002 15:16 GMT
I dont care how it works, but it looks fucking good, heh Smile

[Reply]


Need Help
#2177 Posted by cereal [212.151.41.29], 20/01/2002 16:29 GMT
hi i need a mapper to join my team. we are making a mod based on Mission Impossible.
to contact join mirc chan #qmi on quakenet server.

//cereal

[Reply]


I Have A Suggestion
#2178 Posted by cereal [212.151.41.29], 20/01/2002 16:31 GMT , Refers to Post #2163
dont use quark for mapping use qoole.

//Cereal

[Reply]


Ce'st Une Petite Solition
#2179 Posted by mathias [212.151.41.29], 20/01/2002 16:34 GMT , Refers to Post #2164
goto inside3d.com and click ont the link to q1 tutes, look up "ambient sounds" under category "Misc"

//GOD [mode]

[Reply]


HAHAHA
#2180 Posted by kanaeda [64.71.235.99], 20/01/2002 18:17 GMT , Refers to Post #2178
the simple fact that you are telling somebody to use Qoole to build maps proves you have no clue as to what you are doing.

[Reply]


Rofl
#2181 Posted by DaZ [213.122.76.79], 20/01/2002 18:30 GMT

[Reply]


And Then There's The Ips Too...
#2182 Posted by necros [172.134.78.136], 20/01/2002 18:51 GMT
rofl.

[Reply]


Efrags
#2183 Posted by czg [158.38.54.65], 20/01/2002 19:28 GMT
You get those warnings if you have any solid entities spanning large areas of the level too. Say you made all tiny sticky-outy bits of your level into one freaking huge func_wall or illusionary, you'll bump into that. If that's the case, split it/them up into several smaller entities so they cover less ground.

[Reply]


DeFrag Is Still Working On A Title
#2184 Posted by DeFrag [66.152.70.109], 21/01/2002 00:00 GMT
but qoole is so UN!

[Reply]


Lol
#2185 Posted by killazontherun [211.28.55.25], 21/01/2002 01:44 GMT
no comment

[Reply]


Speedy Is Still Working On A Title
#2186 Posted by Speedy [80.70.224.114], 21/01/2002 03:27 GMT
q3/ogl question
For q3 textures must be dimensions of 2 ?
or 8 ? will 516x516 texture work ? or got shrunk

[Reply]


Textures
#2187 Posted by Nightbringer [203.109.252.14], 21/01/2002 03:36 GMT , Refers to Post #2186
Opengl textures have to be sized to a power of 2. I don't know how q3 deals with ones that aren't. Probably resizes them to the nearest, or to the next lowest.

[Reply]


Hm...
#2188 Posted by Mathias [213.65.80.243], 21/01/2002 19:35 GMT , Refers to Post #2180
I bet you use QUARK? :P

[Reply]


Wit's End
#2189 Posted by [Tronyn] [24.66.247.146], 22/01/2002 05:02 GMT
this is such a gay error:

trigger_once or trigger_multiple says "map name by map author" upon stepping in front of a portal

trigger_changelevel *within* portal changes level.

IN THEORY, THAT IS.

in reality, you can get the message from the trigger_once or trigger_multiple, but move one virtual centimeter closer to the portal, AND IT CHANGES THE LEVEL! is that not an error of exceeding stupidity? it's as if the trigger_changelevel is created within the trigger_multiple/trigger_once, with a tiny margin, as opposed to where it ought to be, within the portal, a few feet away.

am I on crack here, or... well.. how do I cause this set-up to function in such a manner as befits what such a simple set of two entities in their respective responsibilites of function, ought to be doing!

[Reply]


Thats Fucked
#2190 Posted by Asriel [203.79.75.1], 22/01/2002 05:18 GMT
^

Anyway I have a question, which im sure has a tutorial somewhere, but...:

I want to trigger a series of lights to go on after triggered.

So, you walk through trigger brush, then four lights all go on, then a second later another 4, then another etc etc.

Any ideas?

[Reply]


Use Trigger_relays
#2191 Posted by Fat Controller [203.79.69.146], 22/01/2002 07:14 GMT , Refers to Post #2190
That is, have your triggering object aim at a set of trigger_relays which target the light banks.

Each trigger_relay should have its "delay" key set to some rising value to stagger the lights coming on.

[Reply]


This Is Gonna Sound.....
#2192 Posted by QuakeTree [65.139.32.58], 22/01/2002 07:32 GMT
stupid but:

what the hell is the real difference between hard and nightmare.....

</stupid>

[Reply]


Monsters
#2193 Posted by Nightbringer [203.109.252.18], 22/01/2002 08:04 GMT , Refers to Post #2192
monsters refire faster (double-fire, some of them) and don't go into pain animations at all.

[Reply]


Nope
#2194 Posted by kanaeda [64.71.235.99], 22/01/2002 16:23 GMT , Refers to Post #2188
I'm strongly grounded in the radiant family of editors. learn one editor and you can build maps for a multitude of games. it's the obvious, logical choice.

Qoole has severe technical issues at the core of the progmram. the designers have been made aware of these issue many times and have not fixed the problems.

i think those reasons alone should indicate why qoole should be avoided at all costs.

[Reply]


Well...
#2195 Posted by R.P.G. [165.247.133.89], 22/01/2002 16:47 GMT , Refers to Post #2193
monsters refire faster (double-fire, some of them) and don't go into pain animations at all.

This is true in Quake 2. In Quake 1, for each higher skill level, the monsters have a higher rate of fire. In nightmare, the rate of fire is constant, e.i. there is no pause in between shots. Also, the vore balls go faster on each higher skill. On nightmare (in Q1) all monsters still have pain animations, but not in Q2 (which is why Q2DQ2 is done on hard skill and not nightmare, unlike QDQ).

[Reply]


I'm Back...
#2196 Posted by palldjon [203.29.11.38], 23/01/2002 02:47 GMT
well rested from my holiday =)

[Tronyn]: I used a trigger_multiple / trigger_changelevel close combination for the first 100b start map and had no problems. The only thing I can think of is that a rogue flag has been included in one of the entities, something along the line of an unchecked "don't link".

Asriel: Wot Fatty said. but be careful about how often you use this trick. It sends certain of the level parameters through the roof and you can easily end up with heaps of "too many light styles on a face" errors.

[Reply]


Oops
#2197 Posted by Nightbringer [203.109.252.18], 23/01/2002 04:04 GMT , Refers to Post #2195
My bad; you're right, nightmare causes pain framing to happen less often, not never. Firing speed is the same at all skill levels except nightmare, where most monsters fire twice before reloading (except the shambler, which fires for one frame longer), and the vore pod flies faster.

[Reply]


Cool, Thanks
#2198 Posted by Asriel [203.79.80.13], 23/01/2002 09:00 GMT
Thanks a lot Fatty and Palldjon.

[Reply]


Thanks
#2199 Posted by QuakeTree [65.139.31.159], 23/01/2002 11:03 GMT
Ok, I was just wondering about that nightmare thing...

Now I need 1 or 2 experienced people to look at my current project and give me some feedback. It currently consists of a start map and a finish map. (With two more in between yet to be done). I mainly need some feedback on overall style and such. (Keeping in mind that I have not set up for difficulty levels yet).

[Reply]


Tronyn
#2200 Posted by Fat Controller [203.79.68.7], 23/01/2002 18:55 GMT
I finally understand what you were asking about those triggers (Space Cadet, right?), and I know what the problem is.

Triggers just use the associated brush entity to generate a bounding box; the brush shape doesn't really constrain the shape of the trigger. Hence with those angled gates, the triggering area sticks well out from the surface itself.

The only way around is to make lots of little triggers that fit the shape of the teleport better and send the model count through the roof.

[Reply]


Aaaaaaaaaah
#2201 Posted by Tronyn. [24.66.247.146], 24/01/2002 00:13 GMT
well, heh, thanks. too late now though ;)

it wasn't THAT big of a problem, it just seemed like a really stupid thing that I should have been able to fix.

[Reply]


Yeah.
#2202 Posted by necros [172.137.248.207], 24/01/2002 01:00 GMT , Refers to Post #2200
It has to do with the way quake defines the triggers. It uses mins and maxs, so it's really only the top left corner, and the bottom right corner (or whichever way you look at it) that matter. You can't have a concave(convex is it?) trigger...

[Reply]


Yeah
#2203 Posted by NotoriousRay [199.75.227.79], 24/01/2002 02:11 GMT
i first noticed this when i tried to make a slanted func_particlefield (from hipnotice .qc). it of course showed particles as if it was one full block encompassing the selection-box in worldcraft.

[Reply]


.mdl Inputtingage
#2204 Posted by Asriel [203.79.80.41], 24/01/2002 10:20 GMT
How do you put .mdl's into a map (Q1).
WC specfic if possible.

[Reply]


Mdl
#2205 Posted by GlassMan [195.184.253.85], 24/01/2002 11:58 GMT , Refers to Post #2204
The below is based on my experience, not any particular technical knowledge so it may be mistaken in the reasoning :)

You can't put an mdl into a map without creating a function for it in the QC.

The only exception is if the mdl has already been precached when the map is loaded.

You can then use the trick that czg came up with to attach the model to a func_illusionary used as a point entity with the model key (eg model - progs/bolt.mdl, also frame-frame number if relevant).

This means, in the example of the bolt, that when the map loads the engine needs to find the lightning gun & its associated precached mdls before it tries to load your func_illusionary. If it does't the level will give a no precache type loading error.

The simple answer I have found is that when making the map make sure your lightning gun (or whatever) is added after the func_illusionary so that it comes before it in the list of entities in the bsp. That works at least in radiant type editors which make the latest entity added the first in the list of entities in the map/bsp. WC may work differently.

[Reply]


Mdl
#2206 Posted by BARiUM [213.67.132.133], 24/01/2002 17:11 GMT , Refers to Post #2205
you can edit entities in quark... just load the bsp into quark and move the entitie so it's just after worldspawn...

[Reply]


Indeed Sir.
#2207 Posted by Tronyn. [24.66.247.146], 25/01/2002 04:32 GMT
Error: mod_numknown == MAX_MOD_KNOWN

C:\quake>

[Reply]


Q3 Mappage
#2208 Posted by }}-BlackHawk-> [12.250.91.161], 25/01/2002 08:22 GMT
I am new to Q3 mapping and have fooled around with radiant some. I was wondering if there are any other editors to make Q3 maps with. Can you use WC3? I really don't like radiant much at all..and was kinda hoping there was something else...:-/

[Reply]


Hmm, No Title
#2209 Posted by DeFrag [66.152.71.55], 25/01/2002 08:26 GMT
notepad

[Reply]


Don't Be A
#2210 Posted by }}-BlackHawk-> [12.250.91.161], 25/01/2002 09:28 GMT
smart ass

[Reply]


Yah, Frag...
#2211 Posted by Biff the Bad Punster [12.93.208.191], 25/01/2002 10:09 GMT
Don't put -BlackHawk- DOWN! ;)

[Reply]


Q3
#2212 Posted by Nightbringer [203.109.252.18], 25/01/2002 10:31 GMT
...gmax?

[Reply]


Hmmm..
#2213 Posted by }}-BlackHawk-> [12.250.91.161], 25/01/2002 21:13 GMT
Forgot all about old Gmax...
Has any one tried it for mapping though?
Any other editors?

[Reply]


Little Edicts Question:
#2214 Posted by necros [172.163.157.73], 25/01/2002 23:58 GMT
How many edicts should i leave free, for use with in game objects (nails, rockets, etc) 50? 100?

Just cause i've run into this problem, and want to shave off only what's necessary...

[Reply]


BlackHawk
#2215 Posted by Speedy [80.70.224.104], 26/01/2002 02:04 GMT
quark supports q3

[Reply]


Re: Little Edicts Question:
#2216 Posted by Tyrann [203.56.239.117], 26/01/2002 02:19 GMT , Refers to Post #2214
How many edicts should i leave free, for use with in game objects (nails, rockets, etc) 50? 100?

Probably at least 30, and 50 if you really want to be safe.

[Reply]


Hmm, No Title
#2217 Posted by Speedy [80.70.224.104], 26/01/2002 02:22 GMT
how do you count them ?

[Reply]


Speedy
#2218 Posted by Tyrann [203.56.239.116], 26/01/2002 02:42 GMT , Refers to Post #2217
Console command: edictcount

[Reply]


Right Then...
#2219 Posted by necros [172.167.74.3], 27/01/2002 00:20 GMT , Refers to Post #2216
which of the ones are important?

num_edicts
active
view
touch
step

?

[Reply]


Necros
#2220 Posted by Tyrann [63.12.14.14], 27/01/2002 04:01 GMT , Refers to Post #2219
As far as I know, just num_edicts. If it goes over 600, quake will crash.

[Reply]


Question
#2221 Posted by Tronyn. [24.66.247.146], 27/01/2002 17:56 GMT
I'm patching ADD2 and its pak, and have fixed the first batch of sound errors that couldn't be found in "ambience." Now there are a few more sounds that are in the PAK, but upon loading Quake complains about "no precache" for these sounds. So how do I fix this, get it to precache them or whatever?

[Reply]


Thx.
#2222 Posted by necros [172.135.58.160], 27/01/2002 17:58 GMT , Refers to Post #2220
What about if there's a SUB_Remove(); in the function. (say for a monster). Will that get rid of an edict?

[Reply]


Best Way Is To Precache Sounds...
#2223 Posted by necros [172.135.58.160], 27/01/2002 18:00 GMT , Refers to Post #2221
in world.qc

just find some lines which say

precache_sound ("sound name...")

copy and paste the line, and change the stuff in the brackets to whatever your sound is.

Now, quake'll precache it automatically.

[Reply]


A Texture Thing
#2224 Posted by Pablosky [172.153.227.160], 28/01/2002 09:33 GMT
Dudes:

I started making this base map (Q1), and I wanna use something more than the original base textures. I remember there was the Malice TC wad file on Opiate's texture warehouse, but the site is been without an update since 98! The file is in there but the link is broken. I can't find it anywhere. Do you guys know where I can get it from?

[Reply]


Doesn't Biff
#2225 Posted by necros [172.152.34.117], 28/01/2002 15:40 GMT , Refers to Post #2224
make extra idbase texs? I remember him mentioning that on the GA thread...

[Reply]


Yeah
#2226 Posted by Fern [141.222.141.9], 28/01/2002 17:34 GMT
Link is there. It's a great .wad too

[Reply]


What To Use?
#2227 Posted by Pieces of Quake [195.102.201.164], 28/01/2002 21:56 GMT
What is the best Quake 2 level editor to use out there?

[Reply]


Easy...
#2228 Posted by kanaeda [64.71.235.99], 28/01/2002 22:32 GMT , Refers to Post #2227
whichever editor works the best for you. there are many to choose from, the more popular being either Worldcraft 1.6 or QeRadiant. there's also options like qoole, bsp, quark, and many more!

my suggestion is to download and try out as many as possible. get a feel for what kind of features each one has, and then pick whichever suits you the best.

[Reply]


Avp2 Maps
#2229 Posted by iART [24.64.223.204], 30/01/2002 08:24 GMT
No, its not Quake related, but all the AvP2 editing forums are screwed...

I've made a single player level named mymap.dat. Then rezed it. Now i have mymap.rez (Very Good). Placed mymap.rez into C:\progra~1\fox\aliens~1.pre\custom\
Finally, at the command line i typed -rez custom/mymap.rez
No custom maps found.... anywhere.

I've also tried:
C:\progra~1\fox\aliens~1.pre\custom\worlds\singleplayer\
C:\progra~1\fox\aliens~1.pre\worlds\custom\
C:\progra~1\fox\aliens~1.pre\worlds\singleplayer

C:\progra~1\fox\aliens~1.pre\avp2\custom\
C:\progra~1\fox\aliens~1.pre\avp2\worlds\custom\
C:\progra~1\fox\aliens~1.pre\avp2\worlds\singleplayer\
blah blah blah

My Question:
Where the hell does the "custom" directory go, to run these maps????????

[Reply]


Avp2 Forums
#2230 Posted by iART [24.64.223.204], 30/01/2002 08:28 GMT
how are they screwed?????

Same question, asked at three different sites... got three diferent answers.

At least HERE i can get consistant wrong answers.

[Reply]


Map Compiling Error
#2231 Posted by TheToadWarrior [64.91.146.126], 30/01/2002 23:06 GMT
I made a map, compiled it fine, etc. Put it online, despite having some balance issues, because I didn't think I'd ever do anything with it. Well I wanna make it 0wn. So I reinstall Worldcraft, use maketex to get my textures again, open the map, it opens fine, looks fine and when I check for errors, it finds none. So I compiled it and qbsp crashes. So I think it could be WC. I go into DOS, and manually compile. Qbsp didn't compile it, I forgot to move the wad. So I move it and recompile. It crashes again. So I assume the wad is causing problems. I installed Worldcraft in the same exact spot, I'm 99.9% sure the wads are the same name (they should be I assume since the textures show up in WC) and I never edited the map or rmf file. They just sat on a Zip disk until now.

Does anyone have an idea what's causing the problem exactly nd how to fix it?

[Reply]


Try....
#2232 Posted by iART [24.64.223.204], 30/01/2002 23:19 GMT , Refers to Post #2231
...opening the old .bsp in TexMex, and save the file (while in TexMex) to a .wad of a different name (so that you don't overwrite the original).
Load the new .wad in Worldcraft and remove the old one. Restart worldcraft. Fly around the level (in the 3D view) to check for missing textures.
Run QBSP with VIS or LIGHT.

That will rule out a .wad problem.

[Reply]


Sorry....
#2233 Posted by iART [24.64.223.204], 30/01/2002 23:21 GMT , Refers to Post #2231
Run QBSP (without) VIS or LIGHT.

[Reply]


Figured It Out, I Think
#2234 Posted by TheToadWarrior [64.91.146.126], 30/01/2002 23:46 GMT
Before doing that, I removed my rouge, hip and q2 wad. It compiled fine.

So I'm thinking, either there's duplicate textures in the rogue and hip wads, causing problems or having all of the wads loaded is causing problems.

[Reply]


Ah...... Ya.... That Would Do It.
#2235 Posted by iART [24.64.223.204], 31/01/2002 00:07 GMT , Refers to Post #2234
Smile

[Reply]


Flip Quake Textures In WC?
#2236 Posted by Mönch [195.179.158.135], 31/01/2002 09:18 GMT
Hello!

I just started mapping for Quake 1. I'm using Worldcraft 1.6.
I want to build this exit arch, but the texture is only one half of the arch. I'd have to flip the texture horizontally for the other half, but I don't know how it's done. Please help!

[Reply]


Scale -1
#2237 Posted by cyBeAr [213.64.67.243], 31/01/2002 11:17 GMT , Refers to Post #2236
negative texscale means the texture is flipped.

[Reply]


Texture Flipping Works
#2238 Posted by Mönch [195.179.158.135], 31/01/2002 11:32 GMT , Refers to Post #2237
Thanks alot!!

[Reply]


Rouge Textures
#2239 Posted by Fern [141.222.141.9], 31/01/2002 15:54 GMT
include lipstick

[Reply]


No Way!?!
#2240 Posted by iART [24.64.223.204], 31/01/2002 16:28 GMT
does scale -1 really work????

For the last 4 years I've been flippng the texture in a graphics editor, then adding it into the .wad under a new name.

[Reply]


No Worries....
#2241 Posted by iART [24.64.223.204], 31/01/2002 16:37 GMT
...I figured out my AvP2 problem.

[Reply]


Don't Fret...
#2242 Posted by palldjon [203.29.11.38], 31/01/2002 23:37 GMT , Refers to Post #2240
I did that for a while till I worked it out. Not 4 years tho' Evil

Although, I did have a bizarre experience with one texture alignment on a test map. Strange angled face, couldn't get the tex to line up no matter what combo of negs and angles. Gave up and used the old copy and flip in TexMex. Applied new tex, slight angular adjustment - voila! Worldcraft is weird sometimes.

[Reply]


I Finally Broke Down...
#2243 Posted by QuakeTree [65.139.32.187], 01/02/2002 19:49 GMT
And learned WC1.6 (switched from winqoole due to massive frustration).

While it is MUCH more accurate in brush placement (my primary source of frustration) it seems to take about twice as much mouse-work (clicking, selecting ect.) to create something, anything.

Example: in WQ it is a simple left click/drop down menu/choose to create a simple block or column and then scale to correct size. (3)

While in WC it is: make sure the right shape is selected, right click on create object, scale to size, right click create object and then select object if you need to further manipulate it. (5)

Also the vertex manipulation system in WQ seems easier.

But unfortunatly with WQ's poor brush alignment I am now using WC.

</lamenting>

[Reply]


Who Needs A Title Anyway
#2244 Posted by Fern [141.222.141.9], 01/02/2002 19:57 GMT
While in WC it is: make sure the right shape is selected, right click on create object, scale to size, right click create object and then select object if you need to further manipulate it. (5)

Uh, I just draw a box and press enter...

[Reply]


Probably Been Asked About 6,000 Times
#2245 Posted by underworldfan [172.160.105.203], 01/02/2002 20:56 GMT
....before , but what is the best place to find all the Quake 1 Map Level Editors, and which do you recommend to a new Quake 1 mapper, ie me :).

I have made a small map for Q1 SP so far using WorldCraft1.6a shareware.

Thanx

[Reply]


Screenshots In Software Quake
#2246 Posted by GlassMan [217.35.48.19], 01/02/2002 21:16 GMT
Does anyone know why when I take a screenshot in software quake the pcx comes out all streaky & in greyscale?

[Reply]


Hmm
#2247 Posted by cyBeAr [213.64.67.243], 01/02/2002 21:25 GMT , Refers to Post #2246
try looking at it in some other program... I think I remember that it wouldn't be displayed proporly in photoshop but in imaging (comes with windows or whatever)...it's also possible I don't remember anything right...

[Reply]


Another Question
#2248 Posted by underworldfan [172.160.105.203], 01/02/2002 21:27 GMT
i try to apply a 64*128 texture to a solid in WC1.6 and it applys it so that the top half is at the bottom and the bottom half at the top.

what am i doing wrong?

[Reply]


Fern Is Still Working On A Title
#2249 Posted by Fern [141.222.141.9], 01/02/2002 21:42 GMT
i try to apply a 64*128 texture to a solid in WC1.6 and it applys it so that the top half is at the bottom and the bottom half at the top.

what am i doing wrong?


you probably need to adjust the texture by 64 along the y-axis =)

[Reply]


S/shots
#2250 Posted by GlassMan [217.35.58.208], 01/02/2002 21:48 GMT
No your memory is excellent Cybear. Photoshop is at fault. I had to save it as a tiff in Imaging & that loaded okay into Photoshop. Thanks.

[Reply]


Open The
#2251 Posted by Asriel [203.79.75.178], 01/02/2002 23:29 GMT , Refers to Post #2248
Open the texture application thingy.
Input the amount (64 on y-axis in this case)you wish to 'move' the texture.
Make sure it says 'Apply All' on that little button thingumy.
In the 3d view (with textures on) click where you want the texture to be 'moved'.

there you go. Hopefully.

[Reply]


Hmm, No Title
#2252 Posted by underworldfan [172.153.173.210], 01/02/2002 23:33 GMT , Refers to Post #2251
thanx for your help. and thanx fern too. :)

[Reply]


Ok Then...
#2253 Posted by necros [172.151.245.152], 02/02/2002 00:39 GMT
not really mapping help, but related none-the-less...

Does anyone know any Quake models of gore and dead bodies?.. sorta like the hanging dudes from Doom and Doom2?

[Reply]


Yeah
#2254 Posted by NotoriousRay [4.17.67.88], 02/02/2002 06:47 GMT
thats my main gripe with worldcraft, that it requires lots and lots of clicking and/or selecting.

[Reply]


Necros
#2255 Posted by Starbuck [213.122.9.22], 02/02/2002 12:25 GMT
you could use the deadstuff patch, which basically inserts any quake monster or player into the level in its dead state. It's used in 'from hell' and a few other things.

alternatively, hexen II has two human corpse models, but you might have to reduce the faces to use them, as ive found that h2 models are too high polycount and cause a comedy fuckup in-game....

[Reply]


Well...
#2256 Posted by necros [172.130.245.83], 02/02/2002 21:23 GMT , Refers to Post #2255
Having dead bodies is easy, i was leaning more towards just plain gore... (pools of blood, bones, eviscerated dudes, etc...) I dunno if you remember those doom sprites will the impaled guys, and hanging guys, and skulls and all that...

unfortunatly, I'm not the proud owner of Hexen 2. Anyone willing to send them over, however, is welcome... (isn't that considered illegal though?)

[Reply]


See If Painkeep's Available
#2257 Posted by Fat Controller [203.79.65.239], 03/02/2002 00:49 GMT
That had dangling corpses and stuff.

Dunno if it's available on FartPlanet though.

[Reply]


Natch
#2258 Posted by xen [194.117.133.196], 03/02/2002 01:14 GMT
PainKeep.

Seeing as the old Worldcraft debate looks set to crop up again soon I'll state that it's only real problems are lack of documentation for the more serious mapper, like how to use shortcuts and techniques to your advantage; WC was made one hell of alot easier to use simply by taking the advice from CZG, Than and various others here - I hardly ever notice the mode changes now. Oh, and the export/map builder feature sucks balls, granted - I compile using batchfiles. And the full verison is here, so quit complaining about shareware issues. End of.

[Reply]


WC Full Version
#2259 Posted by QuakeTree [65.139.29.77], 03/02/2002 03:55 GMT
Is that an illegal copy or is it free now because of WC 2.x and 3.3 being free?

[Reply]


Jedi Knight
#2260 Posted by Asriel [203.79.80.33], 03/02/2002 05:47 GMT
My friend wants to get into Jedi Knight mapping, but he suxors at it. So he wants me to help him. Problem is that I can't seem to find a working link for any jediknighrt editor.

Cna anyone help me out?

P.S

I know JK suxs.

[Reply]


Re-Jedi Knight
#2261 Posted by Abyss [203.29.150.3], 03/02/2002 09:40 GMT
Jedi Knight "Dark Forces II" ???
I think I have 1 or 2 JK editors stored away on CD somewhere. Don't know which they are, think one is called "Jed" or something, anyway I'll have a look tommorrow, and see if I can find them, may take a while, that's going back a few years worth of CD's, but I'll see what I can do.

[Reply]


Re RE-Jedi Knight
#2262 Posted by Abyss [203.29.150.3], 03/02/2002 10:59 GMT
You can download Jed.v.95 from here

link

[Reply]


Wicked
#2263 Posted by Asriel [203.79.80.97], 05/02/2002 02:54 GMT , Refers to Post #2262
Thanks heaps Abyss, you've helped a lot.

[Reply]


Model Meshes In QeRadiant?
#2264 Posted by Mönch [62.104.214.78], 05/02/2002 09:28 GMT
I'm new to Quake engine editing. Can anyone tell me there's any possiblity to display the actual model meshes instead of the boxes in IonRadiant/QeRadiant? The boxes kinda suck.

[Reply]


Yes...
#2265 Posted by Tef Johs [217.70.229.40], 05/02/2002 12:22 GMT , Refers to Post #2264
...you can do that in QERadiant.

In the .def file, just add a line like

model="models/items/ammo/shells/medium/"

(for ammo_shells) or something similar at the end of a particular entity that you wish to show up in the editor.

In QERadiant 147 it works, at least. If you have that version, these lines should already be in there, although some of them are missing, or are completely wrong.

[Reply]


Ugh...
#2266 Posted by Mönch [62.104.214.93], 05/02/2002 18:16 GMT , Refers to Post #2265
So I have to do this for EVERY entity? That would take tons of time, since in Daikatana (which I'm editing for mainly) there are hundreds of decoration entities etc. It would be very convenient to be able to see the, say, differnet plants and trees in the editor, rather than place them all and check it out ingame to find the correct one.

[Reply]


Make A Macro Perhaps?
#2267 Posted by Asriel [203.79.80.15], 05/02/2002 21:01 GMT
Anyway I have a few questions.

1. I know that overlaping brushes is bad, but why is it bad?

2. Sorta still on the overlaping brushes; If an elevator goes through a brush (Say its support for instance). Is that bad as well?
And again, why?

[Reply]


I'll Try To Answer These
#2268 Posted by Fat Controller [203.79.69.84], 05/02/2002 22:39 GMT
1. A peculiar effect called "Z-fighting". Particularly noticeable if two brushes have different textures or differently aligned textures. Sort of like how two objects can't occupy the same space at the same time.

Also, I believe BSP gives precedence to the first brush there (in the list), so you may get strange looking brush cuts or (as I have) texture wierdness.

2. An elevator sliding "through" a support beam? If we're talking along the edges, that's just bad design. Someone could get caught on the support and crushed.

OTOH, if you mean the elevator's own support beam (holding the platform up), naw, nobody'll care, unless it ends up sticking right through a wall where players can see and laugh at it.
---
"The Truth is Out There. But It's Best To Just Ignore It."

[Reply]


Heh...
#2269 Posted by necros [172.134.35.213], 05/02/2002 22:55 GMT
for plats, I usually put a part of the bmodel as a brush outside of the level to define it's height, since I'm too lazy to actually use the height key. Smile

[Reply]


StarrrrrrrrrrrrrrrBUCK!
#2270 Posted by Biff_Debris [12.93.208.197], 05/02/2002 23:31 GMT , Refers to Post #2255
Where can I find that deadbodies patch? It would work wonderfully with some of the q1sp stuff I've got in mind... (cue malicious laughter)

[Reply]


Fat Controller;
#2271 Posted by necros [172.186.61.126], 06/02/2002 01:01 GMT , Refers to Post #2257
thanks for that (Pain keep). Almost perfect. (Skin is ugly though... Maybe i'll paste on the zombie' skin... :)

I also found some amazing models from ZDoom, as they have an .md2 pack for it. (Been playing a lot of that recently).

Actually, all the models are quite amazing, as they're all very detailed, and have better skins that Q2, and they look very true to the original sprites (The demon even has the blood spots fly out of it's mouth when it dies), and the archvile death is amazing. Also, what's really incredible is that that you can have like 100 of them on the screen at the same time with little slow down, but that's another story. :)

[Reply]


Doom Md2s
#2272 Posted by Speedy [80.70.224.69], 06/02/2002 03:49 GMT
where necros ?

[Reply]


Dead Bodies
#2273 Posted by xen [194.117.133.196], 06/02/2002 11:09 GMT
Biff, you'll find it in the zip for the old Q1SP- From Hell. On another point of interest there's a film coming out soon with the same title, based on the same story...

[Reply]


Necros
#2274 Posted by Tronyn. [24.66.247.146], 06/02/2002 21:23 GMT
You want dead guys, I've got a few tortured-zombie models that we never used from Anevil - two different ones for a zombie hanging (one by neck, one by wrists), and one spitroasting! nice nasty stuff

sorry I haven't sent feedback yet on your map, my mail's screwed (again) and well, that's my best excuse, other than that, just having some troubles with 'other' stuff..

it's very good though (but you already know that).

[Reply]


.
#2275 Posted by necros [172.158.226.39], 07/02/2002 00:45 GMT
Tronyn: Thx.Smile I'd be really interrested in those models. Maybe if you could upload them (since yer email is broke), i'd really appreaciate it. Don't worry about the feedback, i'm not in much of a hurry. It was more of a pre-beta anyhow... (Alpha?) Still interrested in your feedback though, so whenever you get the chance...

Speedy: The md2s are from ZdoomGL, and they were made by a few different people. They replace almost everything in the game, and look _really_ _really_ amazing. Some animations are a little off (Both Baron and Hell Knight's ball throwing anims are odd, and CyberDemon death is crap without explosions...), however, but for the most part, they're quite good.
ZDoomGL
ZDoom
The md2 pak is located on the ZDoomGL site.
(All of doomworld looks a bit dead ATM, though...)

[Reply]


Er...
#2276 Posted by Scampie [206.152.135.94], 07/02/2002 01:55 GMT , Refers to Post #2273
you mean, there already is a movie out based on the same graphic novel as that map, right?

oh, wait, your 'over there' and you guys get things years after us... sorry. :D

[Reply]


Who Needs A Title Anyway
#2277 Posted by Speedy [80.70.224.136], 07/02/2002 03:13 GMT
cant get to that site
may you post those mdls ?

MAy be you making pack with qc to have all monsters working in q ?

[Reply]


Ta Necros And Fatty
#2278 Posted by Asriel [203.79.80.118], 07/02/2002 09:02 GMT
I've noticed the first brush in, first brush showing thing.

And yeah, the 2nd one you said, how the bottom sticks through the level. But don't worry, no one will see it.

could someone (necro?) explain what a bmodel is?

[Reply]


Blocking See-through-sky Effect
#2279 Posted by Tef Johs [217.70.229.40], 07/02/2002 10:28 GMT
I know I have read about this on many occasions, but here goes...

Would someone kindly repeat for me: what are the more effecient ways of blocking vis in regards to the annoying "see-through-sky" effect that sometimes appears in maps?

I know putting in areaportals in proper places (Q2, Q3 engine) will help, but sometimes that isn't possible due to the architecture etc.

Clip brushes? Doesn't seem logical.

Q3 engine games even have the "caulk" texture, but that didn't seem to help much either.

Some suggestions would be appreciated. Plz.

[Reply]


R4wk.
#2280 Posted by Biff_Debris [12.93.209.43], 07/02/2002 10:49 GMT , Refers to Post #2273
Thanks man -- DLing it now... =)

[Reply]


From The Q3Radiant Manual...
#2281 Posted by Tef Johs [217.70.229.44], 07/02/2002 11:09 GMT , Refers to Post #2278
..."When you build a brush entity (a.k.a. b_model), mark all the brush sides that you will never see with caulk. Otherwise, the game draws every one of them. "

So, a bmodel (or b_model) is a brush or a group of brushes created by the user, and joined together in an entity, having that particular entity's special features and properties.

(The last paragraph were my words, hope they're not too far off the truth).

[Reply]


Sky `Bug`
#2282 Posted by Shallow[BAP] [212.135.236.122], 07/02/2002 13:04 GMT , Refers to Post #2279
I prefer to call it a feature, since if you can see a room interior through sky it means that the walls in the outside area are not as tall as they would be on a real structure with that much stuff inside - you don't get houses with roofs lower than their ceilings.

If, however, you favour Tardis-like buildings, you should be able to stop it happening if you can get your vising right - so that the interior (or at least the troublesome part of it) is not in the PVS from the outside area. Then, it isn't going to get rendered.

[Reply]


Inarealhurry Here...
#2283 Posted by necros [172.147.36.114], 07/02/2002 15:20 GMT
Error: EDICT_NUM: bad number 600

(quake.exe spits it to dos before quitting)

[Reply]


GtkRadiant 1.2.4
#2284 Posted by Tef Johs [130.67.135.2], 07/02/2002 17:03 GMT
I'm not sure how many here really is interested in GtkRadiant 1.2.4 (the Wolfenstein version), but I have some issues with this version, compared to the 1.1-TA version for Q3Arena that came earlier:

1. I have noticed the angle/rotation speed of the 3D window is completely slowed/broken even at fastest setting in preferences (using the mouse, and with the new "freelook" feature turned off). I checked the 1.1-TA version, and there it works as it should.

2. Also, the entity window does not remember its size, and goes back to the original "crippled" size every time one selects a new entity. This was also OK in 1.1-TA. This is such a hampering thing when working, and should be fixed.

3. The Z-window (height checker) does not work properly, as in QERadiant for Q2. This is not just my preferance, it is a true technical glitch.

4. In WolfRad that came with the SDK for RtCW, the shortcut "F" for filter options work fine, but not so in GtkRadiant, at least not on my computer. Minor issue, though.

Anyway, if points 1 and 2 could be remedied, I think GtkRadiant would be a very good and stable editor. I have tried to put these issues forward on their bugs page, but the form didn't load, so I'm bugging you guys instead... :)

[Reply]


Gtk
#2285 Posted by GlassMan [217.35.49.80], 07/02/2002 22:19 GMT , Refers to Post #2284
On the 3D window rotation speed..you need to edit radiant.ini & find Anglespeed, which is stuck on 7. Make it 150 or something. Problem is every time you go into preferences it resets to 7 :-/

This bug is known to Ttimo.

[Reply]


Mmm Architechture Linkage
#2286 Posted by Asriel [203.79.75.247], 08/02/2002 03:26 GMT
very nice linkage here Big ups to some guy in NZ that no one here will know

[Reply]


Ok...
#2287 Posted by necros [172.130.111.46], 09/02/2002 02:53 GMT
What is the maximum amount of Static Entities, (non edicts)?

[Reply]


Re: Bmodel
#2288 Posted by necros [172.130.111.46], 09/02/2002 02:57 GMT , Refers to Post #2278
BModel is any kind of brush model which is compiled into a map. (Not Brush Models, which is a different thing... Is there a different name though? ;)

Bmodels are any func_s or trigger_s or .... yeah. That's it. :) There's a limit of 255 of them in a map, but, they count as edicts as well, so since you can only have 600 edicts, it's tough to come up to 255 Bmodels limit.

[Reply]


You Can Have 128 Static Entities
#2289 Posted by Fern [141.222.141.9], 09/02/2002 04:54 GMT
here's how I found out (any more gave me the error message)

[Reply]


Fern,
#2290 Posted by QuakeTree [65.139.29.184], 09/02/2002 18:57 GMT , Refers to Post #2289
What were your epolys on that one eh? And what was the error message, because I don't think that you can only have 128 torches maximum(for example)in a single level. I could almost swear that I have had more than that in the same level before. But then again maybe not, I dunno, never counted them nor even thought about it.

[Reply]


Cheers Necro
#2291 Posted by Asriel [203.79.80.49], 10/02/2002 00:12 GMT
^

[Reply]


Freaking The Buttons
#2292 Posted by Pablosky [205.188.197.163], 10/02/2002 01:59 GMT
Dudes:

I have a simple question:
How do you get a message to pop-up right after getting a button pressed?

[Reply]


Quaketree
#2293 Posted by Fern [141.222.141.9], 10/02/2002 02:13 GMT
I don't know what my epolys were.

The message was "too many static entities."
I don't think it has anything do do with epolys. I ran into the static entity limit in perssp2 and had to delete a few to get it working. Walking through it just now and counting every torch and flame (see what I do for you? ;)) I found I had to settle for around 116 so it looks like it makes no difference how spread out the static entities are.

(I also found another amusing bug but I'm not gonna post another frigging new version Tongue)

[Reply]


Fern,
#2294 Posted by QuakeTree [65.139.29.25], 10/02/2002 10:46 GMT
Actually, I was just thinking of all those torches within the same FOV and thinking "Damn, what were the epolys on THAT one"

But it's nice to know that the static entity limit is ranged right around 116 to 128. (I'll have to file that away for later reference).

But thanks for "Doing that for me" (put that in IRC LOTD eh?).

Cheers dude.

[Reply]


...
#2295 Posted by xen [194.117.133.196], 10/02/2002 17:53 GMT
How do you get a message to pop-up right after getting a button pressed?

What game? What edito--- oh, forget it.

Add an attribute named "message" to the func_button entity and give it a value of the message you want to appear.

[Reply]


Aye,
#2296 Posted by necros [172.128.81.120], 10/02/2002 21:10 GMT , Refers to Post #2289
thanks fern. Great way of finding out to, btw. Wink

[Reply]


Quakey Freaky Buttoned
#2297 Posted by Pablosky [152.163.195.207], 11/02/2002 02:14 GMT , Refers to Post #2295
I though the icon thing was kind of clear for which game it was... The editor is worldcraft, the game is Quake 1.

Anyway, How you get the message thing for the func_button added?

[Reply]


Buttons
#2298 Posted by QuakeTree [65.141.121.115], 11/02/2002 07:31 GMT
click the smart edit button on the dialog box for the button to add keys and values

[Reply]


Blah Blah Blah
#2299 Posted by Pablosky [152.163.197.58], 11/02/2002 19:59 GMT , Refers to Post #2298
thanks, gonna try that.

[Reply]


Model Swappin'
#2300 Posted by Biff_Debris [12.93.210.211], 12/02/2002 23:21 GMT
Hay -- is it possible to use custom player models for q1 as monsters, or custom monster models for monsters OTHER than the ones used (such as one used as an enforcer to be switched so as to be used with the actual enforcer monsters)? I'm guessing there is some way to do it, since there are so many "be the monster" mods out there, but seeing as how I am the s4wk at that stuff, I have no idea how.

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Uhm...
#2301 Posted by necros [172.153.168.140], 13/02/2002 00:04 GMT
If you mean: Can I use a different .mdl file for a given monster?

Then yes... sort of. The way Quake calls the frames is based in the order they are stored in the .mdl file. If you simply swap one .mdl for another, the model will be there, except the frames will probably not be the same (unless your lucky, and all the frames are in the same position, in which case it would work fine).

You'd need to go into the monster's qc files, and fix up the frames called in the monster's code... (ie: player's pain frames aren't the same order as a fiend's frames). It's a lengthy process. On the other hand, you could use a model program, and re-arrange the order of the frames to fit the other models order. (Qme and Quark can do this).

Either way, it's quite some work. (unless, like i said, your in luck, and most of the frames match up...)

Sorry if I make no sense.

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Dave B...
#2302 Posted by distrans [203.29.11.38], 13/02/2002 01:30 GMT
Finally got the sound working on my machine again Smile And I jumped into a DM level I've been working on for Q1 using Bulow.wad

The teleport tex triggers the usual sound but the sky seems to be completely silent?

Any ideas?

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Hmm, No Title
#2303 Posted by Speedy [80.70.224.110], 13/02/2002 04:55 GMT , Refers to Post #2301
I`v made some things like that (q2 models for q1 monters), not very hard
http://www.planetquake.com/speedy/quake06.jpg

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Thanks Guys
#2304 Posted by Biff_Debris [12.93.208.77], 13/02/2002 10:06 GMT
I'm just revamping existing .qc and creating new monsters for the models, thanks mainly to metlslime, electro and nekroe =) If all goes well, this will indeed r4wk.

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No Sky Sound
#2305 Posted by QuakeTree [65.139.30.221], 13/02/2002 16:08 GMT
Did it vis properly? If not then that will keep the sky and water from making any sounds. Other than that I don't know

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Make Sure A .prt File Is There
#2306 Posted by Apollo [62.7.54.153], 13/02/2002 20:35 GMT
a

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QuakeTree & Apollo...
#2307 Posted by distrans [203.29.11.38], 14/02/2002 01:59 GMT
Ta much, yeah I was expecting those sounds too early in the build sequence Beer

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Updated Editors?
#2308 Posted by psyence [68.10.107.237], 16/02/2002 23:52 GMT , Refers to Post #2289
Greets,

I am resuming Q3 mapping, previously used Q3Radiant202. Any current editor preference feedback?

psyence

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Yeah
#2309 Posted by DaZ [213.122.80.243], 17/02/2002 01:46 GMT
GTKradiant is great

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Yep.
#2310 Posted by pjw [12.246.129.137], 17/02/2002 04:12 GMT
Get the latest GTKRad and also be sure to use the latest version of q3map available in this thread:

http://www.quake3world.com/ubb/Forum6/HTML/019997.html

as it will shave a shitload off your compile times and has a lot of sweet lighting options (and will have more soon).

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GtkRadiant
#2311 Posted by Tef Johs [217.70.229.40], 17/02/2002 20:08 GMT
If you are only going to work on Q3A or TA maps, I'd suggest sticking to the GtkRadiant 1.1 - TA version that came earlier.

This version is "final", and does not contain some re-entered bugs that the new (Wolf) version unfortunately has.

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Oh, By The Way
#2312 Posted by Tef Johs [217.70.229.40], 18/02/2002 15:44 GMT
I have gotten a little out of sync with the latest Q1 map compilers, like tyrlite and rvis+, and I would like to download the very latest (and greatest, presumably).

Any links to these files, or hints of a site that's keeping track on Q1 compilers? I can't seem to find them easily...

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Re: Oh, By The Way
#2313 Posted by Tyrann [203.56.239.111], 18/02/2002 16:39 GMT , Refers to Post #2312
You can always find TyrLite and Rvis+ on the utils page on my site.
http://www.planetquake.com/tyrann

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Thanks
#2314 Posted by Tef Johs [217.70.229.40], 19/02/2002 00:59 GMT , Refers to Post #2313
Got them both!

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Need...Quake1 Textures...please...help
#2315 Posted by E-werd [24.154.169.128], 19/02/2002 22:49 GMT
i need Q1 texture wads...someone give me some pages to find good texture wads please...i am going nuts

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Who Needs A Title Anyway
#2316 Posted by Fern [141.222.141.9], 19/02/2002 23:22 GMT
www.suspenlute.com/teamfern ;)

(doesn't have those new chicoverde textures yet though, will upload soon...)

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Thanks
#2317 Posted by E-werd [24.154.169.128], 19/02/2002 23:47 GMT
Thanks Fern...hopefully i'll find what i need!

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You Could Also Try...
#2318 Posted by distrans [203.29.11.38], 20/02/2002 00:09 GMT , Refers to Post #2317
Mr. Fribble's place

OR

Fatty's Shed

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Can You Cast Shadows From Nothing?
#2319 Posted by xoltan [128.95.190.220], 20/02/2002 15:52 GMT
I've been making plans to have some nice trees in a level. I'm going to be using an .mdl (acutally, a .md2) for the trees themselves, and placing clip brushes in the trunks and larger branches. What I'm curious about is - how do I get a shadow on the ground from that? I'd like the tree to have a nice shadow, but light isn't going to cast one from a model and a few clip brushes. How did the shadow of the quad on the floor of e1m5 work? Wasn't that a trick involving the sky? Anyway, if anyone has a clue, I'd be greatful.

my stuff

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Skip/Caulk
#2320 Posted by R.P.G. [165.247.155.171], 20/02/2002 16:57 GMT , Refers to Post #2319
I dunno, but maybe Tyrann's skip/caulk prog would work. It's sort of like a cross between clip brushes and solid brushes. I think they'd cast shadows.

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Oh
#2321 Posted by R.P.G. [165.247.155.171], 20/02/2002 16:59 GMT
And Opiate's Texture WareHouse (now defunct) is also a good place to find textures.

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Shadows
#2322 Posted by iART [24.64.223.204], 20/02/2002 19:45 GMT
I beleive that id used a func_door OR func_train to cast the shadow.
They Placed a light on the door/train to cast a shadow, then set that entity to open/move upon starting the map.

i think... It was a door.

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Nope
#2323 Posted by Fern [141.222.141.9], 20/02/2002 19:55 GMT
brushmodels don't cast shadows. light shines through sky textures as if there was nothing there. in e1m5, there's just a quake logo hanging in the sky with a box of sky texture around it so you can't actually see the solids making it up.

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I Once Tried This...
#2324 Posted by necros [172.165.233.58], 20/02/2002 23:06 GMT
You make a seperate room, away from the actual room, and have the same main lights in both room. The floor, however, in the second room is a func_door. You cast whatever shadows you want on it, then have it move to the first room... It sort of works, but it won't always match up to the edges. If I was you, i'd just leave it and not worry about shadows from trees...

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Hey!
#2325 Posted by necros [172.165.233.58], 20/02/2002 23:07 GMT , Refers to Post #2315
Good to see ya around, E-Werd!

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CnP Ala Ztn Re: Md3 Shadows
#2326 Posted by DeFrag [66.152.70.3], 21/02/2002 03:02 GMT
> I was wondering how you got those barrel lamp md3's to possess
> > the properties of showing bullet marks, player clipping, and allow
> > light to emitted from them. You used these to cast those cool
> > shadows in an arched ceiling of Blood Run for Q3A. I tried making
> > them structural and detail and put a light in the center of the md3,
> > but to no avail. Help would be appreciated.
>
> Ah, this is the problem I intially encountered as well...and
> made me bang my head to the wall until I found a solution...
> it's quite simple actually:
>
> 1) to make the md3's cast shadows: add line "models.shader"
> to your shaderlist.txt. place a light entity inside the model.
>
> 2) to make the md3's seem solid: place a similarily shaped
> brush made out of common/weapclip texture around the md3.
>
> Hope it was helpful,
> -Sten Uusvali

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Speedy Is Still Working On A Title
#2327 Posted by Speedy [212.46.198.121], 21/02/2002 03:37 GMT
Too bad its q3 defrag.

Xoltan: if you are using your own engine you could make gl_shadows for certain models only, it`d look cool. Lightmaps are too low res to produce goodlooking shadows from small no-axial details.

Or you could just use antilights to fake rough shadows.

Building trees from skip might work, but dont overuse it and dont make them big, since they are still used in vis calculation.

Or you could code a prog that allows manual lightmap editing ! (there is such tool for q3)
Thats all I can think of ;)

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DeFrag Is Still Working On A Title
#2328 Posted by DeFrag [66.152.70.3], 21/02/2002 05:54 GMT
ya I know.. thought it might have sparked some similarity :)

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Thanks Everybody
#2329 Posted by Xoltan [128.95.190.220], 21/02/2002 15:55 GMT , Refers to Post #2327
I think the anti-lights sound like the best way to go. I'd forgotten about those.

I was almost getting ready to modify a toolset to have 'shadow' brushes, that don't clip or affect vis, but do cast shadows. I suppose that still isn't a horrible idea, but I don't think I'll go to the trouble right now.

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Awww...
#2330 Posted by R.P.G. [165.247.161.85], 21/02/2002 16:11 GMT , Refers to Post #2329
Shadow brushes that don't affect VIS would be l33t! Make a detailed object, clone it, make one copy a shadow brush and the other a func_wall. Very little increase in VIS compile time and you still get a shadow!

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Speedy Thought A Title Wasn't Needed
#2331 Posted by Speedy [212.46.202.221], 22/02/2002 03:08 GMT , Refers to Post #2329
yes, do it xoltan ! I want shadow brushes

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It's On The Todo List Then...
#2332 Posted by Xoltan [128.95.190.220], 22/02/2002 16:00 GMT
I fried a 1.2 GHz Athlon the other day putting a new heatsink on it improperly, so I don't actually have a computer at the moment.

But I'll give shadow brushes a shot when I get the chance. If I do get it done, I'll try to make the changes as modular as possible so they can be worked into other utilities. Right now its just a thought though, so don't hold your breath.

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Any Help Please . . .
#2333 Posted by MasterMind [12.229.175.36], 23/02/2002 04:30 GMT
I recently finished a map and it works great! The only problem however, is that its 1.9megs in size! The map itself isnt very big, probably suitable for 2-4 people. I dont use very many textures either, so that shouldnt be an issue. I use a modifired qbsp I found at the old worldcraft site (the planetquake one), tyrlite, and rvis+ as my tools to compile with. I tried using the old tools, and still, the level turned out to be 1.9 megs, except it had worse r_speeds.

Like I said earlier, my map works great, r_speeds no higher than 800 in one spot. The problem is that it is a huge 1.9MB file! Does anyone know why this is and how it can be fixed? Thanks

-MasterMind-

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Any Help Please . . .
#2334 Posted by MasterMind [12.229.175.36], 23/02/2002 04:30 GMT
I recently finished a map and it works great! The only problem however, is that its 1.9megs in size! The map itself isnt very big, probably suitable for 2-4 people. I dont use very many textures either, so that shouldnt be an issue. I use a modifired qbsp I found at the old worldcraft site (the planetquake one), tyrlite, and rvis+ as my tools to compile with. I tried using the old tools, and still, the level turned out to be 1.9 megs, except it had worse r_speeds.

Like I said earlier, my map works great, r_speeds no higher than 800 in one spot. The problem is that it is a huge 1.9MB file! Does anyone know why this is and how it can be fixed? Thanks

-MasterMind-

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Oops
#2335 Posted by MasterMind [12.229.175.36], 23/02/2002 04:31 GMT
Sorry about double post, I dont know how that happened.

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Who Needs A Title Anyway
#2336 Posted by Speedy [212.46.202.53], 23/02/2002 05:23 GMT
any chance there is "anti-leak box" around the thing ?

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-
#2337 Posted by MasterMind [12.229.175.36], 23/02/2002 06:56 GMT
Nope. I didnt make a box around my level. And there are no leaks. I have no clue what to do =(

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Large Bsp Size
#2338 Posted by iART [24.64.223.204], 23/02/2002 07:22 GMT
How many brushes and entities were used?

My last map had 3000 brushes and 800 entities, creating a bsp of 1.70MB

Sometimes the most simple brushes can be cut severely by qbsp... that is why file size is also one thing to keep an eye on when building. But if the polys only peak at 800, then who cares?!?!

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This Many . . .
#2339 Posted by MasterMind [12.229.175.36], 23/02/2002 08:03 GMT
Solids : 601
Faces : 3797
Point Entities : 151
Solid Entities : 20

I want file size small so people dont have to download forever when they join a server.

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If You Want To Try Yet
#2340 Posted by aguirRe [195.100.154.229], 23/02/2002 10:57 GMT , Refers to Post #2339
another pair of compilers, take a look here.

They are significantly faster than most other compilers and they're really helpful if you've got leaks (which you may very well have - many compilers just don't tell you about them).

Also, you can inspect the information that is printed out at the end of the compilation session (the FinishBSPFile info). The numbers to the right are the size in bytes that the various objects occupy in the BSP.

You can even list that info here, then maybe someone can give you a hint what's going on ...

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MasterMind
#2341 Posted by Tyrann [63.12.14.38], 23/02/2002 14:42 GMT , Refers to Post #2333
Even if no leaks were reported, there still may be one. Use "noclip" to go outside the level. If all you can see is the inside of the level, then there is no leak. If you can see surfaces on the outside of the map, then there is some kind of leak that the compiler didn't pick up.

How many portals does vis report when you run?
Did it take a long time to vis?

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Stats :
#2342 Posted by MasterMind [12.229.175.36], 23/02/2002 18:22 GMT
Im pretty sure there are no leaks. I noclipped through the whole level and the pointfile command brought up no particles. Using fast vis and normal lighting, the compile takes about 4 1/2 minutes. Extra lighting and full vis takes about 5 1/2 minutes.

When I used the alternative compilers suggested by aguirRe, it took less then a minute to compile! Still, the level is 1.9MB.
Heres some more info I cannot decipher.

------ FinishBSPFile -----
WriteBSPFile: c:\quake\id1\maps\MMDM5C.bsp
Added 16 textures frames
1065 planes 21300
3365 vertexes 40380
1069 nodes 25656
699 texinfo 27960
2478 faces 49560
2584 clipnodes 20672
590 leafs 16520
3111 marksurfaces 6222
11897 surfedges 47588
6100 edges 24400

Elapsed time : 0:05
Peak memory used : 5.8 MB

455 portalleafs
1202 numportals
average leafs visible: 103
c_chains: 1537257
visdatasize:15742 compressed from 25935

I got this information from using the tools arguirRe suggested.
Hope I gave the right info and I hope you can help me! Thanks

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Sry For The Late Hello
#2343 Posted by E-werd [24.154.169.128], 23/02/2002 18:29 GMT
hey necros, long time no see, i am finally deciding to get into the mapping community...i figure mapping is useless in the coding community ='p

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Who Remembers Sm25_werd?
#2344 Posted by E-werd [24.154.169.128], 23/02/2002 18:37 GMT
Well...i'd like to know who remembers sm25_werd, and if you think it was good (for a speedmap). If i get good enough results, i will continue development of that map and call it werddm2 (besides, i need something better to make up for the shitty werddm1)

-E-werd

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SM25 Map Pack If You Need It
#2345 Posted by E-werd [24.154.169.128], 23/02/2002 18:42 GMT
forgot to include a link there, you can get sm25 pack here.

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The Numbers You List Are
#2346 Posted by aguirRe [195.163.205.57], 23/02/2002 19:00 GMT , Refers to Post #2342
not indicating a large map. The Peak memory used (5.8 MB) is also rather low, Vis is not appending any large data amount but maybe Light is.

However, you left out some of the numbers at the end of this list (after the edges part), like this :

128 textures 1262956
lightdata 0
visdata 0
entdata 124643

Especially the texture part can be quite large (1.2 MB) as you can see in the example above from a very large map.

If you wish, you can send the zipped map+wad to me and I'll take a look at it and try to find an explanation of the BSP size.

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Pointfile
#2347 Posted by Asriel [203.79.75.227], 23/02/2002 21:38 GMT
Pointfile hardly ever works for me.

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Re: Stats
#2348 Posted by Tyrann [63.12.14.38], 24/02/2002 02:38 GMT , Refers to Post #2342
Those numbers look reasonable, not large at all. As aguiRe pointed out, the texture number isn't listed which could be a big contributor to the size. The part at the start that says:

Added 16 textures frames

Indicates that you are using some animating textures, and that qbsp added 16 extra textures to make up for the extra animation frames.

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Hmm, No Title
#2349 Posted by Speedy [212.46.204.97], 24/02/2002 04:25 GMT
what`s the lightmap resolution ? (in map units)

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-
#2350 Posted by MasterMind [12.229.175.36], 24/02/2002 05:08 GMT
The only animated textures im using is the sky texture, 2 water textures (one for slime and the other for teleporter) and one button texture. Thats not a lot of animated textures is it? And heres the part I missed:

99 textures 531640
lightdata 0
visdata 0
entdata 11566

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MasterMind
#2351 Posted by Tyrann [63.12.14.191], 24/02/2002 07:13 GMT , Refers to Post #2350
Sky and water textures don't count as animated (not in the same way). It must be something else then. The above numbers indicate about half a meg of textures. 99 textures does seem like quite a lot for a small map though.

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Speedy
#2352 Posted by Tyrann [63.12.14.191], 24/02/2002 07:14 GMT , Refers to Post #2349
Lightmaps are 1/16th of the resolution of the texture of the face you are lighting. If you scale the texture, the lightmap scales with it.

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99 Textures....
#2353 Posted by iART [24.64.223.204], 24/02/2002 07:24 GMT
...thats a whole-lot-o textures.

If even 20 of those are 128sq in size, then THERE is the reason for your large file size.

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Who Needs A Title Anyway
#2354 Posted by Edgecrusher [63.159.214.71], 24/02/2002 18:18 GMT
outputfile: c:\quake\id1\maps\ARCHCOMP.bsp
--- LoadMapFile ---
c:\quake\id1\maps\ARCHCOMP.map
124 brushes
2 entities
13 miptex
122 texinfo
building hulls sequentially...
--- Brush_LoadEntity ---
122 brushes read
---- CSGFaces ----
1052 brushfaces
5889 csgfaces
682 mergedfaces
--- SolidBSP ---
837 split nodes
459 solid leafs
379 empty leafs
0 water leafs
1400 leaffaces
1327 nodefaces
----- portalize ----
--- FillOutside ---
350 outleafs
--- SolidBSP ---
536 split nodes
361 solid leafs
176 empty leafs
0 water leafs
991 leaffaces
926 nodefaces
342 outleafs
************ ERROR ************
Mixed face contents in leafnode

I got this trying to compile a simple U hallway i made. I'm pretty sure it doesn't leak, but i have no idea what the error is.
Anyone have any idea what this means?

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Mixed Face Contents In Leafnode
#2355 Posted by czg [158.38.54.78], 24/02/2002 18:31 GMT
usually means that you have a brush with conflicting contents properties, such as all normal textures but one face has a sky texture or a water texture, or if you have a water brush, but one of the sides has a solid or sky or lava or slime texture.

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Re: Mixed Face Contents
#2356 Posted by lurker [207.69.16.200], 24/02/2002 20:38 GMT , Refers to Post #2355
I saw the error once when I had a sky brush touching a water brush, even though each of the problem brushes had only one texture applied.

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Yeah
#2357 Posted by czg [158.38.54.78], 24/02/2002 20:41 GMT
that can cause it too Smile

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Plus...
#2358 Posted by Fern [141.222.141.9], 24/02/2002 20:55 GMT
you can have mixed face contents and still play the map but sky touching liquid crashes the compiler, if I remember correctly.

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Who Needs A Title Anyway
#2359 Posted by Edgecrusher [63.159.198.132], 24/02/2002 20:59 GMT
Thanks, that was the problem.

What happened was i put eight 32 squares in the corner of my map, so that i could just have those textures show up as my used textures. When i finished that section of the map i forgot about them.

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Edgecrusher
#2360 Posted by aguirRe [195.163.202.192], 24/02/2002 22:00 GMT , Refers to Post #2359
That error and others are a lot easier to understand and fix if you use one of the compilers found here.

You'll not only get the approximate coordinates but also the contents type of the conflicting faces, e.g. (Water, Lava).

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Wow
#2361 Posted by MasterMind [12.229.175.36], 25/02/2002 05:59 GMT
I am in fact using a lot of textures. I never realized that I used a such large variety of textures! When playing my map, you would never notice how many textures are in use, because a lot of them look alike. The total number of textures im using is 83, and I dont know why it says im using 99 in the compiler! I will try eliminating a few of those textures and see if that helps.

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Muahaha
#2362 Posted by Fern [141.222.141.9], 25/02/2002 06:23 GMT
When playing my map, you would never notice how many textures are in use, because a lot of them look alike.

I think that would indicate that you don't need so many textures Yay!

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Who Needs A Title Anyway
#2363 Posted by distrans [203.29.11.38], 25/02/2002 06:44 GMT
83 + 16 = 99

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MasterMind
#2364 Posted by iART [24.64.223.204], 25/02/2002 07:53 GMT
Ya, if you've got 83 textures, and 2 button textures with 8 animated frames each... then there's your 99 textures.

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Thanks For The Help
#2365 Posted by MasterMind [12.229.175.36], 25/02/2002 21:25 GMT
Thanks for the help everyone, once I get some time to work on my map I will make the neccessary changes. Then I will post again telling you whether it worked or not =)

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FAO: AguiRe
#2366 Posted by xen [194.117.133.196], 26/02/2002 22:00 GMT
Does your enhanced VIS utility display co-ordinates for vis-related errors? I mean things like a leaf with too many portals and suchlike...
I ask this because I noticed a similar feature with your version of TreeQBSP - I could locate the exact place of an error similar to the one Edgecrusher had a while back; very useful indeed.

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I Need A Few Things...
#2367 Posted by E-werd [24.154.169.128], 27/02/2002 01:53 GMT
I need a few things for mapping...after extensive testing, I have concluded one thing...QuArK 5.1 is the best and easiest there is. Now, down to business. I need the best qbsp, the best vis, and the best light program available. I cannot run GL, so it has to be completely based or compliant with software mode.

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Well,
#2368 Posted by necros [172.137.51.103], 27/02/2002 02:11 GMT
AFAIK, compilers don't really have any bearing on GL/Software compatibility (unless you count transparent water, of course, but that won't break compatibility).

WQBSP is the compiler I use, although, if you are using Quark, the guy recommends TXQbsp or something(that's available at www.planetquake.com/quark)... Tyrlite and rvis+ (www.planetquake.com/tyrann) are good light and vis progs, ther is also q1rad too (and another I think).

for wqbsp, dink around in FP... or maybe one of the ftp archives (if you can find one) ;)

QuArK 5.1 is the best and easiest there is I wouldn't be so quick to say that... There are a lot of editors out there... :)

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Xen
#2369 Posted by aguirRe [195.163.202.14], 27/02/2002 17:47 GMT , Refers to Post #2366
No, I haven't made any error/warning message improvements to Light/RVis yet, mainly because I haven't seen any. I've heard others mentioning them, though.

If you have a map (i.e. bsp+prt) that produces error/warning messages from Light or RVis, you could send it to me and I'll look into it. Preferrably not a map that takes 5 weeks to process before the error message appears ... ;)

Right now I'm doing a major overhaul to my Tree/TxQBSP versions in order to improve floating point calculation accuracy, which is a problem in some maps.

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Yeah!!
#2370 Posted by Tyrann [203.56.239.111], 28/02/2002 03:54 GMT , Refers to Post #2369
Right now I'm doing a major overhaul to my Tree/TxQBSP versions in order to improve floating point calculation accuracy, which is a problem in some maps.

CoolCoolCool

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Progs.dat
#2371 Posted by Zero.G [192.92.126.162], 28/02/2002 13:44 GMT
I'm new to qMapping, and I'm currently trying it for Quake1. I'd like to use some extra stuff from the web as new monsters and weapons. There's a way to merge their "progs.dat" files into one to use more than one add-on at the same time?

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No Simple Way
#2372 Posted by czg [158.38.54.71], 28/02/2002 14:05 GMT
You'd have to get the qc code and merge the files by hand, which can be a drag if there's lots of stuff altered in, uhm, "shared" qc files, and then recompile it.

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Tyrann
#2373 Posted by aguirRe [195.163.205.72], 28/02/2002 16:41 GMT , Refers to Post #2370
I need large and complex Q1 source maps to test the new double (64-bit) precision versions. A while ago you had some problems with such a map.

I'd appreciate if you could send it to me so I can see if the improved precision is of any help or there are other issues also.

In other maps it seems to have helped a lot.

If all goes well, these new versions will run at roughly the same speed and same amount of memory as the previous versions.

[Reply]


AguiRe
#2374 Posted by Tyrann [203.56.239.111], 01/03/2002 09:50 GMT , Refers to Post #2373
There are other issues. Trust me.

[Reply]


Thnaks
#2375 Posted by Zero.G [192.92.126.162], 01/03/2002 13:02 GMT , Refers to Post #2372
Ok, thank you, maybe I'll try to learn some QuakeC... Have you some suggestion about where to find tutorials? Thnx.

[Reply]


Zero.G
#2376 Posted by E-werd [24.154.169.128], 01/03/2002 20:51 GMT
try the QuakeC Tutorials at Inside3D, you'll probably find what you need

[Reply]


Some Help Please
#2377 Posted by Abyss [203.29.150.3], 01/03/2002 22:55 GMT
Hello all, I started playing around with Worldcraft a couple of weeks ago, it's alot of fun, but very time consuming, anyway I was wanting to add some water, so I loaded up my little test box map thingy, where I like to try things out, I created a small box pool type thing, created a brush to put inside, textured that brush with a water texture, same texture on all faces, ran the compile tools but it would not compile, It said something like this
"qbsp caused an error in qbsp.exe and will now shut down, if you continue to experience bla bla bla"
"EXP.bsp was not created do you wish to continue"
If I remove the water brush all is fine, but if I put it back in again, the same thing happens. So I tried using another qbsp program qbsp162(TreeQbsp) and everything worked fine with the water brush in the map.
So, is the qbsp that comes with Worldcraft the problem, or was I missing something ?
I find it hard to beleive that anyone using the standard WC build tools would not be able to have water in their maps, so I guess it was my lack of knowledge.
Sorry for rambling on, but any help/explanations would be appreciated.

[Reply]


Also...................................
#2378 Posted by Abyss [203.29.150.3], 01/03/2002 23:06 GMT
If anyone has any links to mapping tutorials, they would be most welcome. Useful utilities, for that matter, anything useful that is mapping related Smile

And where do I find all the command line variables for use with qbsp, light and vis programs. The readmes of the ones that I have don't say much, and I am very new to this.

Thanx again

[Reply]


Uh,
#2379 Posted by necros [172.130.124.124], 01/03/2002 14:57 GMT
the qbsp that comes with worldcraft is shite. (I don't have WC, but it's what i've heard). I recommend you get WQBSP (There's one more, but I forget the name). You also want Both of Tyrann's Light and Vis programs (tyrlite.exe and rvis+.exe) which are on Tyrann's site (www.planetquake.com/tyrann).

[Reply]


Thank You Necros.....
#2380 Posted by Abyss [203.29.150.3], 01/03/2002 16:05 GMT
I will try to track down WQBSP.

[Reply]


Hmm, No Title
#2381 Posted by Speedy [212.46.201.194], 01/03/2002 17:53 GMT
wc comes with a good help file.. eerr not really ;)
It has good info on ents, but teaches you to CSG (at least the one that was in wc 1.3 did)
You should read it anyway, it has all the basics.

Then go to http://www.planetquake.com/binaryshi/atc_c12pipes.htm
and
http://gamedesign.net/?file=rust/content
(most tuts are true for any quake engine)
And search qmap for tips (how you map and edditing tip threads)

Thats only worthy stuff I can think of.
Still there is alot to learn on yourself

[Reply]


Also,
#2382 Posted by necros [172.141.126.102], 01/03/2002 17:58 GMT , Refers to Post #2380
read xen's new tut Very good.

[Reply]


Also
#2383 Posted by Fern [141.222.141.9], 01/03/2002 23:05 GMT
www.bsphq.com, slightly editor-dependent but not really

[Reply]


**GASP**
#2384 Posted by Fern [141.222.141.9], 01/03/2002 23:06 GMT
bsphq is gone!! bsphq is gone!! bsphq is gone!! bsphq is gone!! bsphq is gone!! bsphq is gone!! bsphq is gone!! bsphq is gone!! bsphq is gone!! bsphq is gone!! bsphq is gone!! bsphq is gone!! bsphq is gone!! bsphq is gone!! bsphq is gone!! bsphq is gone!! bsphq is gone!!

[Reply]


Abyss's Water Brush
#2385 Posted by iART [24.64.223.204], 02/03/2002 02:33 GMT
Do you have a sky brush touching the water brush?

OR

Do you have another liquid texture (lava, slime, teleport, or 2nd water) touching that water brush??

[Reply]


WorldCraft Tutorials
#2386 Posted by R.P.G. [165.247.148.170], 02/03/2002 07:30 GMT
The Forge

[Reply]


Cousin Of The Sparklie?
#2387 Posted by ~gilt [24.102.24.203], 02/03/2002 09:26 GMT
index

Q1

I'm getting some visual errors where black lines form between brushes that are together (touching, but not overlapping). The lines only develope when viewed from a very large distance away.

Any ideas as to why this is caused, and what to do about it?

1
2

[Reply]


I Think
#2388 Posted by DaZ [213.122.1.202], 02/03/2002 12:07 GMT , Refers to Post #2387
That has something to do with the Z-buffer on your graphics card. if Im right about this then there is nothing you can do about it unless you get a newer graphics card. If im wrong then slap me in the face with the paralised bunny.

[Reply]


Thank You All
#2389 Posted by Abyss [203.29.150.3], 02/03/2002 14:21 GMT
For the info on where to get tutorials and stuff, I already have some of it, but will surely check the rest out, thank you all again.

iART, No, there is no sky brush touching the water brush, in fact, there is no sky brush Smile
And there is no other liquid texture touching the water brush. It was just basically a pool (box) with a water brush, I was just seeing how it worked in a little box map I use for trying things out. But when I used a different qbsp prog (Treeqbsp162) it compiled fine, but it just wouldn't compile with the standard qbsp included with WC, unless I removed the water brush. Oh well I have some other compile programs now so I'll just use them and leave the standard WC stuff alone.
Thank's for your input.

[Reply]


Unless It's Not In Gl
#2390 Posted by nb [203.109.252.13], 02/03/2002 18:12 GMT , Refers to Post #2387
in which case it may be a weird artefact of software (does it go away in gl?), or perhaps a lightmap or geometry problem (if you go right up to it with noclip, are the tris touching each other at all their vertices?)
No, I have no clue either.

[Reply]


Re:daz & Nb
#2391 Posted by Gilt [24.102.24.203], 03/03/2002 09:29 GMT
The problem occurs with any gl engine. (I'm not sure about software, as it crashes my comp when I run it)

My brush work is very neat, and it looks perfect up close. The problem only occurs when the player is at least ~1/8th of the total grid away from the brushes.

daz: I guess I'll have to get somebody with a better card then mine to test your idea.

nb: hmm..how very interesting. I was thinking that it was somehow related to the clipping errors that occur with angled brushes, and therefor a geo/bsp error. However when I run it in fullbright mode, the problem dissappears...

The map still leaks though, so I haven't tried it when all the useless planes are culled. Maybe its a z-buffer thing where the unlighted planes get drawn a bit?

[Reply]


Lol
#2392 Posted by Gilt [24.102.24.203], 03/03/2002 21:14 GMT
well I haven't had time to seal the leak, but I artificially removed the unseen planes using skip and that solved the problem, or at least it made the problem moot.

[Reply]


QERadiant HELP!
#2393 Posted by Panzer [66.69.2.164], 03/03/2002 21:25 GMT
I'm new to mapping for Q1 and Q2. I found out that you can use Radiant to create maps but I can't even get the map to compile. The error message I get when I run the compiler is as follows:

SetQdirFromPath: no 'quake2' in c:\progra~1\/qeradi~1\/maps/test1.map

If anyone knows how to correct this please let me know. Also, if it helsp (no flames please) I'm not even sure how to enter console commands. I cut my teeth on "playing" Q2 and mapping for Q3A. Q3A and it's editing progs can be run fairly easy, but going backward to Q1 mapping is giving me fits! Any help would be greatly appreciated.

[Reply]


Change The Path
#2394 Posted by Tef Johs [217.70.229.45], 03/03/2002 22:13 GMT , Refers to Post #2393
Don't work in /programfiles/qeradiant/maps/, you have to work in /quake2/<workdir>/maps/, because the compiler needs the word "quake2" somewhere in the path you're working in.

You could for instance compile in /quake2/baseq2/maps/, so that <workdir> = baseq2 (the main q2 dir).

This is a rough description, but it should make sense to you. If not, I'll try to explain it better...

[Reply]


Abyss:
#2395 Posted by Gom Jabbar [212.185.248.120], 04/03/2002 08:57 GMT , Refers to Post #2389
Paul from MultiplayerQuake is currently working on a beginners guide to Q1 mapping. I don't know how far he proceeded with that tutorial but keep an eye on MultiplayerQuake and, of course, the QMap News.

[Reply]


Radiant For Q1
#2396 Posted by cyBeAr [213.66.231.28], 04/03/2002 09:34 GMT
I think you're better off with gtkradiant. I think mapconv should work just as well on q3 maps since .map format doesn't appear to be the same as q2. Make your own project and don't forget to change the default tex scale to 1.

[Reply]


Umm, Bear?
#2397 Posted by R.P.G. [165.247.135.117], 04/03/2002 17:19 GMT
mapconv should work just as well on q3 maps since .map format doesn't appear to be the same as q2

That should be does appear to be the same as q2.

[Reply]


Indeed
#2398 Posted by cyBeAr [213.66.231.28], 04/03/2002 18:03 GMT , Refers to Post #2397
I wrote something else at the end first and then when I changed that I obviously screwed up.

[Reply]


QERadianf For Q2
#2399 Posted by Tef Johs [217.70.229.39], 05/03/2002 09:12 GMT
...is simply the better QERadiant, if you are not going to work with the Q3 enginge (of course).

QERadiant build 147 for Q2 contains everything one can possibly want (entity animation preview, no other editor has that, not even Q3 or GtkRadiant), and is as stable as a rock (unlike WolfRad and Gtk 1.2.4)

Just my opinion of course, but I have used Radiant exclusively since 1997....

[Reply]


Blah
#2400 Posted by Tef Johs [217.70.229.39], 05/03/2002 09:13 GMT
"enginge" = engine

[Reply]


Hmm
#2401 Posted by cyBeAr [213.66.231.28], 05/03/2002 12:30 GMT , Refers to Post #2399
Personally I much prefer gtkradiant and will use that when I resume work on some quake maps. For me that got to know radiant through q3 some things are really missing in qer.

[Reply]


Another Problem
#2402 Posted by MasterMind [12.229.175.36], 06/03/2002 00:03 GMT
Very simple problem, yet very annoying: I can't select any of the objects using the 3d window in WorldCraft 1.6. I tried looking under the options for some kind of option I might have accidently turned on or off but couldnt find anything that had to do with my problem. Does anyone know what I'm supposed to do to fix this problem? Thanks.

[Reply]


To Select...........
#2403 Posted by Jaj [62.83.170.44], 06/03/2002 00:37 GMT , Refers to Post #2402
You must press the "red arrow"(arrow=pointer, not sure :P) icon or "shift+s" before go to the 3d window, once made this you can select what you want (3d or any 2d window), if you'd want to select more than 1 at a time then you must select them holding pressed the "ctrl" key.

[Reply]


Hunk_Alloc:??
#2404 Posted by nx [195.23.214.79], 06/03/2002 11:57 GMT
hi all
i build a map, runed qbsp, light and vis -fast

after calling the console, write "map mapname" and... it doens't load... quake crashes and

Hunk_Alloc: failed on 120880 bytes

what is this?
how can i see my map??

nx

[Reply]


Hunk_Alloc:??
#2405 Posted by iART [24.64.223.204], 06/03/2002 13:25 GMT
need to allocate more ram with
-heapsize 32000

[Reply]


Unless You're Using A Software Engine
#2406 Posted by Fern [141.222.141.9], 06/03/2002 13:53 GMT
in which case it's -winmem 32

[Reply]


Yes, I Know That
#2407 Posted by MasterMind [12.229.175.36], 07/03/2002 00:45 GMT
I have been mapping for 3 or 4 years with WC. I know how to select stuff in the 3d window =). The problem is, I was working on my map, closed the window to do something else, reopened WC a little while later, and for some strange reason, I can not select any object in the 3d window. I dont know if I accidently hit some wierd key combo that changed an option or what, but I really need help to figure this out! Ive tried reinstalling and that doesnt seem to help either. Thanks

[Reply]


That WC...........
#2408 Posted by Jaj [62.83.163.17], 07/03/2002 01:53 GMT , Refers to Post #2407
I thought you probably knew that but i had to try .... who knows? Cool

The next i had in mind was to reinstall it but you've done that yet and it still doesn't work!!... well, then i don't know any other solution... sorry i'm an incompetent =).
I'm thinking just now, how about when you uninstall it, if you manually try to erase totally all the related registry entries from the windows registry and then reinstall it again... it's a desperate way but maybe it could work.

[Reply]


Mastermind
#2409 Posted by bleh [194.117.133.196], 07/03/2002 02:04 GMT
You using the shareware version? It happens alot with that, I saw someone post a link to the full version at mpq somewhere.

[Reply]


Also
#2410 Posted by Vigil [193.229.6.165], 07/03/2002 06:18 GMT , Refers to Post #2407
I got that when I updated some drivers and tried to run WC with hardware 3D view. So try disabling that and see how it works.

[Reply]


BetaTesters Wanted
#2411 Posted by Zero.G [192.92.126.162], 07/03/2002 11:05 GMT
Hi,
I'm new to mapping and I've just finished the Beta Version of my 1st DM map for Quake. If you want to give it a try and then send me comments please write me at: gabbi@lycosmail.com

Thank you to everyone!

[Reply]


Everybody
#2412 Posted by Fern [141.222.141.9], 07/03/2002 12:42 GMT
beta this guy's map, I think he's the first new mapper in months smart enough to notice that you don't start discussion threads to find beta testers.

[Reply]


.
#2413 Posted by necros [172.138.116.173], 07/03/2002 21:14 GMT , Refers to Post #2412
I don't have anyone to beta test a dm map with. I would though. I haven't beta tested in ages...

[Reply]


Bleh, Your Right.
#2414 Posted by MasterMind [12.229.175.36], 08/03/2002 05:15 GMT
Thanks bleh, I had the 3d acceleration option on, so I turned it off, restarted WC, and now it works. Simple! Thanks again, and for those that offered help.

[Reply]


Hmm, No Title
#2415 Posted by Gom Jabbar [212.185.248.124], 08/03/2002 15:03 GMT , Refers to Post #2411
If you're map is Quake 1 (Got some ppl telling about mapping for Quake and it wasn't even Quake, just something called Quake with weird numbers attached) you're free to send me the URL where to download the beta. I can't promise spending lots of time checking it but you can be sure that I write at least a small comment.

[Reply]


<--- He Did Use The Q1 Icon...
#2416 Posted by Fern [141.222.141.9], 08/03/2002 21:49 GMT
(and not something called the Q1 icon with weird nails attached) hehe Yay!

[Reply]


Pak'in
#2417 Posted by MadKap [62.254.64.5], 09/03/2002 11:53 GMT
How do, I'm not new to mapping but most of the stuff I've done has been for my own enjoyment and my mates on a LAN. This means I haven't a clue how to PAK files together for Q2, or anything else for that matter. The reason I'll need to PAK instead of just using the .bsp is that I'm using custom skyboxes and textures. Am I on the right track here? How do I PAK stuff? Thanks for your time.

[Reply]


DeFrag Thought A Title Wasn't Needed
#2418 Posted by DeFrag [66.152.71.43], 09/03/2002 18:54 GMT
QPed
PakExplorer
Winpack

[Reply]


Another Good One:
#2419 Posted by Mr Fribbles [210.49.92.13], 10/03/2002 06:33 GMT , Refers to Post #2417
PakScape, not sure if this is the most recent version (v 0.11) but its the one I have here on my compy. Here's one place to grab it from:

[download]

edit: the above is a wankplanet link, its only 106k so you might want a direct link, here we go:

http://www.archangels.de/downloads/pakscape/pakscape_011.zip

[Reply]


Compiling Error
#2420 Posted by TheToadWarrior [64.91.145.241], 10/03/2002 07:32 GMT
I did some brush editing to get a bridge end to look broken with a pipe and lava coming out of it for Quake 1. Well, I'm getting this error.

** Executing...
** Command: Copy File
** Parameters: "C:\TOADWA~1\QUAKE\WORLDC~1\MAPS\NEWMAP.map" "C:\ToadWarrior\Quake\quake1\ID1\maps\NEWMAP.map"


** Executing...
** Command: C:\ToadWarrior\Quake\WorldCraft\QTools\Qbsp.exe
** Parameters: C:\ToadWarrior\Quake\quake1\ID1\maps\NEWMAP

outputfile: C:\ToadWarrior\Quake\quake1\ID1\maps\NEWMAP.bsp
WARNING: brush plane with no normal
************ ERROR ************
Line 458 is incomplete

http://jove.prohosting.com/~toadw/wcerror.html
Those are the pics of the only things I added after my last successful compile. It may be one of the brokeb bridge brushes but I'm positive it's the lava (mainly because I did a cut (it was easier! :D ) and I did allot more unsnapped grid moving, so I included the whole Worldcraft window for that one.

[Reply]


#2421 Posted by metlslime [12.228.72.232], 10/03/2002 08:46 GMT
open the mapfile in a text editor. My guess is that line 458 is incomplete.

[Reply]


E L I T I S T
#2422 Posted by DaZ [213.1.187.87], 10/03/2002 17:17 GMT

[Reply]


Hmmm
#2423 Posted by Asriel [203.79.79.213], 11/03/2002 00:29 GMT
Once upon a time when I was making paddydm1, i would delete a broken line, save file, but when I opened it in WC again, nothing had changed...

weird.

[Reply]


Thanks
#2424 Posted by TheToadWarrior [64.91.148.254], 11/03/2002 04:40 GMT
I'll check try that. Hopefully I can scan the list and spot the problem rather than count the lines. :D

[Reply]


Hurrm
#2425 Posted by czg [158.38.54.64], 11/03/2002 09:12 GMT
sometimes, WC also takes a LONG time to export the map to .map format, if there's a lot of brushes. Then you have to wait until WC has completed it's stuff before you compile.

And don't use the wc process window!
No!

[Reply]


Well...
#2426 Posted by R.P.G. [165.247.155.72], 11/03/2002 16:30 GMT
edit.com has a nice feature that counts all the lines for you, so you just hold "Page Down" until you get near the line you're looking for. Just open a MS-DOS window and type edit

[Reply]


Hrm...
#2427 Posted by necros [172.129.72.139], 12/03/2002 02:56 GMT
How to make map for teh game Wolfenstein!!!!111

No, really. I've been wanting to try for ages. ;) I've got Q3Radiant, but how do you get the Wolf Entities to work in there? Is there like a tut or something that explains the setting up process?

[Reply]


Necros:
#2428 Posted by Mr Fribbles [210.49.92.13], 12/03/2002 06:41 GMT , Refers to Post #2427
GtkRadiant.

Get the stuff you need from [http://www.qeradiant.com/]

Specifically, you will need the GtkR 1.2.1 which supports Wolf editing [mirror list for that] and the 1.2.5 update wouldn't hurt [mirrors for that]

Finally, you'll notice that when you compile any RTCW map which has light shaders in it with the Q3map.exe included with these distributions, your map will crash the game when you try to load it. : (

Brilliantly enough, this fact is not mentioned anywhere and you'd probably have to hunt through 30 pages of old message board discussions on some site you've never seen before to find out what was up (at least, I had to). The workaround for this problem is to use an earlier Q3map.exe, where to get it? I don't know. The one I have that worked came from an older install of GtkR, so you may have to download some earlier version of GtkR to get that, or get a working q3map from someone.

[Reply]


Wolf Compilers
#2429 Posted by Tef Johs [217.70.229.50], 12/03/2002 11:13 GMT
The most sensible thing to do regarding getting Wolfenstein compilers that actually work (and an editor that actually work as well, IMHO), just download the official SDK that were released.

These utilities WORK. I use that Q3map.exe, and it has never failed me yet.

Please don't get me started on these Gtk versions....

[Reply]


Get Started!
#2430 Posted by metlslime [12.228.72.232], 12/03/2002 15:08 GMT

[Reply]


Okay...
#2431 Posted by Tef Johs [217.70.229.50], 12/03/2002 19:00 GMT
Let me be slightly provocative, then...:

I know the people behind Gtk Radiant works hard, they don't get any money, they're very talented etc. etc. blah blah, but...

How do they manage to screw up things that originally works so well in the Radiant they're basing it on?

That is what I simply don't get. And the so-called "features" they've input and changed in the Gtk versions, with all due respect, for the most part, does not work at all in practice.

For instance, what's with this new orientation of the mouse arrow in the menus? Gimme a break! It's not helpful, it's just annoying (can it be changed? Who knows).

Gtk just doesn't work well in practice. At least not for me (maybe I'm just too used to the original QERadiant for Q2, still unbeatable IMO).

Therefore, honestly speaking, I'm using WolfRadiant, not GtkRadiant. I'd would probably be using Q3Radiant for Q3A, although I see that Gtk v. 1.1.1-TA is quite up to the standard (but somehow things are broken again in recent versions). Yep, must be hard handling all that code.

I will be using Gtk for Wolf, when they release a version that's up to the standards of the version 1.1-TA for Q3A. This means a 3D window that's not broken, and an entity list that at least remembers it position between selections.

I admire the work put into Gtk, but I only wish they'd produce a version that is more effecient and practicall useful than the original(s) they're basing it on. If not, it's kinda wasted, isn't it?

I'm just asking, I'm not demanding anything.

Sigh...guess this means I can expect to get yelled at (again). Well, bring it on :D

[Reply]


Oh, By The Way
#2432 Posted by Tef Johs [130.67.137.135], 12/03/2002 19:12 GMT
I have to add that whatever Gtk version, I would not dream of using their in-editor compilers.

Compiling larger maps in-editor is simply total waste of CPU and RAM resources. Who does that, anyway? I tried running the Gtk q3map.exe in a DOS window, but it was totally useless.

A clean DOS prompt, and batch files. And executables that work from the SDK. That's my clear recommondation.

Ah, well, don't listen to me. I've just used this now for almost 2 months already without any problems .

Suit yourself :)

[Reply]


Heh
#2433 Posted by Maj [193.128.238.152], 12/03/2002 19:29 GMT
Have we got any more concrete complaints than 'mouse cursor acquires aesthetically uncomfortable orientation'?

If so, you might want to add them to bugzilla, so that TTimo doesn't have to waste his psychic powers attempting to divine them.

[Reply]


Whatever
#2434 Posted by Tef Johs [217.70.229.50], 12/03/2002 20:39 GMT
They're concrete enough for me not wanting to use it.

Got that?

Fine.

[Reply]


Besides...
#2435 Posted by Tef Johs [130.67.136.173], 12/03/2002 20:44 GMT
There is not point adding the "mouse orientation" to their bug page, seeing this is a "feature", not a bug.

I could say the same thing about this "let's keep the camera at fixed size while zooming" too. It's not helpful either. It's just annoying, not necessarily a bug (at least not in their book).

[Reply]


DeFrag Thought A Title Wasn't Needed
#2436 Posted by DeFrag [66.152.70.235], 12/03/2002 20:59 GMT
QER is the shit for as many reasons as Tef said for me as well. Q3R a bit better.

[Reply]


DeFrag Is Still Working On A Title
#2437 Posted by DeFrag [66.152.70.235], 12/03/2002 21:00 GMT
I didn't however give GTK a fair shake but it put me off from the beginning.

[Reply]


So...
#2438 Posted by Maj [193.128.238.152], 12/03/2002 21:02 GMT
The sequence of events we have here is:

1) Tef Johs notices bug.

2)

3) Bug gets fixed.

PS: Features are bugs.

[Reply]


Wolf...
#2439 Posted by necros [172.146.140.183], 12/03/2002 21:53 GMT
Thank Frib and Tef Johs.

Could someone email me the working version of Q3map.exe? I don't really want to download a whole editor just for one executable...

[Reply]


Q3R Peeves
#2440 Posted by Gilt [24.102.24.203], 13/03/2002 00:42 GMT
While we're on the subject of stupid editor features/bugs, let me add my list for Q3R:

Note: I'm used to WC, so I'm using the quad window setup and so most of my peeves relate to this fact.

Redundancies/inefficiencies:

*There are two sets of Zoom buttons: up/down for camera, insert/delete for grid. There should be only one set that will work for both grid and camera windows.
*Flip/rotation buttons: Why not just have one key that will flip the brush depending on the grid window you're in?
*When box is made with left mouse- there should be a key to select brushes(ex:enter), while esc creates brush

View:

For Quad window:
*console should be at bottom. entities/texs/groups on the side.
*need key that will center all grid views on selected object

For floating:
* windows be able to snap onto each other
* be able to create/delete custom windows if needed

For all:
*grid should have major axis, for orientation.
*There should be limits on how far you can scroll the grid

3d window:
*control should be similar to WC, instead of silly "rotate depending on distance from arbitrary center point" method

This list is just the problems I can think of right now. However they are also the most commonly encountered ones, and I'm not so anal as to care about rarely encountered problems, like having to press ctrl-shift-alt-f-u-rmb just to texture something.

I want to note that I haven't really given Q3R a great going through, and that some of these problems might simply be chalked up to me not finding the fix yet (in other words, a non-intuitive design problem :-p). In that case, I'd be very happy if somebody could point me in the right direction before I waste the time of the bug fixing dudes.

[Reply]


Also
#2441 Posted by Gilt [24.102.24.203], 13/03/2002 00:48 GMT
I'd like to add that I realize that some(most) people might like things the way they are, and would see my settings as uncomfortable/bad.

So I dont necessarily want these things to take over what is already there. All I want is the ability to customize the editor to my liking.

[Reply]


Shadowdane Is Still Working On A Title
#2442 Posted by Shadowdane [68.49.88.146], 13/03/2002 01:07 GMT
blah.. dont change the camera in Radiant.
its fine.. if you ask me its WC which has weird camera control.

if you must, have a option in the menu for camera control.

[Reply]


Random Radiant Ramblings
#2443 Posted by nb [203.109.252.19], 13/03/2002 01:49 GMT , Refers to Post #2440
Yes, GTK widgets kinda suck compared to native widgets if you're used to Windows. Apparently this is being worked on.

Dragging in a 2d view creates an actual brush, not a select box like in WC. If you e.g 'select all inside' it gets deleted.

What's also irritating about the flip/rotate commands is there are no hotkeys for them (this may have changed in the latest builds, I don't know.)

The lack of a 'center on selected' command is annoying, yeah; hope this is fixed or at least on the bug tracker.

You can remap most of the keys in GTKR (and some in Q3R iirc) via an ini file.

There are seperate zooms for grid and camera because it's really forwards/backwards for the camera, and you can do so without the 3d window having to have the focus.

You can use keyboard controls to move around with the camera - arrows to look, a/z for forward and backward, ',' and '.' for strafing, d/c for up and down, pgup/pgdn for next/previous floor.

I think there's a freelook-style camera control option in the most recent GTKR.

[Reply]


Speedy Thought A Title Wasn't Needed
#2444 Posted by Speedy [212.46.198.48], 13/03/2002 03:29 GMT
why oh why there is no perfect editor...

q3r selection method is inferior to prehistoric editors like BSP.

Now tell me this is implemented in latest GTK:
-Shift+mouse drag to select multipy brushes
-Brushes with central "knobs" for easy select and more readable view (to tell a brush from space between lines)

[Reply]


Speedy
#2445 Posted by killazontherun [211.28.55.25], 13/03/2002 07:33 GMT
why oh why there is no perfect editor...

Stop BITCHING and start mapping.

[Reply]


Argh
#2446 Posted by Maj [193.128.238.152], 13/03/2002 10:56 GMT
Bugzilla

[Reply]


Stuff
#2447 Posted by Mr Fribbles [210.49.92.13], 14/03/2002 01:45 GMT , Refers to Post #2431
Well I don't really want to get into Q3R vs GTK vs editorX, but I will say that I found GtkR useable, whereas Q3R wasn't. : )

Since I've been updating now and then I've noticed that they are adding features and making changes that have been requested by the users, eg freelook in the 3D view.

I can put up with a few bugs which I know will be fixed eventually, since the editor is still in development.

The main problems I have with gtk are usually attributed to user stupidity rather than bugs. But as Maj was hinting at above, if you find bugs, or want changes made, get involved in the development and have your say. Maybe later on down the track they'll release a version of the editor more suitable for you.

[Reply]


Who Needs A Title Anyway
#2448 Posted by Gilt [24.102.24.203], 14/03/2002 02:10 GMT
RE Shadowdane:

if you must, have a option in the menu for camera control.

You probably missed my previous post(maybe you loaded the page after I wrote it..), but I already commented on that.

My preply

RE MAJ:

I'll just quote myself as to why I posted my list.

In that case, I'd be very happy if somebody could point me in the right direction before I waste the time of the bug fixing dudes.

I wanted to first make sure that it wasn't me that was the problem.

RE nb:

Thanks for the info, but I'm that much of newbie with radiant :)

Your comments on zooming/forwarding and brush selection are a matter of semantics, and that is not excuse imo.

RE Frib:
I tried GTK, but it crashed when trying to install. I figured it was similar to Q3R anyway (ie: GTK is to Q3R, as Tomazquake is to glquake)

I'll try a newer version.

The main problems I have with gtk are usually attributed to user stupidity rather than bugs.

Could you please enlighten me with the more common stupidities, so that I won't do the same thing?

[Reply]


Who Needs A Title Anyway
#2449 Posted by nb [203.109.252.13], 14/03/2002 04:22 GMT , Refers to Post #2448
The zoom/forward distinction is entirely semantic, yeah; though the focus issue isn't - you can move the camera at the same time as doing pretty much anything elsewhere.

The selection process distinction isn't; that's actually how it works. Every lmb drag in a 2d window actually creates a brush, and you can use any brush to select others. Yes, this is completely ass-backwards compared to worldcraft and pretty much every other editor.

[Reply]


Newbie Wc Question
#2450 Posted by MadKap [62.254.64.5], 14/03/2002 13:19 GMT
alreet,
now, ive tried alot of stuff and I can't ffigure it out:

how do I use keys in wc for Q2?

It mite be something I've overlooked or whatever but basically I want to know how you make a button or door entity only activateable once the player has a particular key (powercube, blue key, whatever) also, I'd like to know how you make the key reappear in a particular place - like placing a power cube in a slot to power up a door / machine etc. If anyone can point me to a site that explains this or can explain the basics, I'd preciate it. Cheers.

[Reply]


Who Needs A Title Anyway
#2451 Posted by Gilt [24.102.24.203], 14/03/2002 13:26 GMT
though the focus issue isn't - you can move the camera at the same time as doing pretty much anything elsewhere.

Yeah, but I'm not talented enough to multitask like that :) I'll revise my need though; I'd like the ability to bind a key to multiple commands.

The selection process distinction isn't; that's actually how it works. Every lmb drag in a 2d window actually creates a brush, and you can use any brush to select others.

Well the only way the user knows that it's a brush being made and not a bounding box is the use of the escape key, and lack of select key.

If there was a select key nobody would know the difference, and it would no longer be ass-backwards.

[Reply]


Gilt
#2452 Posted by Maj [193.128.238.152], 14/03/2002 13:50 GMT
The whole point is that there is no distinction. Why should there be?

Making brushes and selection boxes seperate things would achieve nothing[*] and prevent neat things like triangular/odd-shaped selections.

[*] except not forcing WC users to actually think about something.

[Reply]


Hmm, No Title
#2453 Posted by Gilt [24.102.24.203], 14/03/2002 19:27 GMT
RE MAJ:

umm... isnt that what I said?

I was just saying that by having a key to select brushes with (instead of those 4 buttons) would lessen the distiction even more.

-----
And just for the record, I never meant my note about WC to be a "this editor is better then yours" comment. I just put that in so you might get a better idea of where my pov is coming from.

Actually I happen to like radiant (other then the above notes). It's brush control is very direct and elegant, and most of its other features are superbly done.

If I truly despised radiant and thought of myself soley as a WC user who's using Q3r simply out of necessity (as you imply), I wouldn't have wasted my time coming up with that list of ways to improve Q3r, and instead just waited until UT2 came out...

[Reply]


Er, Ok
#2454 Posted by Maj [193.128.238.152], 14/03/2002 19:46 GMT
I think I misunderstood your original idea. Having a special autoselect doesn't sound too bad, although I'm not sure which of the four it should be like...

Oh, and do you honestly expect me to talk about Radiant without taking a potshot at WC? I mean, it'd be rude not to...

[Reply]


Heheheh, Maj
#2455 Posted by R.P.G. [165.247.156.190], 14/03/2002 20:31 GMT

[Reply]


Help!!
#2456 Posted by killazontherun [211.28.55.25], 16/03/2002 02:06 GMT
After compiling a wolf map fine, when I run wolfsp, sv_pure 0, devmap mymap ; it loads fine then it comes up with a picture of all the sprites loaded then wolfsp crashes. Can anyone help, much appreciated??

It wasn't doing this when I loaded the map before.

[Reply]


Spdevmap
#2457 Posted by Tef Johs [217.70.229.50], 16/03/2002 15:47 GMT
Use spdevmap for SP maps.

spmap also works (but no cheats).

[Reply]


Jago Is Still Working On A Title
#2458 Posted by Jago [194.251.240.107], 18/03/2002 10:09 GMT , Refers to Post #2443
Yes, GTK widgets kinda suck compared to native widgets if you're used to Windows.
God, NO ! I don't want this windows-looking crap on my machine.

P.S: Don't whine, submit your ideas, feature request, bug reports to BugZilla. If the developers don't know about it, it will never get fixed and you'll be able to whine about it for years. Is that what you want ?

P.P.S: Also, what kind of an editor is exactly this "WolfRadiant" ? I thought there were only QERadiant for Q2, Q3Radiant for Q3 and GTKRadiant for Q3 + Wolf. You can indeed get Q3Radiant to work with Wolf, but thats a pitiful hack.

[Reply]


Mmm
#2459 Posted by Maj [193.128.238.152], 18/03/2002 10:48 GMT
If the developers don't know about it, it will never get fixed and you'll be able to whine about it for years. Is that what you want?

IMO, yes, that's exactly what a lot of people want. Or they're really fucking stupid. Either way...

[Reply]


EngineMaker Ask Mappers
#2460 Posted by Tei [80.24.125.235], 18/03/2002 11:02 GMT
new engine:

ftp://ftp.berlios.de/pub/telejano/teiq2for17march2002.zip

Tested with the 99% maps show in the shambler page. Works fine.

- - -

I am thinking about to make a "fake" sun with lens flare that dinamically change the global light briggness.. doing a traceline to a point far in the zenit and placing the "flare" where hit the skybox/skymesh (2048 u up, 1200 u size, alpha 80 ).

What mappers think about?
Maybe I can add very much light fx to engine, and speedud the rendering a bit..

Please help me with feedback.

1 saludo
Tei

[Reply]


WolfRadiant
#2461 Posted by Tef Johs [217.70.229.50], 18/03/2002 20:27 GMT , Refers to Post #2458
WolfRadiant is the native Wolf version that came with the RtCW SDK released by Gray Matter in January.

It looks more like Q3Radiant, not GtkRadiant.

[Reply]


WolfRadiant
#2462 Posted by Jago [194.251.240.107], 19/03/2002 07:54 GMT
Is there a Linux port of WolfRadiant avaible ? I would like to try it out, but I don't have any win32 boxes around.

[Reply]


Nope...
#2463 Posted by Tef Johs [217.70.229.50], 19/03/2002 08:32 GMT
Only NT binaries of WolfRad and its compilers were included.

[Reply]


Prefered Quake Editor?
#2464 Posted by Lord_Santa [213.67.94.30], 19/03/2002 13:06 GMT
Question to all you level editing Guru's (and newbie's) out there:

I've been creating levels for Quake for some time now... (since '97 or something like that) Never got any released though (mainly created for my own pleasure. =)

Now I have been away from the Quake mapping community for a few years (I hooked up on UnrealEd), but am slowly going back to "the good old Quake engine", and wondering which editor is the best one out there?

(I've always prefered WC, but want to check if there's any "better" out there)

[Reply]


Re:Pref.q.Ed
#2465 Posted by czg [158.38.54.107], 19/03/2002 15:52 GMT
The best editor you can find is the one that you feel most comfortable with yourself.
In terms of brush manipulation etc there isn't really anything in particular that you can do with one editor and you can't with another.

[Reply]


Mapping Textures Onto Terrain...ouch
#2466 Posted by Tef Johs [130.67.136.100], 19/03/2002 18:36 GMT
Hmmm...I thought I knew how to do this, but for some reason, q3map.exe won't find my textures while compiling when I try to use a (meta)shader mapping them onto a terrain mesh.

I don't know if I should get more technical, or if anybody here is so familiar with this that you can give some immediate hints to what may be wrong?

The textures are .jpg, they're (as far as I can see) in the correct texture subdirs, and the meta-shader is correctly refered to in the .map file's terrain entity (func_group), using the "common/terrain" texture (phew...difficult, I know).

Oh, this is for RtCW...but should be identical to Q3-TA for that matter.

A challenge for anyone here?

[Reply]


Ignore
#2467 Posted by Tef Johs [130.67.134.214], 19/03/2002 19:48 GMT , Refers to Post #2466
I discovered what I had done wrong...

I just had to move my new .shader file to the correct location. Ouch...I didn't think I could make such a mistake anymore :)

It's never too late to become a nOObie...

[Reply]


Lord_Santa
#2468 Posted by Fern [141.222.141.20], 19/03/2002 21:23 GMT
You will find a fierce advocate at Qmap for every piece of Quake mapping software in existence. Check out the -uh- "suggestions" in threads like this and go with whatever feels comfortable.

[Reply]


QUestion For Jawl.
#2469 Posted by Biffmasta [68.58.131.17], 20/03/2002 04:30 GMT
I would use QERadient for Q1, right. Or is that too current. Or do I use the over simplistic Quark? Quark costs money, which is dumb.

QERadient? Q1SomethingRather?

BM

[Reply]


Similar Here
#2470 Posted by Mr Fribbles [210.49.92.13], 20/03/2002 05:21 GMT , Refers to Post #2469
I'd use gtkradiant for q1, with riot's conversion tools, works nice

[Reply]


Quark Cost's Money?
#2471 Posted by QuakeTree [204.30.201.120], 20/03/2002 09:42 GMT
News to me.

[Reply]


QER/Q3R/GTKRadiant For Q1
#2472 Posted by R.P.G. [24.136.171.6], 20/03/2002 15:44 GMT
...Or SleepWalkR's conversion tools or nightbringer's conversion tools...

[Reply]


Yep
#2473 Posted by Biffmasta [68.58.131.17], 21/03/2002 00:09 GMT , Refers to Post #2471
I remember a while back they were charging for it. of course, that was back in 96 when i first tried to map and i couldn't subtract a hole in a wall for a door (not like I can now).

[Reply]


Yea...
#2474 Posted by Biffmasta [68.58.131.17], 21/03/2002 00:28 GMT
where can i find Gtkradient?

[Reply]


GTK, Q3 And QE Radiant,
#2475 Posted by necros [172.162.46.126], 21/03/2002 01:37 GMT , Refers to Post #2474
all available here: www.q3radiant.com

[Reply]


Help, Please!
#2476 Posted by Dilvish [172.186.4.172], 22/03/2002 14:02 GMT
I've got this message this morning:

Hi,

My name is Eric and I'm running a (custom map) Quake 1 "Requiem" server (one
of the last). I wanted to tell you that your map Karagee gets a great deal
of praise and email comments! I started running Orthanc in the rotation but
there is a little glitch I thought I would tell you about. Although the
teleporters work fine in single player mode, when I run it in the server
rotation list, the telleporters move. To clarify, instead of jumping into
the outside "arches" for teleportation (they no longer work), you could be
running down an indoor hallway and suddenly be telleported. Very odd but the
map is so cool I keep it in. Any fix for this? In addition, I would love to
run Kinny but I got some complaints about the bright white sections being
too much for some folks. Is there a way for me to tone those sections down
to say a gray tone? Great maps! Keep up the awesome work!

Thanks,


Eric


This is very kind to get such praises, but:

Does anyone knows of the "moving" teleporter phenomenon and how to fix it?

And, about the map "Kinny", I have a big prob: I no longer have the .rmf nor the .map file, but I still have the textures i used in it and so can change them to fit the guy. Is there a way to "inject" textures in a .bsp file, or do I have to decompile the map (with winBSP?), change the texes and recompile it?
Thanks in advance

[Reply]


wrath Thought A Title Wasn't Needed
#2477 Posted by wrath [195.58.111.103], 22/03/2002 14:43 GMT
adquedit and texmex both can change textures in a .bsp I think.

[Reply]


If Not...
#2478 Posted by QuakeTree [205.184.158.15], 23/03/2002 10:12 GMT
As I recall The Forge has a file named updbsp that will do just that, swap textures without needing the original source material. If you can't find it I can e-mail it to you as its very small.

[Reply]


Thanx
#2479 Posted by Dilvish [172.181.23.84], 23/03/2002 12:57 GMT
Wrath and QuakeTree; i'll try with AdQuedit or Texmex, and then turn to you, QTree, if it doesn't work.

No ideas about the self-teleporting teleporters? I've never heard of anything like that before ! That could be a really cool feature: getting beamed without warning to some other place without the enemy being able to follow you! Smile

[Reply]


Wc Question
#2480 Posted by Vondur [195.128.67.194], 26/03/2002 07:24 GMT
Wc Blind To Wad Files After I Point To It
Posted by -1 [12.219.228.32], 26/03/2002 04:01 GMT

I'm new to worldcraft and mapping :\
WC says there's no textures availible and pops up options window for me to set them, but they're all ready pointed to where they are. I remove them, and repoint them out to WC and still no dice, I can't start a new map or edit an old rmf file. I'm really stuck.


----
Moved from threads....

[Reply]


Evil Vis Error.
#2481 Posted by Tronyn. [24.66.247.146], 27/03/2002 22:22 GMT
So the last mapping chore for SOE is fixing this error, checkstack: leaf recursion in soe1m1. Vis gets about halfway done then gives me this. Anyone have any wonder-solutions or is it picking the map apart piece by piece for me?

[Reply]


Speedy Thought A Title Wasn't Needed
#2482 Posted by Speedy [212.46.194.230], 27/03/2002 22:37 GMT
send the map

[Reply]


wrath Thought A Title Wasn't Needed
#2483 Posted by wrath [195.58.111.103], 27/03/2002 22:50 GMT
send money

[Reply]


Max_vis Error
#2484 Posted by atilla [62.238.23.172], 31/03/2002 21:46 GMT
Does someone knows what the outer limits for q3arena maps are, because im getting a max_visabilletie error when i compile a big map.

Thanks.

[Reply]


Another Q2 Mapping Newbee
#2485 Posted by Timbo [129.42.208.140], 01/04/2002 21:45 GMT
So here I am with everything I need to make great Quake2 maps except the answers to a world of questions. What are clip, skip and hint textures ? How do I use light emitting textures ? What's up with detail/structural choices ? My player start position kills me at startup. Why don't these textures line up nice ? And many more, but rather than ask them all here, I'm sure many others have been where I am and found some worth while tutorials. Can anyone recommend a good tutorial or a good whats-what and how-to-use it document ? Appreciate the help...

[Reply]


General Info
#2486 Posted by kanaeda [216.144.139.132], 01/04/2002 22:52 GMT
you should be able to find answers to the majority of your technical quiestions at gamedesign.net under the content section, and then Quake 2.

I suggest grabbing a copy of the entity specific tutorials so you can easily refer to them without having to load up the site and click thru the menus. helps a lot when you are first starting off.

hope that helps! :)

[Reply]


Hmm, No Title
#2487 Posted by DeFrag [66.152.70.107], 02/04/2002 02:36 GMT
hint: skip the clips

er.. no wait!

[Reply]


Wtf
#2488 Posted by Shadowdane [68.50.252.23], 04/04/2002 20:18 GMT
hmm.. I recently decided to work again on a old Q3 map I started last year. But I cant get it to compile?? It tells me the shaderlist.txt file cant be found, when its right where it should be. Can anyone help??


C:\Quake III Arena\baseq3>q3map "C:\Quake III Arena\baseq3\maps\shad3dm1.map"
Q3Map - v1.0r (c) 1999 Id Software Inc.
Q3Map (GtkR) - v1.2.1-y10
GtkRadiant - v1.2.1 Jan 23 2002
Default game config: Quake III Arena
qdir: C:\Quake III Arena\
gamedir: C:/Quake III Arena/baseq3/
VFS Init: C:/Quake III Arena/baseq3/
---- q3map ----
1 threads
Script file C:/Quake III Arena/scripts/shaderlist.txt was not found
Loading map file C:\Quake III Arena\baseq3\maps\shad3dm1.map
entering C:\Quake III Arena\baseq3\maps\shad3dm1.map
WARNING: Couldn't find image for shader textures/shad3hipoly/shad_grate
WARNING: Couldn't find image for shader textures/shad3hipoly/shad_padwall_red
WARNING: Couldn't find image for shader textures/base_light/baslt4_1_2k
WARNING: Couldn't find image for shader textures/base_light/ceil_white5k
WARNING: Couldn't find image for shader textures/base_light/proto_light_2k
WARNING: Couldn't find image for shader textures/base_floor/clangfloor_noisy
WARNING: Couldn't find image for shader textures/base_light/light5_10k
WARNING: Couldn't find image for shader textures/base_light/baslt4_1_4k
WARNING: Couldn't find image for shader textures/base_light/ceil1_38_10k
WARNING: Couldn't find image for shader textures/shad3hipoly/shad_lightgreyfog
WARNING: Couldn't find image for shader textures/shad3hipoly/shad_lghtred_5k
WARNING: Couldn't find image for shader textures/shad3hipoly/shadblue_clouds
WARNING: Couldn't find image for shader textures/base_light/ceil1_22a_8k
WARNING: Couldn't find image for shader textures/base_trim/border11_250
0 areaportals
size: -1344, -544, -352 to 1611, 1320, 704
691 leafs filled
writing C:\Quake III Arena\baseq3\maps\shad3dm1.prt
0 triangle surfaces
0 triangle vertexes
Writing C:\Quake III Arena\baseq3\maps\shad3dm1.bsp
4 seconds elapsed

[Reply]


Hey
#2489 Posted by R.P.G. [24.136.135.19], 04/04/2002 23:07 GMT
In my map there are some brushes with duplicate plane errors. I'm feeling quite lazy and I don't want to rebuild them unless I have to. So obviously my question is, Is this going to bork my map -- either now or later? If it is, then of course I'm going to rebuild the brushes, but if not...

[Reply]


It Could
#2490 Posted by kanaeda [216.144.139.132], 05/04/2002 00:02 GMT
load it up in qeradiant and use the rogue brush repair plugin to make em go away. it's cool like that.

qeradiant.com

[Reply]


*gasp*
#2491 Posted by R.P.G. [24.136.135.19], 05/04/2002 00:09 GMT , Refers to Post #2490
/me HUGS kanaeda

I forgot about that! Thanks!

[Reply]


Anytime :)
#2492 Posted by kanaeda [216.144.139.132], 05/04/2002 00:48 GMT , Refers to Post #2491
they also happen to work great in q3radiant. they will generate an incorrect interface version error (1.0 not 1.5) but that doesn't prevent them from killing duplicate planes and evil polys.

[Reply]


What About GTKR?
#2493 Posted by R.P.G. [24.136.135.19], 05/04/2002 01:08 GMT
Will they work wit GTKRadiant?

[Reply]


Shadowdane Is Still Working On A Title
#2494 Posted by Shadowdane [68.50.252.23], 05/04/2002 02:46 GMT
anyone know whats going on with my compile problem..

---- q3map ----
1 threads
Script file C:/Quake III Arena/scripts/shaderlist.txt was not found
ect...

but that is exactly where I copied the shaderlist.txt file.. I'm running q3map from C:\Quake III Arena\baseq3\, does it matter what dir/folder I run it from??

[Reply]


Not Sure
#2495 Posted by kanaeda [216.144.139.132], 05/04/2002 03:54 GMT , Refers to Post #2493
haven't tried it before. i know they work fine with our in-house breed of radiant so i'd assume they do unless the plug-in code was drastically changed.

[Reply]


Shadowdane Is Still Working On A Title
#2496 Posted by Shadowdane [68.50.252.23], 05/04/2002 04:10 GMT
speedy & scampie helped me figure it out, i should visit #tf more often. Yay!

[Reply]


File Space For Maps---
#2497 Posted by RogeR [65.80.252.51], 05/04/2002 07:26 GMT
If you want a fast FTP server (soon to be two servers)to add your map or any other persons Quake3 map to, www.PlanetQuake3.net can help. By filling out a form with a temporany link to the map you will get your map mirrored on PlanetQuake3.net's FTP server within hours. If you can't find a temporany place to store your map you can e-mail me the file if it's less then 10megs. I think this will help everyone out by getting your map on a server that won't cut you off for bandwidth. Use this form to add maps to PlanetQuake3.net:

http://www.planetquake3.net/download.php?op=AddDownload

If you need any help or to e-mail me a map:
roger@planetquake3.net

[Reply]


Shaderlist Prob
#2498 Posted by Tef Johs [217.70.229.50], 05/04/2002 10:30 GMT , Refers to Post #2494
The shaderlist.txt should not be where the editor tells you, i.e. in

Quake III Arena/scripts/shaderlist.txt

rather, it should be in

Quake III Arena/baseq3/scripts/shaderlist.txt

where baseq3 may be another working directory of your choice.

Spot the error there?

[Reply]


Hmm
#2499 Posted by GrindSpire [213.122.200.167], 07/04/2002 11:16 GMT , Refers to Post #2493
I've no idea, but BobToolz can do the same thing (and more! :). Check it out here...

[Reply]


Post 2500
#2500 Posted by Fern [141.222.141.20], 07/04/2002 19:26 GMT
h0w d0 i makex0r teh m4px0r?

[Reply]


Lol.
#2501 Posted by necros [172.143.24.156], 07/04/2002 21:25 GMT , Refers to Post #2500
And what a fitting post... (Or not. Smile)

[Reply]


New Project
#2502 Posted by nx [195.23.214.29], 08/04/2002 17:35 GMT
Wanna start a project. looking for help
check it!
http://planeta.ip.pt/~ip250620/project_tm/

[Reply]


Hmm BSP
#2503 Posted by Vrajgh [213.1.173.160], 09/04/2002 20:20 GMT
Are there links available where I can read up on details about how a binary space partition actually works? I was reading the rvis thread and realised that have no idea about any of it! :)

I read some stuff once before and kinda understood it "ish" but I'd be interested to read some more.

Thanks

[Reply]


Aguire?
#2504 Posted by necros [172.158.66.114], 10/04/2002 01:28 GMT
Are you still around? I remember vaguely you mentioning you had made some new BSP tools for quake... Or did you?

[Reply]


Re: Hmm BSP
#2505 Posted by Tyrann [203.56.239.111], 10/04/2002 04:23 GMT , Refers to Post #2503
Well, actually vis doesn't even look at the bsp. But if you want to find out more about it, you should probably start with Spog's technical page.

[Reply]


Vrajgh Thought A Title Wasn't Needed
#2506 Posted by Vrajgh [213.1.176.107], 10/04/2002 16:02 GMT , Refers to Post #2505
Thanks Tyrann. :)

/me goes off to read.

[Reply]


Necros: Yep, I'm Still Around
#2507 Posted by aguirRe [195.163.234.191], 10/04/2002 17:57 GMT , Refers to Post #2504
and the new double precision compilers can be found here.

I'm just about to update my RVis version there also with some small changes that might help tracking down errors, e.g. the annoying "Leaf portals saw into leaf".

[Reply]


Thanks.
#2508 Posted by necros [172.151.208.112], 10/04/2002 20:30 GMT
Incidentally, I remember someone having that "CanonicalVector: degenerate edge" error, and while reading the changes for your new txqbsp, I came to this part:

5. Fixed a bug in printout of "CanonicalVector: degenerate edge" error and turned it into a warning.

nice! Cool

[Reply]


I Am Such A Moron
#2509 Posted by QuakeTree [204.33.130.109], 12/04/2002 02:27 GMT
I came across a (windows) free smallish (~680kb) batch file creator for those who are not comfy with making their own from scratch.

btrun410 at C-net.com

I tried it and it does work quite well.

[Reply]


Batch File Creator?
#2510 Posted by Fern [141.222.141.20], 12/04/2002 03:22 GMT
you mean like notepad.exe?

[Reply]


Batch File Creator?
#2511 Posted by R.P.G. [24.136.135.27], 12/04/2002 12:29 GMT
Or even edit.com?

[Reply]


Hey...
#2512 Posted by QuakeTree [204.30.200.112], 12/04/2002 22:36 GMT
I just thought some of the peep's here who did not know how to do it would benefit by it. If you don't need it then fine. But if you look back in the thread there are a few that don't know how and might like to use something like it.

[Reply]


Speedy Is Still Working On A Title
#2513 Posted by Speedy [212.46.201.210], 12/04/2002 23:33 GMT
You are right quaketree, and it is usefull.
But that wouldnt stop Fern from smartassing

[Reply]


Glquake Error
#2514 Posted by GlassMan [217.35.62.179], 13/04/2002 13:39 GMT
GLQuake is crashing to the desktop with the error Allocblock: Full when I try to load my map. Darkplaces & Tq work fine as does dos & winquake but not other close derivatives of glquake (pan, gq, etc)

The suggestion has been that this is due to being able to see very long distances in a map but I dont have any of these. The map is big but no bigger than others of mine which work okay. Deleting large portions does eventually result in it working but I can't identify what it is that is being deleted or is reducing that is allowing the map to work again. Any ideas? Anyone know what limits have been raised or removed in darkplaces/TQ that allow them to load the map?

This is from TreeQBSP output

---- Portalize ----
3887 vis leafs
10847 vis portals
---- MakeFaceEdges ----
---- GrowRegions ----
Processing hull 1...
Processing hull 2...
---- WriteBSPFile ----
5297 planes 105940
27285 vertexes 327420
9895 nodes 237480
3496 texinfo 139840
21994 faces 439880
22579 clipnodes 180632
5020 leafs 140560
26153 marksurfaces 52306
87012 surfedges 348048
59274 edges 237096
87 textures 1273732
lightdata 0
visdata 0
entdata 120649

Thanks for any advice.

[Reply]


GlassMan, What Version Of TreeQBSP
#2515 Posted by aguirRe [195.163.204.83], 13/04/2002 14:07 GMT , Refers to Post #2514
are you using ? If it's the old one (<= 1.63), then you might have a leak that the compiler isn't reporting. You could try one or both compilers found here to see if there's any difference.

Of the numbers listed, I would say that the surfedges and entdata are pretty high. The high surfedges number could indicate a leak, while the large entdata is probably a result of a massive number of entities.

In one of the engines that you can load the map in, try noclipping outside and fire the RL. If it detonates immediately in your face (enter god mode ...), then the outside void is filled and the map is sealed (at least in hull 0). Otherwise, there is one or more leaks that you must seal.

You could also try temporarily to delete a large portion of the entity section to see if it loads then in GLQuake. The newer engines might have some limit raised that either gets rid of the problem or just postpone the inevitable crash/malfunction.

[Reply]


Allocblock: Full
#2516 Posted by nb [203.109.252.18], 13/04/2002 14:43 GMT
...is caused when no more lightmaps can be fitted into their limited storage space. (not necessarily too much lightmap data per se; they're packed into textures, and some space will probably be wasted).

[Reply]


Err..
#2517 Posted by R.P.G. [24.136.135.27], 13/04/2002 15:19 GMT , Refers to Post #2512
Sorry, QuakeTree.

[Reply]


AguirRe
#2518 Posted by GlassMan [217.35.62.179], 13/04/2002 16:21 GMT
The same error happens with 1.63 & 1.69. I'm running 1.70 now.

There is no leak.

I will try deleting all entites & recompiling.

nb - not run light yet.

[Reply]


GlassMan, Regarding Entities
#2519 Posted by aguirRe [195.163.201.7], 13/04/2002 17:04 GMT , Refers to Post #2518
the original Q1 limit was 64k and you have now about 120k. For the mission pack, Hipnotic raised this limit to 128k.

It's possible that the [GLQuake] engine doesn't allow more than 64k if "-hipnotic" or "-rogue" options are missing. I haven't verified that.

It could also be that it's not the total size that's the culprit; it could be the actual entity content.

In any case, I haven't seen that particular error message when exceeding entity limits. The only time I've seen it is when you have *very* large brushes in the map.

Let us know what you find out.

[Reply]


Hmm
#2520 Posted by GlassMan [217.35.62.179], 13/04/2002 17:51 GMT , Refers to Post #2519
Deleting all the entities has worked although I don't know why. I have another map with entdata of 163363 so the total size can't be the problem. Some of the func_doors are rather complex so I'll try selectively deleting some of them.

qbsp output is now:

---- Portalize ----
3880 vis leafs
10829 vis portals
---- MakeFaceEdges ----
---- GrowRegions ----
Processing hull 1...
Processing hull 2...
---- WriteBSPFile ----
4686 planes 93720
25110 vertexes 301320
8629 nodes 207096
3338 texinfo 133520
20297 faces 405940
20248 clipnodes 161984
3881 leafs 108668
24388 marksurfaces 48776
80165 surfedges 320660
55379 edges 221516
64 textures 1153720
lightdata 0
visdata 0
entdata 253

[Reply]


#2521 Posted by Scampie [66.231.198.47], 13/04/2002 22:28 GMT
AllocBlock: Full generally occurs when you make a single brush with a huge surface. It will work fine in software, but crash GL. Aardappel once had this problem on a otherwise fine map, but he had used a single huge brush for the floor. He chopped the single brush into 4 smaller brushes and it worked without a hitch.

Also, it sometimes happens when you do funky vertex manipulations or CSG cutting... ie, have a Bad Brush... for unknown quirks in the ways of bsp, a face will be displayed as an infinte plane in software.

[Reply]


#2522 Posted by nb [203.109.252.12], 14/04/2002 01:50 GMT , Refers to Post #2518
Even if you haven't run light yet, the lightmaps are still created - they're just fullbright. AllocBlock is used in precisely one place, and that's while building lightmap textures in GL; hence the error is certainly related to this.

[Reply]


Speedy Is Still Working On A Title
#2523 Posted by Speedy [212.46.204.252], 14/04/2002 02:09 GMT
try to run qbsp -subdivide 240 (or what switch tell it size of splits)

[Reply]


Progress
#2524 Posted by GlassMan [217.35.62.179], 14/04/2002 11:58 GMT
Getting rid of all the func_doors has produced a working map so I'm now trying to narrow it down by selectively deleting/simplifying them. That means that I've either got a problem with one or more of these doors or that collectively they are pushing the map over some limit or other.

nb-the lightmap is only added when you run light which you can tell because the size of the bsp goes up accordingly. Is a default blank lightmap added on the fly when you run glquake? I'm not sure what you mean when you say AllocBlock is used in one place. You mean its a routine run by glquake.exe when loading the map? Is the lightmap texture limit a combined one with the normal textures in the map?

scampi- I dont think I have any brushes bigger than 2048 in any one dimension which doesn't seem too big (?).

speedy- A subdivide of 240 is the default. Would you suggest a larger or smaller figure?

Thanks for the ideas guys.

[Reply]


Hmm, No Title
#2525 Posted by Speedy [213.172.3.133], 14/04/2002 20:25 GMT
Well, I tried using 256 one time and it gave me same error, lowered to 240 and error gone

[Reply]


Oops
#2526 Posted by nb [203.109.252.14], 15/04/2002 02:02 GMT , Refers to Post #2524
Sorry, I should have been more clear. On map load, each lightmap in the bsp is placed into one of several large opengl textures (which are different beasties to quake textures; thus the same limits don't apply). If the bsp has no lightmaps, fullbright is used instead, but the textures are still generated and used.

AllocBlock is run on map load for each lightmap. It finds a place to put it somewhere in one of the opengl textures, like fitting small different-sized boxes into a few large crates (it packs them in as rectangles; so sometimes, I think, space is wasted. Do the func_doors in question have lots of little odd-shaped faces?). If the lightmap is too large and won't fit, or all the textures are full, it'll complain with the ": full" error.

(Of course, the problem could be somewhere else entirely, and only show up here through some mechanism I haven't understood.)

[Reply]


Nb
#2527 Posted by GlassMan [195.184.253.85], 15/04/2002 08:26 GMT
Do the func_doors in question have lots of little odd-shaped faces?

Yes they do. Also some not so little odd shaped faces. Like one func_door consists of about 30 non-axial brushes and covers an area of about 1024 units in all directions. Deleting this one alone does not solve the problem though. Deleting most of them including this one does. Are lightmaps on brush entities stored in a particularly inefficient way?

Also I do have a lot of dynamic lighting in the map so tonight I will test the map with this removed.

Is there a way of looking at the lightmaps & is there anything to keep in mind to optimise them?

[Reply]


Hmm
#2528 Posted by GlassMan [195.184.253.85], 15/04/2002 08:35 GMT , Refers to Post #2527
On second thoughts dynamic lighting can't be having any effect as the error occurs (or the map is error-free) regardless of whether tyrlite has been run. Or could it?

[Reply]


`the Damn Door Sticks...`
#2529 Posted by nb [203.109.252.29], 15/04/2002 14:11 GMT , Refers to Post #2528
Lightmaps are, I think, all stored in the same manner, whether they're on bmodels or the world. So you can try removing some particularly complex bits of the world, but keep all the doors; this should have the same effect as keeping the world and removing the doors.

Dynamic lighting has no effect here (though it does mean the lightmap textures get altered and uploaded a lot in-game, slowing things down a bit).

The most important thing to bear in mind is that space for a surface's lightmap in the texture is allocated in a rectangular block - like putting the surface, whatever shape it is, in a rectangular box; and packing many of these into a few big crates. So weird-shaped surfaces will waste more space than perfectly rectangular surfaces. (You might want to check how the doors etc are being cut up, with r_drawflat in software or gl_showtris on a custom engine.)

Altering the subdivide size in qbsp, as speedy suggests, alters the maximum size of the surfaces, I think. Tweaking it a bit either way might get you a better packing of lightmaps.

There are 64 lightmap textures to fill, and 1 lightmap pixel is 16 world units square; so that's some serious real estate you're covering. I look forward to seeing this when it's released Smile

[Reply]


Since We Are In The Engine Mood:
#2530 Posted by czg [158.38.54.71], 16/04/2002 13:11 GMT
What does the "Backup past 0" warning mean?
Seems to pop up at random times when playing random maps...

[Reply]


Ok I Need Help With Q1Rad
#2531 Posted by Starbuck [194.117.133.196], 19/04/2002 16:11 GMT
Of course, it's helluva cool, but of course, I suck at it Smile.

Main Point:
When i use surface lights i hardly get any contrast in lighting in my maps, and i'd like to get the light to focus around the source more (like using a wait of >1 in tyrlite or something).
Can this be achieved somehow? i know _lights have scale but i can't figure out how to do it avec les surface lights.

Minor Point:
Whenever I add a _light it adds a message (to the console) in GlQuake. I noticed this happened with light_environments in crdm2 and i don't want the error with every _light i place. Can this message be stopped? Maybe i got glquake set up weird or something.

Thanks if any of you can help me!

[Reply]


#2532 Posted by Scampie [66.231.198.47], 19/04/2002 17:48 GMT , Refers to Post #2531
http://www.qmap.org/qthread.php3?id=20020401173740&pos=0

It now lets you use "light" keys instead of just "_light"

not that i've used it, but maybe that's an answer you're looking for.

[Reply]


Yah
#2533 Posted by Starbuck [194.117.133.196], 19/04/2002 18:26 GMT
i get no problems when using the light key but i'd like to use _light, i forget why, maybe the light key doesnt work with colored lighting in q1rad or something. Plus i'd like to use the 'right' key rather than to have to use the stifle q1 lights command.

[Reply]


Starbuck
#2534 Posted by DaZ [213.1.170.116], 20/04/2002 01:00 GMT
You can get a proggie off riots site that allows surface lights using tyrlite, which will give the desired effect, if thats what your looking for ?

Q1rad attenuates ALL the lights on the map I think to make the whole look more "real" but it does tend to wash out the map (see crdm2...) I haven't found a way around this yet...

[Reply]


Speedy Is Still Working On A Title
#2535 Posted by Speedy [213.172.9.227], 20/04/2002 01:56 GMT
-bounce 1 (or even 0) will make light more contrast

[Reply]


How ...
#2536 Posted by gibbies [213.46.20.13], 22/04/2002 13:31 GMT
... do you remove fullbrights from a texture? Texmex doesnt work and grafixer only works for textures smaller then 200 x 320... couldnt find any other programs.

Please help!

Thanks.

[Reply]


Gibbies
#2537 Posted by Fern [141.222.141.20], 22/04/2002 15:34 GMT
Texmex DOES work. You need to edit your workspace preferences not to allow fullbrights, then open the individual texture and copy/paste it pack into the slot. (this looks much more natural than using "remove fullbrights," which I assume you're talking about)

[Reply]


gibbies Thought A Title Wasn't Needed
#2538 Posted by gibbies [213.46.20.13], 22/04/2002 20:19 GMT
that works, thanks.

[Reply]


....
#2539 Posted by Starbuck [194.117.133.196], 22/04/2002 20:44 GMT
k cheers for help dudes, I went the Daz suggested route and it seems to be working quite well!

[Reply]


AllocBlock: Full
#2540 Posted by R.P.G. [24.136.169.92], 23/04/2002 22:53 GMT
I'm seeking some clarification. I added a new room to this map, compiled it, and it leaked. I got the "AllocBlock: Full" error while loading it in PanQuake. I trimmed back the number of faces in a vain effort to get rid of the error. If the map is no longer leaking, the error should not come back if I add those faces back in, right? That is to say, the reason I got AllocBlock: Full is because the unseen sides of the brushes were not being removed, correct?

[Reply]


Most Likely.
#2541 Posted by necros [172.144.13.203], 23/04/2002 23:09 GMT , Refers to Post #2540
On average, it means there are 5 more faces per brush for quake to draw, plus it isn't vised. That's a lot of wpoly to draw. I think there are other reasons for AllocBlock errors, but I can't think of them atm. (Was there something to do with lightdata or entdata?)

[Reply]


Another Question
#2542 Posted by R.P.G. [24.136.169.92], 24/04/2002 19:27 GMT
Why do I get five (5) "CutNodePortals_r:new portal was clipped away" when compiling with TyrQBSP, but I only get one (1) when compiling with WQBSP?

I get nasty clipping errors as a result of the five errors from TyrQBSP, but WQBSP seems to yield higher r_speeds. Help?

[Reply]


And...
#2543 Posted by R.P.G. [24.136.169.92], 24/04/2002 21:55 GMT
Why does this texture animate while using TyrQBSP but not animate when I use WQBSP?

added 0 texture frames

I'm using +0button3 on the button face.

[Reply]


WQBSP
#2544 Posted by necros [172.152.56.221], 24/04/2002 22:55 GMT , Refers to Post #2543
Doesn't add all the other animation texture frames automatically. (Obviously, TyrQBSP does...) To get around that problem with wqbsp, just make a dummy brush with the other tex frames on each side.

[Reply]


Ta
#2545 Posted by R.P.G. [24.136.169.92], 24/04/2002 23:07 GMT , Refers to Post #2544

[Reply]


Q3 Bots
#2546 Posted by Speedy [217.195.94.86], 25/04/2002 03:37 GMT
I need a small test:
get map and play it with bots
sm89.pk3 (120k)

For me the bots just stand still on the uppper floor, I need to know is it problem with the map or my q3 is fuxored. I seem to get odd bot behaviour on the maps I make, but not stock levels.

[Reply]


R.P.G.
#2547 Posted by Tyrann [203.56.239.111], 25/04/2002 04:40 GMT , Refers to Post #2542
If you have wierd problems with TyrQBSP, please try Bengt's TreeQBSP as well and see if they are different. If they are, that would indicate a problem with my stuff...

P.S. "Portal was clipped away..." errors really suck.

[Reply]


Speedy
#2548 Posted by nb [203.173.208.13], 25/04/2002 06:47 GMT , Refers to Post #2546
AAS thinks the entire upper floor is a solid area. Why this is, I'm not sure. Are you using the latest bsp2aas?

[Reply]


Tyrann
#2549 Posted by R.P.G. [24.136.169.124], 25/04/2002 14:46 GMT , Refers to Post #2547
Thanks. TreeQBSP only spits out one "CutNodePortals...", as well. If you're interested in seeing the .map for bug fixing or whatever, I can send you a copy.

[Reply]


Re: Compilers
#2550 Posted by aguirRe [195.163.203.208], 25/04/2002 17:41 GMT , Refers to Post #2549
When comparing output from different compilers variants (and versions thereof), even the slightest change in compiler logic, compiler precision, map editor or even brush/face order in map file may have interesting effects on the result.

E.g. when using QuArK, every 2nd time you perform a save/quit/load/compile sequence, you wind up with a different version of the map file.

This in turn can easily lead to radically different compile times and appearing/disappearing warning/error messages (like the "CutNodePortals ...") or even leaks. Not nice at all.

I think Tyrann's calling it "Floating Point Hell" and it's rather frustrating, both for mappers and coders.

At least the situation has improved somewhat over time; there are now several improved tools available that offer various solutions.

[Reply]


Oh, AguiRe,
#2551 Posted by necros [172.128.141.200], 25/04/2002 20:25 GMT
I tried your version of TXQBSP, but it can't even compile maps. It almost always fails with some fatal error. (Much like the original TXQBSP did, which is why I stopped using it.) Does it have problems with large (3000+) maps, or is it just me?

(Sorry I don't have the actual errors with me.)

[Reply]


And
#2552 Posted by R.P.G. [24.136.169.124], 25/04/2002 21:21 GMT
In Q1, is there a way to spawn a monster so that it's "awake" before it sees you?

[Reply]


Hmm, No Title
#2553 Posted by Speedy [217.195.94.218], 25/04/2002 22:24 GMT
used version 2.1h, May 6 2001 16:15:03 and
1.7, Dec 22 1999 19:37:59 - results are the same, also got some warnings like

Entity 0, Brush 120: duplicate plane

But q3map had no warnings/erorrs (used one of the lates q3map2 build)

[Reply]


RPG
#2554 Posted by Fern [141.222.141.20], 25/04/2002 23:43 GMT
if you give the monster a target of a path_corner without a destination, it seeks the player at walking speed after reaching the path_corner. That's not quite as full-fledged as waking up, but it will get a similar effect :)

[Reply]


Um...
#2555 Posted by necros [172.170.82.216], 26/04/2002 00:36 GMT , Refers to Post #2552
If you are teleporting monsters in, all you do is give the monster the same targetname as the teleporter. That way, when you trigger the teleporter, you also trigger (wake up) the monster.

[Reply]


Problems With Items
#2556 Posted by Lucas [152.163.206.204], 26/04/2002 06:06 GMT
I'm in the process of making a map. Actually, I should say that I'm done with the map and only working with monsters and items now. In a hallway I put about five monsters in there and about five items. One of the items was a rocket launcher that showed up when I tested the map. The other four items were either shells or rockets. For some reason, the other four don't show up. Could it have anything to do with lighting or visibility? The rocket shows up just fine and it's next to the other items. Anyone have an answer?

[Reply]


Lucas:
#2557 Posted by metlslime [12.231.113.167], 26/04/2002 07:35 GMT
unlike monsters, weapons, and most items, ammo and health are bsp models. So, instead of spawning centered on the origin, they spawn with the origin as one corner of their bounding box. (top north west corner, i think.)

If your editor represents entities as zero-sized points, rather than boxes, you will need to make sure the origin is far enough from floors/walls that the bounding box is totally in empty space.

[Reply]


RPG;
#2558 Posted by czg [158.38.54.87], 26/04/2002 10:12 GMT
You can trigger all the stuff you want without using any trigger brushes like thus:
{
"classname" "info_notnull"
"think" "SUB_UseTargets"
/*Not sure about the spelling/caps there*/
"nextthink" "1"
"target" "delicious_target"
}

The nextthink should be the number of seconds after the map has loaded before it triggers.
(I posted this since I assumed this was yer bleedin' 100b map. Can't waste brushes on shitty triggers!)

[Reply]


Fern, Necros, And Czg
#2559 Posted by R.P.G. [24.136.169.124], 26/04/2002 13:03 GMT
Thanks!

P.S. czg, you are my hero! I love you!

[Reply]


Necros:
#2560 Posted by aguirRe [195.163.205.225], 26/04/2002 13:52 GMT , Refers to Post #2551
I sent you an email earlier today regarding this. I'd be glad to help you but I need the zipped map+wad to see what's going wrong. Please also add any additional info (e.g. actual error message, editor used etc) that might help tracking down the cause of the problem.

I doubt there is any problem with the brush count; in TxQBSP that limit is 65536. I've used TxQBSP to build extremely large maps, like those in Tronyn's SoE (even before he had to split them up due to Quake engine problems) or Tyrann's yet unreleased.

I'm always interested in receiving troublesome source maps that I can use to test my compilers.

I have about 60+ maps from different authors that all compile very well with TxQBSP (or at least not worse than any other compiler).

By any chance, you are not running out of virtual memory ?

[Reply]


Shadowdane Thought A Title Wasn't Needed
#2561 Posted by Shadowdane [68.50.252.23], 27/04/2002 21:57 GMT
havent seen this compile error before.. How can I fix this?? I checked the area where it says below, but I couldnt find anything wrong. Do I really need to worry about it?

WARNING: node without a volume
node has 2 tiny portals
node reference point 128.00 896.12 640.00
WARNING: node without a volume
node has 2 tiny portals
node reference point 383.98 640.00 -252.00

[Reply]


Hmm, No Title
#2562 Posted by DeFrag [66.152.71.110], 27/04/2002 22:07 GMT
What's at those coordinates?
Tear apart the wall & see if some rogue-brush is embedded somewhere.. hmm

[Reply]


#2563 Posted by pjw [66.107.101.68], 28/04/2002 21:15 GMT , Refers to Post #2561
Try bob-tools brush cleanup (under plug-ins).

Also, from
http://quake3.qeradiant.com/errors.shtml

WARNING: Node without a volume / node has 0 tiny portals

An infinite brush. Delete it. The latest build of GtkRadiant has a debug tool that can help the mapper track down infinite brushes. Go to the BSP menu and select No_Vis (No light). After the compile process, a window will open up--assuming you've got bad brushes--and the first brush in the list will be selected and visible in the Z-Window. Merely press Backspace to delete this brush and repeat the No_Vis process. Or, you can use the Find Brush command (Misc menu) to find and then delete those bad brushes.

[Reply]


Tester
#2564 Posted by Lucas [152.163.201.69], 28/04/2002 23:38 GMT
I first want to thank the person who told me about items and health. It really helped and now they all appear in my map.

First I want to tell you that I can be a bit crazy and odd. Most of the maps I've attempted I have to delete them either because they suck or I get an error in it that won't let me compile it anymore. Anyway, I'm trying to stay with simplicity so I'm only using a few different textures, but I am not all that good at quake. At least, not as good as the guys at SDA. Anyway, is there anyone who would be willing to playtest it for me? It's on nightmare difficulty...so...

thanks

[Reply]


Lucas
#2565 Posted by Abyss [144.134.90.15], 30/04/2002 06:35 GMT , Refers to Post #2564
If you haven't got any people to play test your map yet, I would be only to happy to give it a run through, so just let me know.

I would have Emailed you, but don't know if that is your correct email add or what.

[Reply]


Avp2 Compile Trouble...
#2566 Posted by DaZ [213.122.156.70], 01/05/2002 01:03 GMT
BSP tree 70.54% balanced.
Num detail nodes: 0
Finding leaves.
- VisBSP (9 polies)
** Couldn't find any textures.
** (Is project path set?)

-------------------
Lighting world
Ambient light (0.0, 0.0, 0.0)
** Unable to get texture lights.
** (Is project path set?)


ProdigyXL, help!

[Reply]


Additional
#2567 Posted by DaZ [213.122.156.70], 01/05/2002 01:04 GMT
I type in the location of the avp2.dep into the "project path" window on the compiler but it still says "is project path set" and I get errors. Argh!

[Reply]


DaZ
#2568 Posted by iART [24.64.223.204], 02/05/2002 05:18 GMT
Are you using an understandable path?

Mine is...
c:\progra~1\fox\aliens~1.pre\avp2

The only way that i can generate these errors is by messing with this path.

[Reply]


My Avp2
#2569 Posted by DaZ [213.122.133.199], 02/05/2002 10:07 GMT
is at :e:\games\avp2

So the game/project path should be : e:\games\avp2\avp2\ right?

[Reply]


Your AvP2
#2570 Posted by iART [24.64.223.204], 02/05/2002 14:45 GMT
Yes, that is right.

[Reply]


TO RULE THINGS OUT...
#2571 Posted by iART [24.64.223.204], 02/05/2002 14:56 GMT
in EDIT > OPTIONS...

under the "RUN" tab, you have

EXECUTABLE:
e:\games\avp2\lithtech.exe

WORKING DIRECTORY:
e:\games\avp2\

PROGRAM ARGUMENTS:
-rez AVP2 +runworld %WorldName%

[Reply]


Its A Shame
#2572 Posted by iART [24.64.223.204], 02/05/2002 17:35 GMT
about the time difference. Using forums for help can be so frustrating because answers are wanted 10mins ago, not 5 hours later.

[Reply]


Grrr
#2573 Posted by DaZ [213.122.45.10], 03/05/2002 00:04 GMT
Ok I put in exactly what Iart said, but it still has the same error Sad

/me goes back to dazsp4... Smile

[Reply]


Have You?
#2574 Posted by iART [24.64.223.204], 03/05/2002 01:19 GMT
visited the Research & Development forum @ www.aliensversuspredator.com?

I am going to ask your question there, because this is pissing me off now.

[Reply]


Posted Your Question
#2575 Posted by iART [24.64.223.204], 03/05/2002 01:35 GMT
here.

[Reply]


DaZ
#2576 Posted by iART [24.64.223.204], 03/05/2002 06:18 GMT
Check... and double check your path, because i'm getting the same answer from the people who should know... "should"...

[Reply]


One More Time
#2577 Posted by iART [24.64.223.204], 03/05/2002 19:37 GMT
This latest bit is from the avp2 above. Although I can NOT see how \Fox\ would be added to the path.

=========================================
OK, take a look at what I have in my processor project directory:

c:\Progra~1\Fox\Aliens~1.pre\AvP2\

This is because my game directory is:
C:\Program Files\Fox\AvP2

SO, from what I understand your directory is going to be:

e:\games~1\Fox\Aliens~1.pre\AvP2\

If you are not running this when you process, it doesn't matter what your project directory and executable are, it will ALWAYS give you the error message you're talking about...
=====================================

i take NO credit for this "odd ball" post.

[Reply]


Ignore The Above
#2578 Posted by iART [24.64.223.204], 03/05/2002 20:23 GMT
the path should be:

e:\games\avp2\AvP2\

this comes from a Monolyth level designer.

[Reply]


Hmmm
#2579 Posted by DaZ [213.122.111.216], 03/05/2002 22:38 GMT
well thanks for the help Iart, its appreciated, ill hax0r a little and see if I can get it to work

[Reply]


Shadowdane Thought A Title Wasn't Needed
#2580 Posted by Shadowdane [68.50.252.23], 07/05/2002 22:55 GMT
hmm.. didnt notice this before. but looks like I have some bad brushes. anyway I can acually tell which brushes are causing these warnings?? This only shows in the editor, not while compiling.



LOADED: textures/base_floor/clangspot2.tga
WARNING: brush plane with no normal
WARNING: brush plane with no normal
WARNING: brush plane with no normal
WARNING: brush plane with no normal
WARNING: brush plane with no normal
WARNING: brush plane with no normal
WARNING: brush plane with no normal
WARNING: brush plane with no normal
--- LoadMapFile ---
C:/Quake III Arena/baseq3/maps/shad3dm1_rc2.map

[Reply]


Shadowdane
#2581 Posted by R.P.G. [24.136.169.124], 07/05/2002 23:23 GMT , Refers to Post #2580
Try MapSpy.

And I don't want to hear any comments about it being "only for Q2." I'm tired of people not realising that BSPs have hardly changed since Q1. Brush errors are brush errors, no matter the game.

Sorry. I'm not ranting at you, Shadow. But people always ask for solutions to these problems, and they don't like my answer. If they didn't want to fix it, they shouldn't have asked.

[Reply]


Err...
#2582 Posted by R.P.G. [24.136.169.124], 07/05/2002 23:25 GMT
<s4wk>That link should be http://mapspy.gamedesign.net.</s4wk>

[Reply]


Um
#2583 Posted by Shadowdane [68.50.252.23], 07/05/2002 23:42 GMT
mapspy doesnt like the map...


*** Critical Error - cannot continue ***
Error parsing brush
Corrective action: Your map file contains an error. You'll probably need to fix it with a text editor.

[Reply]


Why, Why?
#2584 Posted by Asriel [203.96.150.106], 10/05/2002 04:16 GMT
Why can't you have more than one sky in Quake1?

Having multiple sky textures in a map causes quake to only show one.
For example, having sky8 and skyik2, only sky8 will be shown.

Why is this?
And how does quake choose which one to show?

[Reply]


Asriel ...
#2585 Posted by metlslime [12.231.113.167], 10/05/2002 05:17 GMT
at least in glquake, the sky texture displayed is the last sky texture encountered when loading the level's textures. (each sky texture found will overwrite the previous one.)

[Reply]


Ah Ok
#2586 Posted by Asriel [203.79.75.85], 11/05/2002 22:51 GMT
ta metslime

[Reply]


Uh
#2587 Posted by NotoriousRay [199.75.227.166], 18/05/2002 03:31 GMT
speaking of idbase maps prone to problems, i got one more of qc nature (i think). see, i'm using custom qc (func_spawns, particlefields, etc) but like, in the status bar when i load my map, it says 'monsters 68 / 1' after i kill all 68 enemies. whats up with that 1? anyone know of any irregularities in the spawn code (from SoA) or similar? if it helps at all, all the spawn ents i use are one-time only, no recurring

[Reply]


HELP!
#2588 Posted by E-werd [24.154.196.201], 18/05/2002 18:00 GMT
************ ERROR ************
SetQdirFromPath: no 'quake' in C:/Documents and Settings/E-werd/-saveprt

this happens everytime i go to compile my Q3 map...why the hell is it looking there?! my map is in 'C:\Quake3\baseq3\maps\'!!!!

[Reply]


Oh, And Btw
#2589 Posted by E-werd [24.154.196.201], 18/05/2002 18:02 GMT
i am using GTKRadiant

[Reply]


Hmm, No Title
#2590 Posted by Shadowdane [68.50.252.23], 18/05/2002 18:33 GMT
i dunno why.. but I could only get the compiler to run from this directory.

C:\Quake III Arena\baseq3\radiant

btw.. use Q3Map2 by Ydnar its a great compiler.

http://www.shaderlab.com/q3map2/

[Reply]


Who Needs A Title Anyway
#2591 Posted by Shadowdane [68.50.252.23], 18/05/2002 18:34 GMT
acually i should be more specific.. i could only get it to run from a directory that was in C:\Quake3\baseq3\xxxxx\

i think u get the idea..

[Reply]


Hm...
#2592 Posted by necros [172.160.31.157], 19/05/2002 02:46 GMT , Refers to Post #2587
Well, all I know is that I had to fix the code myself, to work in ne_sp06. It was doing the same think your describing now, NotRay. It has to do with the way the monster count is called in the spawn function. It gets called late, and gets ignored for some reason.

[Reply]


Well Uh..
#2593 Posted by NotoriousRay [199.75.227.41], 19/05/2002 03:20 GMT
could you be more specific regarding how you fixed it, i.e. codewise?

[Reply]


Jago Is Still Working On A Title
#2594 Posted by Jago [194.251.240.107], 19/05/2002 04:41 GMT
SetQdirFromPath: no 'quake' in C:/Documents and Settings/E-werd/-saveprt

I think the error is quite obvious. The word "quake" could not be found in the file path. Rename "E-Werd" to "quake" or put it into a directory called "quake" or "mahl33tQUAKEdir" and it should work.

[Reply]


: Tyrann
#2595 Posted by czg [158.38.54.74], 20/05/2002 14:18 GMT
Or anyone else who has tried this:
Can antilights with tyrlite be toggled?
There was something in the readme about antilights only "sucking up" light of the same style, and since switchable lights are styles switchable antilights wouldn't effect the world lighting?
That bit in the readme was a bit confusing...

[Reply]


Antilights
#2596 Posted by Tyrann [63.12.14.46], 20/05/2002 15:57 GMT , Refers to Post #2595
They can be toggled, but they probably won't do what you expect. If you have a bright room and switch on an anti-light, nothing will happen.

Switching on a light can only ever add to the light.

[Reply]


No,
#2597 Posted by necros [172.133.231.18], 21/05/2002 00:03 GMT , Refers to Post #2593
but I'll give you da fixored .qc file: spawn.qc

[Reply]


Jago...
#2598 Posted by E-werd [24.154.196.201], 21/05/2002 01:19 GMT
i cannot rename that dir because WinXP uses it for my settings...and for some reason, windows goes there...odd...

[Reply]


The N00b Alert-I'm Beginning
#2599 Posted by TheMagicalKuja [24.98.76.86], 21/05/2002 18:25 GMT
HEY! I'm a new guy, and since I have big plans to become a game designer, I first wish to learn how to design maps, preferably Quake 1 maps.

I have Quake 1 and Quake, scourge of Armagon. I've downloaded a few made maps (.bsp) but can't get them to work. And I also want to know waht programs I should start with when I make maps. Help please!

[Reply]


...
#2600 Posted by Starbuck [194.117.133.196], 21/05/2002 18:41 GMT
hey there,
make sure your maps are in your \quake\id1\maps\ folder, then all you need to do is run quake, bring up the console, and type map [mapname] where [mapname] is the name of the file, without the .bsp extension.
For creating maps, there are a wide range of programs availible. I would recommend Worldcraft 1.6, its one of the easier editors to get started in.
hope that helps a little

[Reply]


Aiight
#2601 Posted by NotoriousRay [130.85.16.42], 21/05/2002 21:59 GMT
thanks for the .qc necros, but i actually went back and rebuilt my quakec and now everything works ok. i will have a looksee, though

[Reply]


Np, Dude.
#2602 Posted by necros [172.165.133.196], 22/05/2002 00:20 GMT , Refers to Post #2601
.

[Reply]


Hmm....
#2603 Posted by E-werd [24.154.196.201], 22/05/2002 02:05 GMT , Refers to Post #2599
Well, i suggest QuArK 5.1 for n00bs, since its alot easier to start off with 2 views rather than 4. At the QuArK site, you can get these 3 programs to build your maps: TxQBSP, RVis, ArghLight. With versions 5.1 and after, you need minipython, and thats also on the site.

QuArK Official Website
You need all of the following:
QuArK 5.1
MiniPython
the build pack for Q1


This is pretty much self explanatory, just experiment.

[Reply]


Hello
#2604 Posted by czg [158.38.54.104], 22/05/2002 10:56 GMT
MAX_MAP_CLIPNODES error should by all accounts disappear as soon as the map doesn't leak anymore, right? (Please g4wd let it be right.)

[Reply]


#2605 Posted by czg [158.38.54.104], 22/05/2002 12:32 GMT
or maybe I should get some hardcore clipping going on...

[Reply]


CZG
#2606 Posted by Tef Johs [217.70.229.38], 22/05/2002 13:11 GMT
Hey, czg, I'm not sure about your question (although I ought to know something about it), but...

You're in Trondheim, right? How is school going :). I'd consider it bit of an honour if I could, sometime, meet with you and discuss the finer points of level design, as I'm also in Trondheim...

Just a suggestion, don't feel obliged to take me up on that :)

[Reply]


CZG
#2607 Posted by Tyrann [63.12.14.75], 22/05/2002 14:09 GMT , Refers to Post #2604
Yes you're right, the error should go away once there are no leaks.

[Reply]


Go Czg!
#2608 Posted by wrath [195.58.111.103], 22/05/2002 17:46 GMT
your first stalker! :)

[Reply]


Ah...well No
#2609 Posted by Tef Johs [217.70.229.38], 22/05/2002 19:57 GMT , Refers to Post #2608
I have no interest in stalking anyone, I assure you :)

It happens to be like this; me and czg are both norwegians, and in the same city. Not hard to get that info, seeing he has another homepage describing his whereabouts etc.

It would be fun meeting someone from these boards, and who wouldn't meet with one of the best? :)

[Reply]


I.. I.. I Don't Know What To Say...
#2610 Posted by czg [158.38.54.62], 22/05/2002 20:28 GMT
I mean, like, SCARY...

[Reply]


Ooooh.. Stalker
#2611 Posted by DiSTuRBeD [217.70.229.52], 23/05/2002 07:53 GMT
Pass deg nå, czg ;)

*wonders why so many norwegian people play older games*

[Reply]


Ah, Forget I Mentioned It.
#2612 Posted by Tef Johs [217.70.229.38], 23/05/2002 14:17 GMT
nt

[Reply]


A Little Help With FGDs
#2613 Posted by TheMagicalKuja [24.98.76.86], 24/05/2002 12:54 GMT
I wish to use Armagon indentities in my maps... sadly, I can't figure out how to install it, and I'm not sure if Quark can even handle it. I have both Quark and Worldcraft. Which one will allow me to use Armagon monsters, and how can I install it?

[Reply]


MagicalKuja Dude
#2614 Posted by Starbuck [194.117.133.196], 24/05/2002 14:52 GMT
This is how you do it in WC 1.6

Go to tools --> Options
Choose the 'Game Configurations' Tab
Where it says 'Game Data files:' click Add
Browse to the file, choose it then click OK

If you think the file you're using might be corrupt here's a link to the one off the WC site: Clicky!

Good Luck!

[Reply]


Hmm
#2615 Posted by NotoriousRay [199.75.227.186], 25/05/2002 03:23 GMT
worldcraft 1.6b. it exists right? this isn't another figment of my imagination? reason being, my wc install got b0rked so i had to reinstall 1.6(a) but my old fgds no longer work (stopped responding upon loading, i can see general differences between old fgds/quake.fgd that came with new install)

so now using quake.fgd i get that good ol things-arent-in-quake-where-they-are-in-wc thing which i had averted before by using a modifed fgd by CZG. soooo..........

worldcraft 1.6b. where can i get it? it is not even mentioned on the download page at the planetquake/worldcraft site, anyone wanna give me a heads up?

[Reply]


WorldCraft
#2616 Posted by QuakeTree [204.33.132.249], 25/05/2002 07:23 GMT
WorldCraft 1.6 full version

[Reply]


Nm
#2617 Posted by NotoriousRay [4.17.66.92], 25/05/2002 16:26 GMT
already got full version (had it since 1.30), just got 1.6a patch and arbitrarily tried planetquake/greyvoid/quake.fgd and all works now.

[Reply]


K, One More Thing...
#2618 Posted by NotoriousRay [4.17.82.76], 26/05/2002 14:12 GMT
maps compiling that generate a .pts and then a .prt in qbsp, whats up with this? of course, i can't load the pointfile because its null after compiling (hasleaks/doesn't have leaks) and this only came about as of late last night when i modified some terrain/added some monsters. i tried a sealed-part of my map and it did the same, should i ignore this? it still vised fine.

[Reply]


You'll Probably Get Rid
#2619 Posted by aguirRe [195.163.247.47], 26/05/2002 15:14 GMT , Refers to Post #2618
of that problem if you try one of the compilers found here.

Older compilers have a thing for not finding leaks or finding leaks but not tell about it.

You probably have a "leak" in hull 1 or 2, e.g. a clipping problem. Use the pts file to find the culprit.

[Reply]


Q3 + WC?
#2620 Posted by DiSTuRBeD [217.70.229.44], 27/05/2002 08:27 GMT
Is it possible? I find it's much easier to make terrain in WC, and now i wanna make a q3 terrain map :)

[Reply]


Creating Textures For Q1?
#2621 Posted by Bawb [62.20.222.20], 27/05/2002 09:17 GMT
How do I create custom textures for Q1? If someone could point me in the right direction with some links, I would be greatful.

[Reply]


Gom Jabbar Thought A Title Wasn't Needed
#2622 Posted by Gom Jabbar [217.83.94.86], 27/05/2002 10:34 GMT , Refers to Post #2621
I already gave a small introduction in #tf so no need to type anymore ;)

[Reply]


Custom Texures For Q1
#2623 Posted by Fern [66.31.244.127], 27/05/2002 15:07 GMT
1) draw something
2) convert it to Q1
3) repeat steps 1-3

[Reply]


Ah.. Beer.. Mm..
#2624 Posted by bawb [62.20.222.222], 28/05/2002 05:56 GMT
Gom Jabbar, you da man, you da man! Checked out your map too, good shit

[Reply]


Gom Jabbar Is Still Working On A Title
#2625 Posted by Gom Jabbar [217.4.99.203], 28/05/2002 19:35 GMT
Uhm, yes...

[Reply]


Pointfiles
#2626 Posted by Grahf [24.51.159.42], 28/05/2002 19:56 GMT
It is my understanding that if qbsp generates a 0k pointfile, there is no need to worry, unless of course qbsp decides not to generate a prt. Then there is probably a microleak somewhere.

[Reply]


#2627 Posted by metlslime [12.231.113.167], 29/05/2002 05:25 GMT
what the hell is a mircoleak?

[Reply]


Transparent Water
#2628 Posted by Styx1 [195.193.5.251], 29/05/2002 08:18 GMT
I'm looking for a simple windows based program to create transparent water, lava etc. in mainly older bsp's. Whit "simple" I mean: link to the bsp-file or load it into the program, run program and out comes the new bsp with transparent thingies.
Older dos-based programs don't seem to run under XP.
Anyone ?

TIA, Styx

[Reply]


Re : What The Hell Is A Mircoleak?
#2629 Posted by Paul [213.122.139.135], 29/05/2002 12:29 GMT , Refers to Post #2627
Its like a microELEK but without the chives or ice cubes.

[Reply]


Grahf: What You Describe
#2630 Posted by aguirRe [195.163.203.65], 29/05/2002 16:22 GMT , Refers to Post #2626
is probably the same problem NotoriusRay mentioned in post 2618 above and which I answered in 2619. It's a bug in older compilers when finding leaks in hull 1 or 2 (the invisible clipping hulls).

If you have a leak in hull 1 or 2, ignore this fact (since you get a prt file) and still build a final bsp, there will be a lot of unnecessary info in the bsp that the game engine must handle. Also, leaks in those hulls often result in clipping errors, e.g. you can fall out of the map through a seemingly solid wall/floor.

Microleaks generally refers to leaks that are not obvious to spot visually while examining the map; you have to zoom in very close to see it. Using "snap to grid" in the editor usually minimizes this problem.


Styx1: Search for a utility called bsp2prt. It is a small program that generates a prt file from the bsp without needing the original source map. This prt has by default support for transparent water etc. Then you perform a vis as usual.

Beware of lengthy vis processing time for some maps ...

[Reply]


Half Life Map Help
#2631 Posted by MasterMind [12.229.175.36], 29/05/2002 21:37 GMT
I need help with compiling one of my half-life maps. I compiled my map with ZHLT, and I had a few leaks in my level. I loaded my map up, and I found the leaks, went back to WorldCraft (or hammer as it is now called) and fixed the leaks. I compiled again with ZHLT, but now when I load up the level, its the same bsp file from the last compile, so none of my changes are in the map. Its really frustrating, because its like the compile tools arent even really compiling, they are just pretending to compile or something! If you could help me with this I will praise you!!! Thanks

[Reply]


QuakeWorld Mapping... HELP!!!
#2632 Posted by DT [24.150.9.75], 30/05/2002 01:47 GMT
Ok, ive recently been workin on completeing my first quake map and ive run into a problem. ive put both trigger_push and func_door entities into it. ive also edited the "speed" variable for both thiese entities. Now, the problem is that when i compiled the map and tried to load it on a QW server, an error message appears to the effect of "speed is not a field" multable times. when i go to use one of the func_door of trigger_push ents the perform thier action at the default speed setting and not at the value i put into the variable. i have no clue as to why this occurs and i must find a solution to this problem in order for this map to be playable. Any help anyone can give will be much apreciated.

www.geocities.com/domestic_terror/jump2.html

[Reply]


Yeah..
#2633 Posted by NotoriousRay [199.75.227.215], 30/05/2002 03:01 GMT
my map had a brush that, for weeks now since building it, compiled no problem, but then when i modified the particular room it was in (it was a rock/terrain brush, nothing complex though) and it gave a leak in hull 1. fixed it though, so all is good. aguire, that modified treeqbsp is worth the use just for the better leak-detectin and pointfiling Smile

[Reply]


Need Prefab Help
#2634 Posted by ToadWarrior [64.91.144.190], 01/06/2002 21:44 GMT
I'd really appreciate it if someone could make a prefab of the Thundercats logo for Quake 1.

I'm not l33t enough to do it properly, unfortunately.

Naturally it wouldn't have to include the circle around the cat head and it doesn't have to include detail like the line that defines the ears and jaw bone. Basically just the outline of the head with the eye... if possible. The eye isn't a total must have.

I'd totally appreciate it if anyone can do this for me and will give you credit in my readme as well as anything else you may want me to add to the readme for you.

As far as the size of it, since it will be place on a wall or floor, I'd like it to be fairly big but obviously not too big. Whatever size it takes to make it look fairly decent is fine with me.

If you are good at doing shapes for WC but actually don't know what the logo looks like, here's a pic
http://www.speciale.net/pics/tcats%20shirt.jpg

[Reply]


I Could Use A Prefab Too
#2635 Posted by Fat Controller [203.79.76.62], 01/06/2002 22:22 GMT
I've been doing a LOT of searching, and it seems that nobody has a prefab for those Q2 drop pods - you know, that thing that crashes you at your destination.

Anyone know where/if there is one around? And if you've got it, could you send me a copy? I'd appreciate it.

[Reply]


Fat
#2636 Posted by metlslime [12.231.113.167], 02/06/2002 08:23 GMT
i remember seeing them somewhere, though i can't find them now. You could always copy the brushes out of base1.map which was released by id with the q2 tools.

[Reply]


Prefabs
#2637 Posted by iART [24.64.223.204], 02/06/2002 19:03 GMT
Fatty
Found that pod for you...

http://asp.planetquake.com/dl/dl.asp?qpp/q2pod.zip

ToadWarrior
Sorry, I don't build for Quake... any more.

[Reply]


Pod Found At
#2638 Posted by iART [24.64.223.204], 02/06/2002 19:08 GMT
http://www.planetquake.com/qpp/qpp2/

Damn frames pages....

its under:
Q2 Prefabs > Vehicles > page [5]

[Reply]


Hey Toadwarrior
#2639 Posted by Starbuck [194.117.133.196], 02/06/2002 21:47 GMT , Refers to Post #2634
i made a logo for you and sent it your way...hope you can find a use for it!

That really was a test of vertex manipulation, but it compiles fine and all. What are you doing which involves thundercats btw? i'd be interested to know...

[Reply]


Oh And...
#2640 Posted by Starbuck [194.117.133.196], 02/06/2002 22:32 GMT
Someone asked for a pic of it, so here one is :)

[Reply]


...
#2641 Posted by Starbuck [194.117.133.196], 02/06/2002 23:45 GMT
Oops

[Reply]


#2642 Posted by The Lieutenant [144.32.177.194], 03/06/2002 13:51 GMT
Nice, Starbuck.

[Reply]


...
#2643 Posted by NotoriousRay [4.17.82.104], 05/06/2002 01:35 GMT
so i made a few ambient .wavs in cooledit, how do i get them to loop so i can use them in quake? i tried selecting whole wav/view sampler info/add loop/set to sustain-infinite and i still get 'sound is not looped' error

help?

[Reply]


Who Needs A Title Anyway
#2644 Posted by Shadowdane [68.50.252.23], 05/06/2002 02:06 GMT
it should work fine.. I believe Quake requires the .wav be: Mono 8bit 11025Hz.

not sure about source ports, or GLQuake, ect..

[Reply]


Uhm
#2645 Posted by NotoriousRay [4.17.82.104], 05/06/2002 02:19 GMT
yeah.... the files are 8 bit 11khz mono. still get error, still dont' loop.

[Reply]


Hmm, No Title
#2646 Posted by Shadowdane [68.50.252.23], 05/06/2002 05:32 GMT
hmm.. weird

i dunno then, I dont do enough Q1 editing.

[Reply]


To Loop
#2647 Posted by metlslime [12.231.113.167], 05/06/2002 10:04 GMT
you need to set a marker at the beginning and end of the section you want looped (usually the entire sound, but sometimes a buildup is appropriate, like for doors or flamethrowers.) In soundforge the way to do this is called "insert ASF markers" and then select "region" and enter the start and end times. The tags can have any name; if you look at id's door effects they are called stuff like MARK 739 AND MARK 881. In Cooledit it may be a very similar procedure.

[Reply]


Q3 Editing
#2648 Posted by xen. [194.117.133.196], 05/06/2002 16:07 GMT
Just got an email...

I read your article for map building i would have to say thats pretty impressive on the stuff you did to that room to make it look veeeerrrryy NIIIIIICE.. anyway. had a question for ya I used to design Doom 2 levels not very hard since it was only 2d anyway I was wonder Im just starting on Quake 3 and I have LOTS to LEARN. I was just trying to make a simple room and and since it only took a few minutes to add the entities and walls etc.. I couldnt play it in Quake 3 any Ideas the tutorial says to put it in .pk3 and use winzip I have tried 10 different ways to play just this simple room and no luck. would you please help?

Could someone possibly provide a breif copy&paste-able set of instructions for me to reply with? I know prescisely FUCK ALL about q3 editing...

[Reply]


Who Needs A Title Anyway
#2649 Posted by Shadowdane [68.50.252.23], 05/06/2002 16:56 GMT , Refers to Post #2648
i would redirect him to the Q3W Forums.. there is plenty of threads on "Your First Q3 Map" type stuff.

[Reply]


Q3
#2650 Posted by pjw [66.107.101.68], 05/06/2002 18:11 GMT
You don't need to put the .bsp file in a pk3 for it to load. You just need to pull down the console and type "/set sv_pure 0", hit enter, and then type "/devmap mapname" and hit enter.

Whatever tutorial he's reading is most likely goofy--there are a bunch of bad ones out there. The Q3W level editing forum is a good place to go. While it's not quite as busy, MapCenter is even better IMO (lower signal to noise ratio). www.map-center.com

In the meantime, there are good tutorials here: http://fps.brainerd.net/Q3Radianthelp.htm

[Reply]


Information Theorists Unite!
#2651 Posted by metlslime [12.231.113.167], 05/06/2002 19:06 GMT , Refers to Post #2650
lower signal to noise ratio

... and that's a good thing?

[Reply]


Grahf Is Still Working On A Title
#2652 Posted by Grahf [24.51.159.42], 05/06/2002 20:39 GMT
lower signal to noise ratio would mean more quality threads and discussion per every easy to answer "RTFM" style post. Or have I got that backwards?

[Reply]


Further Escapades With Sound Looping
#2653 Posted by R.P.G. [24.136.186.2], 05/06/2002 22:23 GMT
So this mod has a trigger_push entity. When the entity is used, the sound plays, and then loops, causing it to play forever. AFAIK, the entity code and the sound have not been touched, but obviously something is different. Any suggestions on what's wrong and what should be done?

[Reply]


Argh.
#2654 Posted by pjw [66.107.101.68], 05/06/2002 23:37 GMT , Refers to Post #2652
You have it backwards, and so did I. That's what I get for posting in a hurry, and not really thinking about what I was saying. Tongue

Let's make that "higher signal to noise ratio".

[Reply]


Right.
#2655 Posted by kanaeda [12.239.72.168], 06/06/2002 03:54 GMT , Refers to Post #2652
sound quality output is often measured in 'signal to noise ratio' (among other things, of course); the lower the percentage, the clean the sound. so in other-words, a lower signal to noise ratio is, indeed, a good thing.

[Reply]


Heh
#2656 Posted by pjw [66.107.101.68], 06/06/2002 14:10 GMT
Actually I went and looked this up to make sure that I wouldn't look silly a second time.

You want more signal than noise (obviously).

So signal-to-noise_ratio should be high, I'm pretty sure . . .

Aw.

FFS. Here:
http://searchnetworking.techtarget.com/sDefinition/0,,sid7_gci213018,00.html

[Reply]


Hmm, No Title
#2657 Posted by Grahf [24.51.159.42], 06/06/2002 17:41 GMT
Just say "better" signal to noise ratio and assume people know what you're talking about.

[Reply]


Signal To Noise Ratio
#2658 Posted by Tef Johs [217.70.229.38], 09/06/2002 15:54 GMT
Having a Ph.D. in natural sciences, I can assure you that it should be "HIGHER signal to noise ratio", if you want it to be a good thing.

When the said ratio increases, the signal gets better. Mathematically sound, isn't it? :)

A lower signal to noise ratio means, thus, more noise. More fuzzy messages. BAD.

[Reply]


Who Needs A Title Anyway
#2659 Posted by DeFrag [66.152.70.130], 09/06/2002 17:45 GMT
iow: MORE signal (to noise)

[Reply]


How About
#2660 Posted by Lunaran [64.108.165.121], 12/06/2002 00:36 GMT
less fucking noise?

[Reply]


In Anticipation ...
#2661 Posted by Lunaran [64.108.164.113], 15/06/2002 14:16 GMT
of that guy's Quake3 Curves thread being moved here :)

The edges of your curves have to line up with brush edges perfectly. If there's two brushes up against one curve edge (so the joins make a shape like a T) then you get those hairline sparklies.

Reorder the geometry around the curves so the corner vertexes match up with surrounding geometry.

[Reply]


...
#2662 Posted by Shambler [194.117.151.69], 15/06/2002 21:57 GMT
Curves, Quake3, Cracks.
Posted by sTiVen [202.138.47.172], 15/06/2002 10:48 GMT
How do I fix up hairline cracks in quake3 maps? I do have them caulked (though I really don't know why you caulk them, all the tutorials just say 'always caulk your curves' I assume this means the devil will take my soul if I don't).



#2 Posted by Eggman [162.83.139.245], 15/06/2002 16:26 GMT
The vertexes of your curves have to be aligned with the vertexes of surrounding geometry and curves. You cannot have a curve from 0-32 units in height be adjacent to a brush that is 0-64 units in height. You will get a sparkly along the border of this curve and brush. However if your curve is 0-32 units in height and its adjacent brush is 0-32 in height then all will be fine.

When I say 0-32 units in height I don't mean any height value in between 0 and 32, I mean (0,32) as specific height coordinates for the brush/curve vertexes.

After rereading your question I still can't tell if you are talking about cracks in-between curves and brushes or cracks in-between curves and curves. What I outlined should fix the former, and is generally a good practice.


An Easy Way To Find Spots To Fix..

#3 Posted by Fingers [195.156.200.188], 15/06/2002 19:58 GMT
..is using showtris. Look for any place where there is a "T junction" of lines, and you're likely to find sparklies there. For example, this could be where the "seam" between two adjacent brushes meets the side of another brush. (Like in a brick wall above and below a brick)

Most consumer video cards don't render T junctions correctly, so you get that little glitch... To avoid this, align your brushes/curves by their corners (vertices).

(q3map tries to automatically fix t-juncs by adding a vertex to the affected brush.. it's just doesn't always seem to work)

[Reply]


Question On Clipping...
#2663 Posted by distrans [203.29.11.38], 16/06/2002 06:37 GMT
I'm well into a Q1DM level and am using variations on a structural wall pillar throughout. some are 64units square at the base, some 64 wide and 32 deep, some 32 x 32. I figure the largest don't need to be clipped to the walls (even with slope clips), but what about the others? When does a structural component need to be clipped? Or maybe, how deep into the playing area does a structural component need to extend before it stops needing clipping?

[Reply]


Rule Of Thumb On Clipping
#2664 Posted by Fingers [195.156.200.191], 16/06/2002 10:04 GMT
if the structure is useful (as cover, or as a walking surface) without clipping, don't clip it. It's just weird when you try to take cover behind a big pillar and get stopped by an invisible barrier. 64 is definitely large enough for someone to hide behind, 32 may or may not be depending on the location... definitely clip 16's and below.

Also, tight spaces (hallways and such) are more critical on clipping and should be made as slick as possible...

[Reply]


Thanx Fingers...
#2665 Posted by distrans [203.29.11.38], 17/06/2002 02:49 GMT , Refers to Post #2664
Beer

[Reply]


Gee...
#2666 Posted by Biff_Debris [12.93.211.206], 20/06/2002 01:23 GMT
I remember telling someone THE SAME EXACT THING in #TF, but don't remember being thanked... ;)

[Reply]


Texture Problem
#2667 Posted by Qine [212.138.47.11], 20/06/2002 01:28 GMT
I have started making levels for Q3A in GTKRadiant 1.2.1 two day ago, reading it's online tutorial, and bubba's basic tutorials (http://planetquake.com/bubba/tutorial.html) I have come to make a PLAYABLE level with bots and everything yet I now have a problem with my textures, its that I scale them and then compile using the GTKradiant's BSP (I tryed them all) yet in game the textures are the wrong size !!! (this only happens to SOME textures...

and if its not too much I have a nother question, how the hell do you get the sky or water shaders to work, I cant seem to be able to get them to work (sky's black, water is solid)...

plz somone help me here...thnx in advanced :)

[Reply]


Q3
#2668 Posted by pjw [24.128.56.74], 20/06/2002 01:45 GMT
GTK 1.2.1 had some issues--I would suggest upgrading to 1.2.9. That may solve your scale issues--I'm not sure. Do you mean that you scale the textures using the surface inspector (S) but they don't look the same way in-game as they do in-editor?

For your sky or water, make sure that you're using a shader and not a plain texture--shaders have white lines around them in the texture window.

[Reply]


Reply
#2669 Posted by Qine [212.138.47.17], 20/06/2002 02:11 GMT , Refers to Post #2668
yes I use (S) but in game the texture is the wrong scale...BTW where can I get this latest version ?... and I do use the white outlined shaders, yet in game there solid with a black and white checkers texture !

[Reply]


GTK
#2670 Posted by Qine [212.138.47.11], 20/06/2002 02:15 GMT
found the link, thnx anyhows :)

[Reply]


Hmmmmm...
#2671 Posted by distrans [203.29.11.38], 20/06/2002 04:45 GMT , Refers to Post #2666
...seems age is starting to take its inevitable toll on someone's brain cells.

/me HUGs Biff and puts aside a special case of Coonawarra Shiraz for the time when/if we ever meet.

[Reply]


Heheh
#2672 Posted by Biff_Debris [12.93.208.71], 20/06/2002 09:38 GMT
R4wk.

[Reply]


Since Xenon Asked It To Be Done...
#2673 Posted by Shambler [62.30.112.1], 01/07/2002 21:26 GMT
Quake Crashing
Posted by MisYu [213.76.244.129], 30/06/2002 19:51 GMT
Hi!

I had a problem with my MisSP1 - Titan map, I was bitching about it for serveral times at #tf, but there were so many solutions, that finally none of them worked well.

So, what have we there?

- properly created wad file with no duplicated textures' names

- about 2400 brushes which are being castrated each time I decide to fix my map

- WorldCraft Hammer 3.4 + duBSP or WorldCraft 1.6 + treeBSP

- winquake, glquake, a custom engine (I checked TQ148, fitzq, gq)

- no "invalid brushes" in check for problems, neither in Hammer nor in craft1.6

- map is unlighted and unvised with many opened arenas

- map doesn't contain any weird funcs, triggers or entities, all except lights/player had been deleted

- I deleted almost everything of a section, which from everything had started

- I deleted almost all spikes/cylinders/curves, which were being interconnected with other solids

- player is properly placed and consist no wicked keys within


This happens randomly, pick one possibility:

- soft loads map, hangs over my cpu when spawning player

- glquake hangs over my cpu while loading map in the console

- glquake crashes with "abnormal program termination" message

- glquake runs map, but it looks like you were all the time outside the level, in the void

- custom engine: hangs over


During the compile process, map says something like:

- so many of CutNodePortals
- some PointOffPlanes (only in DUBSP)



And these are solution, which I've stolen from #tf:

- too high r_speeds in unvised/opened map!
+ okay, but even when I castrate it for 200 or more brushes, it still doesn't work

- close your map, moron!
+ okay, I closed it, but I received a new message about "too big brush's side", you know

- use another compilator, man!
+ okay, I checked wqBSP (doesn't make BSP file, crashes), txBSP (glq crashes), treeBSP (glq crashes), DUBSP (glq crashes, lots of error messages), besidse I'm not able to use any other compilator but DUBSP in Hammer 3.4

- textures have duplicate names, run it with +map missp1 to avoid demos' maps
+ okay, but all textures are properly named

- delete all entities except light/spawns
+ okay, but I don't have any but them


What do you think?
Right now, map doesn't have any wicked/after carving/mad vertex manipulating/curved architecture, but it still doesn't run.

Yes, I'm really pissed off, but I'll first become ghey, before I decide to close that project.

Any ideas?
Help?



Latest News | Board Menu





Misyu

#1 Posted by Fern [66.31.244.127], 30/06/2002 20:39 GMT
close the map off but scale the texture on all visible faces of the box to 100000
[Reply]




Drannerz Is Still Working On A Title

#2 Posted by Drannerz [62.172.86.28], 30/06/2002 20:47 GMT
I'm so confused
[Reply]




.....

#3 Posted by ELEK [24.50.194.71], 30/06/2002 21:02 GMT
highlight the entire map, and move it several units in one direction or the other...then compile....believe it or not sometimes this actually works.
[Reply]




Zing!"

#4 Posted by xen. [194.117.133.196], 30/06/2002 22:05 GMT
I'm pretty sure I know what the problem is, it bogged sm36 down for over a month (anyone who asks about that map now will get their scrotum skewered on a rusty knitting needle).

Basically it seems like the map has too much information in the unvised bsp for Quake to handle. You'll just need to vis it every time you run. Be very careful not to cause leaks though, as you won't be able to load the map into Quake to find them.

Read up about it here
(http://www.qmap.org/qthread.php3?id=20000621191550&pos=1992), before Shambler C&P's all this stuff to Mapping Help and deletes the thread.
[Reply]




Ooh

#5 Posted by xen. [194.117.133.196], 30/06/2002 22:07 GMT
I thnk I linked too early in that thread there... read Tyrann's post #2004
[Reply]




2400 With Leaks Everywhere?

#6 Posted by [Kona] [202.37.101.12], 30/06/2002 22:44 GMT
misyu plugging all your leaks should help alot.
[Reply]




EL

#7 Posted by DeFrag [66.152.70.206], 30/06/2002 23:36 GMT , Refers to Post #3
I've had success with that method under Radiant as well.
[Reply]




Dodgy Sky Texture?

#8 Posted by Tron [203.12.165.8], 01/07/2002 02:39 GMT
You most probably just have too much information for an unvised map, but this reminds me of a strange problem I had a while ago where I made a custom sky texture (by editing an existing one) and it crashed the game whenever the sky came into view.
[Reply]




I'll Help...

#9 Posted by Tyrann [63.12.14.21], 01/07/2002 03:48 GMT
I'll take a look if you mail me the map + wad. If it's a problem with TreeQBSP I'll have a go at fixing that as well.
[Reply]




Miss You

#10 Posted by Vondur [195.128.67.197], 01/07/2002 06:12 GMT
seems you should vis it properly first

and yes, send .map + wad to me too
i love fixing errors ;)
[Reply]




Vondur

#11 Posted by Dietz [198.68.205.228], 01/07/2002 06:30 GMT
You're a freak
[Reply]




Tron,

#12 Posted by necros [172.135.61.11], 01/07/2002 17:37 GMT
that happens when the sky texture has a complete black on the non-transparent side.
[Reply]




Necros

#13 Posted by Fern [66.31.244.127], 01/07/2002 21:07 GMT
I'm using such a sky right now without any problems.

[Reply]


Register Worldcraft 1.6a?
#2674 Posted by :=) [12.27.23.134], 01/07/2002 22:25 GMT
Just a beginner here.

I have a shareware version of Worldcraft 1.6a for making Quake-1 maps. I want to be able to use the prefabs, but cannot unless the version is registered. I have checked with Valve and can no longer register the software :=(

Can anyone tell me how I can get a registered version or turn on prefabs in my shareware version?

[Reply]


Shambler
#2675 Posted by Fern [66.31.244.127], 02/07/2002 03:43 GMT
you suck :D

[Reply]


Uhm, Duh.
#2676 Posted by NotoriousRay [162.33.176.229], 02/07/2002 14:54 GMT
plug those leaks and vis the map, mis. glquake gives up loading unvised maps around the 2000-2500 brush mark. At least thats what did it for me. (also closing wc when running helps random hangs)

[Reply]


Roflmao
#2677 Posted by xen\' [194.117.133.196], 03/07/2002 10:22 GMT , Refers to Post #2673
[n/t]

[Reply]


In Responce To Mister ":=)"
#2678 Posted by xen\' [194.117.133.196], 03/07/2002 10:23 GMT
Check the 'Q1 editor' thread, I posted a link to the regged version.

[Reply]


Rising Lava
#2679 Posted by Zero.G [80.116.47.183], 03/07/2002 12:58 GMT
Hi, there's a way to obtain a "Raising Lava" effect in Quake1? Like a brush that cause damage and moves upwards when triggered...
Thnx!

[Reply]


RE: Rising Lava
#2680 Posted by Preach [217.36.1.87], 03/07/2002 14:36 GMT
I think that what you want can be found in a mod here:

http://dynamic.gamespy.com/~paroxysm/ikonboard/ikonboard.cgi?act=ST;f=10;t=9

[Reply]


Hmm, No Title
#2681 Posted by killazontherun [211.28.96.5], 04/07/2002 02:14 GMT
arghh

329 curve brushesWARNING: AAS_CreateCurveBrushes: no winding
330 curve brushesWARNING: AAS_CreateCurveBrushes: no winding
395 curve brushesWARNING: AAS_CreateCurveBrushes: no winding
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
412 curve brushesWARNING: AAS_CreateCurveBrushes: no winding
422 curve brushesWARNING: AAS_CreateCurveBrushes: no winding
423 curve brushesWARNING: AAS_CreateCurveBrushes: no winding
424 curve brushesWARNING: AAS_CreateCurveBrushes: no winding
431 curve brushesWARNING: AAS_CreateCurveBrushes: no winding
434 curve brushesWARNING: AAS_CreateCurveBrushes: no winding
434 curve brushes


WARNING: CM_AddFacetBevels... invalid bevel
(x4)

what do these warnings mean when compiling aas files??

[Reply]


Not Much
#2682 Posted by pjw [24.128.56.74], 04/07/2002 03:43 GMT , Refers to Post #2681
Don't worry about the warnings . . . if something says "ERROR--etc." then it's something to worry about. See your bspc.txt in your Radiant directory for a more detailed explanation.

[Reply]


Who Needs A Title Anyway
#2683 Posted by Zero.G [80.116.47.22], 04/07/2002 08:17 GMT , Refers to Post #2680
Thnx! Unfortunately:

1) I already want to use another compiled QuakeC add-on, and I know that it's not possible to use more than one without merging them and re-compiling (and I'm unable to do so and anyway don't have the sources...)
2) I'm unable to download it :-(

Anyway, Thank you very much

[Reply]


Who Needs A Title Anyway
#2684 Posted by Grahf [24.51.159.42], 04/07/2002 18:41 GMT
There's actually been two subsequent releases of pOx's extra's mod, now he has some bitchin particle system stuff that I really wanna try out sometime:

http://dynamic.gamespy.com/~paroxysm/ikonboard/ikonboard.cgi?s=3d24935e56b7ffff;act=ST;f=10;t=12

[Reply]


Thanks Xen
#2685 Posted by :=) [208.187.45.136], 05/07/2002 00:53 GMT , Refers to Post #2678
Hey,

Thanks for the DL Xen.
You are the best!

:=)

[Reply]


Um...
#2686 Posted by necros [172.140.192.125], 05/07/2002 01:13 GMT
is the WC 3d preview window supposed to be that slow? Am i configuring wc wrong or something?

[Reply]


Thanks
#2687 Posted by Zero.G [62.211.173.91], 05/07/2002 11:29 GMT
Thnx to Preach and Grahf

[Reply]


Necros
#2688 Posted by R.P.G. [165.247.152.20], 05/07/2002 16:33 GMT , Refers to Post #2686
Yes, it is supposed to be that slow. Ben Morris hates you. Only solution is mighty QER.

[Reply]


Speedy Thought A Title Wasn't Needed
#2689 Posted by Speedy [213.172.2.8], 06/07/2002 01:48 GMT
toilet is the spawn of a devil!
I mean how evile this tool must be if it was used to create the most disastrous game ever

[Reply]


A Problem And A Question.
#2690 Posted by Tron [203.12.165.8], 06/07/2002 03:50 GMT
I tried fully vising trondm3 today and ran into problems. While I knew that the r_speeds would be high because of its very open layout, I thought I would be able to just creep in across the borderline. It's getting a fair bit of greyflash in software though which makes me raise this question. Would it be right for me to release a map and say that to use it you need to either use gl_quake or add that command to one of the quake .cfg files to increase the number of polys visible in software? What is that command anyway? I could probably fix the problem through a partial rebuild but it would really alter the feeling of the map which I don't want to do.

[Reply]


Tron
#2691 Posted by Fern [66.31.244.127], 06/07/2002 06:10 GMT
r_maxedges 36000
r_maxsurfs 9000

[Reply]


W00t
#2692 Posted by Tron [203.12.165.8], 06/07/2002 09:32 GMT , Refers to Post #2691
Thanks Fern.

[Reply]


Water And Sky
#2693 Posted by Zero.G [80.116.47.138], 08/07/2002 10:53 GMT
How can I paint custom Water or Sky textures? They're more that simple image as applying them to a brush changes the way it acts or looks. I have searched in TexMex for tools that assign some kind of property to textures but found none. How can I do?

[Reply]


Mapping Help
#2694 Posted by Zero.G [80.116.47.138], 08/07/2002 10:56 GMT
Since I'm very newbie to Quake mapping and I don't want to bore you with too many questions about simple problems I may encounter, I'll appreciate suggestions on website with help, faqs, tutorials (I've already visited QuakeLab and FatController's), or even tools and prefabs.

[Reply]


Deceptively Simple
#2695 Posted by Vigil [192.100.124.219], 08/07/2002 12:04 GMT , Refers to Post #2693
You have the name them right. Liquid textures start with a *, and skies start with "sky", without the quotes, obviously.

So, if you wanted water, you could name the texture *zerowater, as an example, and it would be water. Slime and lava are done with names, too. *lava(something here) for lava and *slime(something here) for slime.

An example of sky would be skyzero.

And now that I think about it, I'm not even sure if it's done like this, yay! Somebody please back me up?

[Reply]


Ooh
#2696 Posted by Vigil [192.100.124.219], 08/07/2002 12:05 GMT , Refers to Post #2695
Now that was confusing.

[Reply]


Vigil And Zero
#2697 Posted by Fern [66.31.244.127], 08/07/2002 15:32 GMT
Vigil's right about the texture names giving the textures properties. You also need to remember that liquid textures need to be 64x64 and sky textures must be 256wx128h split into two halves of 128. look at the originals to see how it works. :)

[Reply]


Careful
#2698 Posted by necros [172.142.160.151], 08/07/2002 16:31 GMT , Refers to Post #2697
not to put any complete black on the right side, as that is the bottom layer, and will cause quake to crash when you look at the skybrush.

[Reply]


Not 64*64 Liquid Textures...
#2699 Posted by Tron [203.12.165.8], 08/07/2002 16:40 GMT
non-standard size liquid textures look pretty funky, I tried making teleporters once that looked like q3 style portals (used a 64*128 image of where the tele went to as the texture) it made me feel like I was on drugs.

[Reply]


Glquake
#2700 Posted by necros [172.142.160.151], 08/07/2002 16:50 GMT
can handle larger sized liquids (i think they still have to be equal w 'n' h, ^2 though), but software users will see a funked up effect when they see it.

[Reply]


Necros
#2701 Posted by Fern [66.31.244.127], 09/07/2002 07:16 GMT
I repeat, the bug you describe with completely black sky textures has NEVER HAPPENED TO ME with any id or custom engine I've used so far. Where is it you encounter this? I want to know just in case it means doing weird things to perssp3

[Reply]


Perhaps Completely 255?
#2702 Posted by nb [203.109.252.14], 09/07/2002 13:33 GMT , Refers to Post #2701
(That fetching salmon pink used to denote transparency.)

[Reply]


Isn't That Q2?
#2703 Posted by Tron [203.12.165.8], 09/07/2002 14:37 GMT
That thing with using pink to define transparency is q2 isn't it?

[Reply]


I Hope It's Q2
#2704 Posted by Fern [66.31.244.127], 09/07/2002 15:27 GMT
since Q1 doesn't have transperency in textures.

[Reply]


Smack!
#2705 Posted by metlslime [12.231.113.167], 09/07/2002 17:19 GMT
/me smacks fern and tron with sprites, statusbar icons, and menu graphics.

[Reply]


Help
#2706 Posted by NotoriousRay [162.33.176.86], 09/07/2002 20:14 GMT
ok so my map pbrsp1 is in beta. it has some modified quakec, sounds/etc. you can save games, but loading them gives you an error and leaves you at console (all gl engines i have.) the error is something like
Loading game from c:\quake\pbrsp1\test.sav...
Couldn't spawn server maps/___kills__0/_15____.bsp
Couldn't load map


any ideas? i'm totally at a loss. tried id maps, they load/save fine...

[Reply]


I Think That Could Happen
#2707 Posted by aguirRe [195.163.213.135], 09/07/2002 20:43 GMT , Refers to Post #2706
if you have linefeeds ("\n") in the map title. If so, replace it with a space character. Linefeeds in the title screw up the savegame file.

[Reply]


Cool
#2708 Posted by NotoriousRay [162.33.176.86], 09/07/2002 20:59 GMT
u da man, that seemed to have fixed it

[Reply]


It
#2709 Posted by necros [172.156.213.142], 09/07/2002 22:13 GMT , Refers to Post #2701
only happens in dosquake.

I can't, however, confirm this, as this system refuses to run it, however, both gl and wq are fine with complete black sky texes.

if you recall the speedmap i made, with the complete blue sky? it was supposed to be black, but since it was crashing my dos quake before, i had to substitute it for a dark grey, which converted to blue in quake's palette which i didn't have time to fix it before i sent it in...

[Reply]


Also,
#2710 Posted by necros [172.156.213.142], 09/07/2002 22:14 GMT
sorry i didn't notice you saying anything about it before.

[Reply]


Alrighty :)
#2711 Posted by Fern [66.31.244.127], 10/07/2002 00:04 GMT
I've used dosquake to view my maps but not any of the maps with the black sky so I'll be sure to use something else since lots of SDA guys use dosquake :)

[Reply]


Sky & Water Help
#2712 Posted by Zero.G [62.211.173.100], 10/07/2002 11:03 GMT
Thank you all guys! This forum rocks!

[Reply]


Messages And Testing
#2713 Posted by Zero.G [80.116.46.60], 11/07/2002 10:00 GMT
Hi, sorry I have two more questions:

1) How can I trigger a simple text display? I've not found an entity right to do it. I'd can convert some brush in the area into a func_door with a message key and a targetname key (that will never be triggered)... Some of you knows a better way?

2) How can I have a long text (like congratulations) in the end-of-level screen?

I have the first sp map (without lights and with very few monsters and items) near-finished.
Someone could check it for possible problems? When I'll be sure the layout is free of problems I'll lighten and "populate" it.

Thnx

[Reply]


Hmm, No Title
#2714 Posted by metlslime [12.231.113.167], 11/07/2002 10:42 GMT
for #2 you need to write some custom quakec. The end of episode text is stored in the progs.dat, so you would need to 1. change the text, and 2. write code so that it gets triggered when your level ends.

for #1 you can use a trigger_once or trigger_multiple with a "message" key.

[Reply]


Re: Messages And Testing
#2715 Posted by necros [172.165.62.195], 11/07/2002 22:08 GMT , Refers to Post #2713
i can beta test yer map.

[Reply]


For Necros
#2716 Posted by Zero.G [80.116.47.227], 12/07/2002 09:51 GMT , Refers to Post #2715
Great! Can I mail the map to you? To what address? I haven't a website yet, so I cannot upload it. (This will be a problem onche finished, someone will want to host my final job, once done?)

[Reply]


Click Mah Name...
#2717 Posted by necros [172.142.202.30], 12/07/2002 18:38 GMT
duck duck duck, he said. duck he said 80 times...

[Reply]


WTF I Forgot What Detail Did
#2718 Posted by BLAL CHAMBERMAN!!! [12.235.249.55], 13/07/2002 21:19 GMT
Can someone remind me what applying 'detail' does to a brush in q2? I used to know but i quit q2 for half a year and forgot. TY
E-mail

[Reply]


Detail Brushes
#2719 Posted by R.P.G. [24.136.186.183], 13/07/2002 22:22 GMT , Refers to Post #2718
Here's a quote I took from this tutorial on Rust:

Detail brushes are usually recommended as a method for speeding up a lengthy vis, since they are not included in vis calculations. Qbsp3 will not use the planes of detail brushes to split your map, so sometimes the use of detail brushes will decrease the number of polygons in your map - this is what we want.

Detail brushes can generally safely be used on any object which does little or nothing to block visibility. If restricted to small objects which don't block the view of other objects, the use of detail brushes usually does not cause an increase in r_speeds. And in fact, in the 3rd roof beam example detail brushes actually improve r_speeds since the planes of the beams are no longer used to split up the map.

[Reply]


Weapon Respawn Times
#2720 Posted by distrans [203.29.11.38], 14/07/2002 07:30 GMT
Game = Quake
Game Type = DM

In "vanilla" deathmatch, what is the (coded) time period between weapon respawns?

[Reply]


30 Seconds
#2721 Posted by nb [203.109.252.11], 14/07/2002 08:20 GMT , Refers to Post #2720
same for ammo.

[Reply]


Yay...
#2722 Posted by distrans [203.29.11.38], 14/07/2002 08:28 GMT , Refers to Post #2721
Thanks Nightbringer Beer

[Reply]


...
#2723 Posted by NotoriousRay [162.33.177.72], 14/07/2002 14:45 GMT
does anyone know of/have a quake1 wad file thats a conglomeration of sky textures, with maybe custom ones that are rarely seen/used? i need one that matches the reds in my sp map but have yet to find one that fits. (or, if there is an industrious graphic person that would like to make me one, mail me)

[Reply]


Sure,
#2724 Posted by necros [172.163.46.197], 14/07/2002 16:41 GMT , Refers to Post #2723
give me an example (or a screen) of the red, and i can probably whip up a couple for ya.

[Reply]


If This Can Help......
#2725 Posted by Jaj [62.83.161.124], 14/07/2002 22:35 GMT
Nothing new but, i made these ones some time ago, they're only the classic purple sky tinted in different colors orange, brown and red:

Skyorange
Skybrown
Skyred

Well, now i look at them the brown doesn't seem really brown, but some kind of gold and brown Yay!

[Reply]


Ah Of Course....
#2726 Posted by Jaj [62.83.161.124], 14/07/2002 22:40 GMT
Needless to say but if you think some of them could be ok on your map, tell me and i'll mail a .wad.

[Reply]


Speedy Thought A Title Wasn't Needed
#2727 Posted by Speedy [213.158.1.238], 15/07/2002 01:37 GMT
Accidentaly came across
Basic Quake2 Mapping Techniques Working withTread:
http://www.pscclan.com/MWM/index.htm
Its rather interesting and some things could be applied to any DM game mapping

[Reply]


Jaj
#2728 Posted by Grahf [24.51.159.42], 17/07/2002 02:04 GMT
I recon the brown one is green/yellow. :P

[Reply]


Detail
#2729 Posted by Tef Johs [217.70.229.52], 17/07/2002 21:09 GMT , Refers to Post #2719
And, not to mention, the proper use of detail on small non-vis-blocking brushes will reduce the memory requirements for the vis compilation, sometimes severely so.

At least in RtCW this is indeed true. At one time, I reduced the vis memory requirements by about 38 mb (RAM) just by using proper detailing in the map.

Large RtCW maps (> 4000 brushes) can require from 150 - 200 mb of RAM to vis compile, but this can fortunately be reduced by detail marking on brushes that does little to block visibility anyway.

Just wanted to add this.

[Reply]


Yes
#2730 Posted by Jaj [62.83.167.199], 17/07/2002 23:45 GMT , Refers to Post #2728
Now that you say, yes... green too Tongue.
I must be drunk that day =)

[Reply]


Tyrann...
#2731 Posted by distrans [203.29.11.38], 18/07/2002 00:27 GMT
I've been hanging with some CG people recently and one of their big dreams is actual "radiosity." Do we have that in Q1?

It's just I'm a bit confused, for instance...to make a convincing spotlight one must use three light sources; one for the cone, one for spill from the source, and one for reflection off the surface(s) the cone intersects. However, when I shoot a rocket down a hallway the hallway lights up and the spill from the rocket travels along the walls. Is this just because of the light value "attached" to the rocket model?

Hmmmm...not sure any of that made sense, but I'm interested as lighting has always seemed to be of utmost importance for ambience, atmosphere and highlighting structural work.

[Reply]


Distrans
#2732 Posted by Tyrann [63.12.14.173], 18/07/2002 00:39 GMT , Refers to Post #2731
For radiosity see here.
There is a light source attached to the rocket and the engine adjusts the lightmaps on the surfaces that are close enough.

[Reply]


Ta Much...
#2733 Posted by distrans [203.29.11.38], 18/07/2002 03:13 GMT , Refers to Post #2732
...a link to ponder over and cherish.

At the core of it all, radiosity just can not be effectively simulated with ambience values or additional lights in conventional lighting utilities.

/me goes to investigate q1rad, especially to RTFM Smile

Beer

[Reply]


Can Anyone Help Me?
#2734 Posted by fire reign [66.19.38.57], 18/07/2002 14:01 GMT
Is there anyone an experienced map maker that can help me reduce my r_speeds on my maps? My r_speeds exeed 1500, is that bad or not that bad? I heard that it creates immence lag, is that true? However, above all, I really need to know how to lower r_speeds. Thank You for your help and if it is needed, I will send you a copy of my maps.

[Reply]


I Need Help Please
#2735 Posted by Dark Myth [66.19.38.57], 18/07/2002 14:12 GMT
If anyone out there has been very experienced in map-making, would you mind helping me?
I love to make Quake One maps on Worldcraft 1.6 Everytime I make one, I show it to the runeqw players and they enjoy playing in it. However my r_speeds are around 1500. My friend who is a map maker told me to keep my r_speeds around 700. I also have a tendoncy to make my maps highly detailed, but that just increases my brush count. I always end up with a little over 500 brushes. I need to know what would be the best brush count to stay level with.
If anyone can help me I would be grateful. I long to get a map on a server. I can send my map to anyone who helps me so they can see it. Thank you.

-Dark Myth

I hope to get a reply soon.

[Reply]


Um...
#2736 Posted by necros [209.161.217.7], 18/07/2002 14:49 GMT
what the--

that was incredibly stupid... what are you hoping to accomplish?

anyway: visblockers are your friend.

[Reply]


#2737 Posted by Scampie [66.231.198.47], 18/07/2002 14:57 GMT
r_speeds are basically a count of all the polygons visible from a given area. So if you can see lots of 'stuff', your r_speeds will be high, and will affect you framerate. 700 is probabally a good average to stick around, altho you shouldn't worry too much about going 100 or 2 over.

as for reducing r_speeds, that's harder to do once you're 'finished' the map. It's much easier to create the mao from scratch with speed in mind, which means you use hallways and 'visblockers' (vis is one of the map compilers. it is the one that determines what the engine will see from every differant area of your map) in a way the will make it so the engine won't see more than just the current area. David Hyde wrote a very good tutorial on rust which details lots of tricks to reduce r_speeds in Quake2, but many of the tricks except detail brushes, nodraw, and transparent water apply for Quake as well.

brush count itself won't affect your r_speeds unless you make all of them visible at once.

[Reply]


Distrans...
#2738 Posted by DaZ [213.122.2.85], 18/07/2002 19:34 GMT , Refers to Post #2733
If you wanna see what a compiled q1 map looks like with radiosity lighting, check out my Crdm2 [here].

[Reply]


Oh,
#2739 Posted by Scampie [66.231.198.47], 18/07/2002 22:35 GMT , Refers to Post #2738
and if you'd like to see a GOOD q1 map made with q1rad, look at biff's impdm6.

[Reply]


Grahf Is Still Working On A Title
#2740 Posted by Grahf [24.51.159.42], 18/07/2002 23:03 GMT
harsh scampie, harsh.

[Reply]


Hmm, No Title
#2741 Posted by Speedy [213.158.1.97], 19/07/2002 01:06 GMT
only biff`s map uses "bounce 0" , so you dont see radiocity

[Reply]


I Dont Understand
#2742 Posted by Dark Myth [66.19.52.134], 19/07/2002 15:02 GMT
Well thanks Scampie...

However, I don't understand what you mean by visblockers. Could you please elaborate more on that.

[Reply]


Vis...
#2743 Posted by Tron [203.12.165.8], 19/07/2002 16:19 GMT
there should be some good explanations on how vis works around the place, I don't know of any off hand.

Basically when you run vis, it breaks the map up into lots of little cubes called portals. It then works out which other portals can be seen from each one. Quake then uses this information to only render the faces you can see. (if your map is unvised quake has to render every face, even ones you cannot see)

So basically a vis blocker is just anything like a wall that blocks your views of the maps. I'm not fully sober at the moment so I'm not sure if that's a good enough explanation, if you need more just say. 8)

[Reply]


Yikes!
#2744 Posted by metlslime [12.231.113.167], 19/07/2002 20:00 GMT
tron's about right, as long as you ignore any of the technical bits in his post, which are entirely fabricated.

Basically, the vis process decides what you can see from each part of the map. Your job as a mapper is to make sure you can't see too much of the map from any one place. Walls and other objects that you can't see through are how this is accomplished. However, you should know that vis always errs on the side of marking a little too much as visible. So your walls and stuff that block visibility have got to really agressively block it. (pretend that beams of light can actually bend around corners a little bit.)

[Reply]


Map Problem In QW
#2745 Posted by Speedy [213.158.3.43], 20/07/2002 01:25 GMT
Tha map I`v made crashes QW/zquake, but works just fine in ANY netquake (GL/WIN/DOS/TQ/any)
And also works in some QW port (I think its called MQW)

What could cause this ? I suspect some texture errors, but have no clue what exactly

[Reply]


Metlslime
#2746 Posted by Tron [203.12.165.8], 20/07/2002 05:26 GMT , Refers to Post #2744
Hows that different to what I said? 8)

[Reply]


Well,
#2747 Posted by Dilvish [172.180.31.204], 20/07/2002 08:53 GMT
metlslime is intelligible...

Also, maybe our newbie mapmaker ought to know that doors and any moving brush are no use as visblockers.

[Reply]


Hmm
#2748 Posted by GrindSpire [213.1.129.141], 20/07/2002 09:17 GMT
and any moving brush are no use as visblockers.

Or any brush entity in fact :)

[Reply]


Another Tutorial, For Example.....
#2749 Posted by Jaj [62.83.164.176], 20/07/2002 11:51 GMT
I did a quick search on google and found this tutorial. It's focused on how to use the Hint brushes but also explains what Vis Blockers are.
Click here.

[Reply]


Let's Generalise Even More
#2750 Posted by Dilvish [172.180.100.207], 20/07/2002 12:12 GMT , Refers to Post #2748
and say that anything else than brushes cannot be visbockers.
For instance, spoons, rats, mammoths, pieces of cheese (even cut very thick), politicians, grindspires and my moms are NOT visbockers.
Only brushes.

On a very bad taste note, I'd add that the twin towers were very effective 747blockers.

/me ducks very low

[Reply]


Hmmm
#2751 Posted by DaZ [62.6.74.64], 20/07/2002 17:20 GMT
tell that too one of the grief stricken families of that tradgedy...

You bastard

[Reply]


I Know,
#2752 Posted by Dilvish [172.186.88.29], 20/07/2002 19:11 GMT
and I didn't mean to make fun of them. But don't you think humor is the best weapon against fanaticism? I mean, ben Laden or Hitler don't strike me as very funny fellows, and the real problem is that too many people took them seriously and so believed in the racial or religious junk they fed them.

I'd rather laugh lest I cry.

[Reply]


Mapconv & Textures...
#2753 Posted by necros [172.158.74.169], 20/07/2002 19:46 GMT
once the map has been converted from q2 to q1, how does one get the q1 textures into the map, so that qbsp can add it into the .bsp?

[Reply]


Daz.
#2754 Posted by wrath [195.58.111.103], 20/07/2002 20:30 GMT
shut the fuck up you hypocritical bastard.

ooh, the grief. ooh, the sadness!
it's what, 2500 people in one hit? something like that.

19 000 children die every day because of the economical policies of the western world, led bravely by the governments of the united states and the united kingdom. who cries for them, who builds plazas in their memory?

or how about the fact that half a million (and counting) iraqi children have died because of the sanctions against iraq? the poor bastards can't even get sutur thread or proper antibiotics.
let's put stuff in it's correct perspective, shall we?

it's been about ten months and dilvish can't crack a (rather bad, but still) joke without getting jumped by some frothing-at-the-mouth defender of the free world on an internet board?

how about you tell us when we can crack a joke about 11/9 - and I'll make a list of all the funny ones I can come up with, and we'll meet at high noon and settle this like the trolls we are?

I'm sorry for the harsh tone, but this drives me bugshit.

[Reply]


Hmm, No Title
#2755 Posted by Gom Jabbar [217.4.105.252], 20/07/2002 21:16 GMT , Refers to Post #2753
Just add the flag
"wad" "wadname.wad"
into the worldspawn of your map and compile it...

[Reply]


Wrong Thread Bithces
#2756 Posted by Speedy [213.158.1.179], 20/07/2002 21:27 GMT
nt

[Reply]


Ok
#2757 Posted by DaZ [213.122.25.112], 20/07/2002 21:52 GMT
from now on, no more human emotion on this board... Smile

[Reply]


Yeah
#2758 Posted by cyBeAr [213.66.231.202], 20/07/2002 22:51 GMT , Refers to Post #2757
Let's only have emotions of your favourite pet from now on.

[Reply]


Umm..
#2759 Posted by DeFrag [66.152.71.116], 20/07/2002 23:48 GMT
People in 3rd world countries die because they've got dirt & scrub-brush to eat. If I were in that position, I'd definately walk through the desert (which ain't no different than where they're currently living) to FUCKING MACDONALDS! Or at least a civilized nation & wash dishes.

Jesus Horatio Christ man. Walk to the ocean & eat fish. Get the hell out of the stinking cesspool that is most villages. Seek a better life. I realize they were BORN into this but they still have a choice. Stay there & die or get up off they're callused asses & do something about it. The average bum in the street should rob his way to the top. & if he gets caught.. better for him, 3 squares/day. FFS.. some even make more money than I do begging.

Life's tough.. wear a fucking helmet.

/god

[Reply]


Hmm, No Title
#2760 Posted by wrath [195.58.111.103], 21/07/2002 01:16 GMT , Refers to Post #2759
your bill hicks routine just doesn't work.

and quoting leary... nah, not on this subject.

[Reply]


I Thought That Was Sam Kinison
#2761 Posted by metlslime [12.231.113.167], 21/07/2002 02:12 GMT , Refers to Post #2760
or did he steal it from hicks?

[Reply]


Don't Talk
#2762 Posted by Blitz [66.119.33.135], 21/07/2002 02:27 GMT
Religion or government. As neither is concrete enough to argue over.

[Reply]


Tron:
#2763 Posted by metlslime [12.231.113.167], 21/07/2002 02:31 GMT
actually, looking over your post, there is only one really bad technical error is the part about splitting the map into cubes called "portals". The level is a BSP tree, where the smallest units of volume are "leaves." The leaves can be any convex shape. Portals are the polygon-shaped openings where two non-solid leaves touch. (so if there were two adjacent cube-shaped leaves, they would share a square-shaped portal.) Vis determines what portals can be seen from from what other portals in the level. If portal A can see portal B, then any leaf that touches portal A can see any leaf that touches portal B. The vis information in a bsp file is a list of what leaves can be seen from what other leaves in the level.

I didn't go into this before because i figured it wouldn't help my explanation to that other guy about how to lower r_speeds.

[Reply]


DeFrag Thought A Title Wasn't Needed
#2764 Posted by DeFrag [66.152.71.103], 21/07/2002 03:11 GMT
Who is Bill Hicks?

[Reply]


Metlslime...
#2765 Posted by Tron [203.12.165.8], 21/07/2002 05:34 GMT , Refers to Post #2763
Yeah I could remember it had something to do with either portals or leaves, but was a bit too drunk to remember the details so just guessed that bit. 8)

[Reply]


Bill Hicks Is...
#2766 Posted by Fat Controller [203.98.49.151], 21/07/2002 08:59 GMT , Refers to Post #2764
* A foulmouthed US comedian or something.

* Dead (according to the blurb on the CD which I was looking at in store).

* To be heard about halfway along the second half of the Hour of Slack Unclean Special doing a routine about childbirth.

* Absolutely nothing to do with mapping.

[Reply]


Oh Well
#2767 Posted by Tef Johs [217.70.229.38], 21/07/2002 11:22 GMT
If I had recieved a penny for each time the topic of "11/9" had arisen in every f***ing internet board, I'd be a millionaire by now.

Now, back to mapping.

[Reply]


Serious Question:
#2768 Posted by metlslime [12.231.113.167], 21/07/2002 16:26 GMT , Refers to Post #2767
do you hear more about 11/9 or 9/11?

[Reply]


Oh NO!!
#2769 Posted by DeFrag [66.152.71.39], 21/07/2002 21:02 GMT
* Absolutely nothing to do with mapping.

I've seriously & irrevocably breeched the essence that is QMap. Please all line up & slay me.

Anyway.. tks for the info. :)

[Reply]


Visblockers...how And What
#2770 Posted by -Dark Myth- [208.187.45.132], 21/07/2002 21:30 GMT
What are visblockers and how do you get them?

I am almost done with a map and the r_speeds are ok but can be better.

[Reply]


Visblockers...
#2771 Posted by Fat Controller [203.98.48.151], 22/07/2002 08:02 GMT
A "visblocker" is a chunk of map that "blocks off" one section of map from another. That is, it prevents the player - and vis - from seeing from one region into another.

One way is to have a little antechamber in between the areas you want to separate, with offset exits - that is, from area A you can only see into the little chamber, and depending on where you are in the antechamber, you can only see into one of area A or area B - not both. It's really a glorified S-shaped hallway, but it'll look nicer. Variation: A vertical shaft, with or without lift.

Another is the mighty "donut" - a classic example is in the first map of "Contract Revoked", just past the gold key door. It's a fat wall that the path forks around, and the fatter the better. Variation: Y-shaped path. Good for two areas in line with each other.

A general design trick that I used when mapping is to alternate big and small areas to create a nice rhythm.

Oh, and Defrag: Yeah, Carlin never mapped, but nobody's perfect Tongue

[Reply]


Fat Controller
#2772 Posted by Dark Myth [64.24.54.104], 22/07/2002 17:14 GMT
Thanks for the reply. I think I understand it. However, when I compile the map vis is one of the compilers. It says for vis: no, fast, full. What does that all mean? Does that help lower r_speeds in a way. And it is weird...I have a doughnut hall and a right angle hallway, and the r_speeds are in the thousands when you look at them. WHY???!!!

I am full of questions am I?

[Reply]


...
#2773 Posted by Starbuck [194.117.133.196], 22/07/2002 17:38 GMT
vising your map reduces the r_speeds, and you should be using a full vis if you want to see those r_speeds reducing.

Even so, the r_speeds should not be that high if all you've got is a ring shaped corridor with a corner in it. Have you used any carving in making this level? That can often be a cause cos it does some crazy shit

[Reply]


#2774 Posted by metlslime [12.231.113.167], 22/07/2002 21:33 GMT
My girlfriend left me becuase of carving.

[Reply]


RE: ...
#2775 Posted by Dark Myth [208.186.189.133], 22/07/2002 23:28 GMT , Refers to Post #2773
Starbuck....
I only used carving for the arches to enter a new room. Nothing else.

[Reply]


Don't Carve.
#2776 Posted by necros [172.149.128.130], 23/07/2002 00:41 GMT , Refers to Post #2775
it's like rape. it's not good.

[Reply]


Hmm, No Title
#2777 Posted by Speedy [213.158.1.155], 23/07/2002 01:34 GMT
carving is ok if you know what your doing
and you can use L shaped corridors for visblocking too

[Reply]


Metl:
#2778 Posted by Blitz [216.148.244.38], 23/07/2002 05:37 GMT
I beleive in some walks of life they call it 'circumcision'

[Reply]


Hmm
#2779 Posted by GrindSpire [213.122.200.249], 23/07/2002 10:11 GMT
On a very bad taste note, I'd add that the twin towers were very effective 747blockers

hehehe

Oh, and YAY WRATH!

[Reply]


I Tried Visblockers
#2780 Posted by Dark Myth [208.186.189.160], 23/07/2002 15:12 GMT
For some weird reason my visblockers allow high r_speeds. Does thickness matter?

I mean.... I cant see the other rooms. Why is it still allowing high speeds? Or is it worldcraft?

Is there a way to merge brushes to one in worldcraft version 1.6?

[Reply]


Visblockers
#2781 Posted by fire reign [208.186.189.160], 23/07/2002 15:58 GMT
I'm utilizing s hallways and the r_speeds do not change, they stay at what they used to be. I dont understand why. Why arent my visblocker working properly?

[Reply]


Re:Visblockers
#2782 Posted by aguirRe [195.163.212.140], 23/07/2002 15:58 GMT , Refers to Post #2780
Assuming that you've properly used the compile tools (qbsp/vis) and that you're using solid brushes for visblocking, there are at least two cases when vis still can "see" through the walls, causing high r_speeds.

The first is when you have small gaps (leaks) between the brushes. Make sure your brushes are snapped to grid.

The second is when qbsp for various reasons creates "corrupt" brushes that you can see but you can still walk right through them. Manipulate/recreate the corrupt brushes until the problem goes away.

Also, remember that vis is very ambitious; it peeks around corners ...

[Reply]


Why Do You Do That?
#2783 Posted by necros [172.140.180.122], 23/07/2002 16:47 GMT
referring to #s 2781 and 2780. you realize, the ip makes it obvious, add to the fact that it's nearly the same question.

[Reply]


Why Do You Care?
#2784 Posted by Dark Myth [208.186.189.114], 23/07/2002 22:22 GMT , Refers to Post #2783
Well Necros, I don't know why you care if we post the same message. We are brothers (fire reign and I) and we are twins too. We end up thinking of a lot of things the same way.

But I was at the site first and I did not know that he posted the same question. We don't spy on what we say or we don't do the things we do together.

Does that answer your question?

[Reply]


Thanks
#2785 Posted by Dark Myth [208.186.189.114], 23/07/2002 22:26 GMT
To aguirRe....
Thanks for the help. I understand what you mean. I have a map with thick visblockers and the rooms are far apart. My r_speeds are low enough to satifaction.

[Reply]


Simple Q3 Question
#2786 Posted by Eggman [162.83.135.250], 23/07/2002 23:09 GMT
I'm finishing up a Q3CTF that I've had on my HD for too long. Anyhoo, how do you prevent a flag from dropping into the void and staying there? Isn't there some kind of NODROP brush or entity or something?

[Reply]


Who Needs A Title Anyway
#2787 Posted by DeFrag [198.26.118.36], 24/07/2002 00:07 GMT
..when you have small gaps (leaks) between the brushes. Make sure your brushes are snapped to grid.

OR bandaid-brushes if you use Qoole! hee

[Reply]


Yep
#2788 Posted by pjw [24.128.56.74], 24/07/2002 00:13 GMT , Refers to Post #2786
I think common/nodrop should do it for you, but I haven't made a CTF map--it at least works on weapons.

[Reply]


What Pjw Said.
#2789 Posted by Scampie [66.231.198.47], 24/07/2002 00:15 GMT
it does work with flags, or in a broader sense, anything the player can carry and drop.

[Reply]


...
#2790 Posted by necros [172.158.58.16], 24/07/2002 00:53 GMT
We don't spy on what we say or we don't do the things we do together.

it's not a matter of 'spying' on what yer 'bro is saying. all it takes is to look at the one post at the bottom...

and besides, it's nothing to get hot and bothered about. i was just asking.

[Reply]


Dark Myth And Fire Reign...
#2791 Posted by distrans [203.29.11.38], 24/07/2002 03:15 GMT
...if you pump "r_draworder 1" in at the console, you'll be able to see for yourself how far vis can see...and also how far around corners.

Type "r_draworder 0" to turn off this inspection tool.

[Reply]


Hey I Have A Serious Problem!
#2792 Posted by Blitz [216.148.244.38], 24/07/2002 05:08 GMT
This is for Worldcraft 1.6...never had problems before.

I went to quit GLQuake after I had successfully compiled my not yet done turtlemap, and GLQuake froze!

So to make sure it wasnt a fluke, I kept trying the same thing, compiling, playing the map fine, then it would freeze on quitting.

Then I just played GLQuake on its own, and it shutdown fine. I don't know what the problem is, but it's really pissing me off.

Thanks for any help.

[Reply]


Speculation...
#2793 Posted by necros [172.149.159.247], 24/07/2002 16:25 GMT , Refers to Post #2792
maybe something in the map is not flushing properly? a texture? maybe try removing and replacing some textures?

[Reply]


Ok
#2794 Posted by Dark Myth [208.186.189.151], 24/07/2002 16:43 GMT
Thanks distrans :)

[Reply]


TyrLite Sky Lighting Problem
#2795 Posted by R.P.G. [24.136.186.178], 25/07/2002 13:27 GMT
So I have this map with two outdoor areas. I put this in the worldspawn:

"_sun_angles" "256 -60 0"
"_sunlight" "210"
"_sunlight_color" "220 220 255"


I know that something is happening because the outdoor areas are lit with coloured lighting of the appropriate brightness. But there are no shadows outside. Anywhere. It's just that one solid light value. Everywhere.

Any ideas?

[Reply]


Textures
#2796 Posted by fire reign [208.186.189.146], 25/07/2002 13:44 GMT
Does anyone know a good site for downloading textures? I'm usually good at making metal maps, so if there is any good maps that have metal textures in it, please tell me. Thanks.

[Reply]


Hmm
#2797 Posted by GrindSpire [213.1.128.145], 25/07/2002 13:49 GMT , Refers to Post #2796
Check the Bighouse texture page for original TGA/JPG texture packs here; http://www.planetquake.com/bighouse/textures.asp

Or there are some WADs for Q1 at Fern's site here; http://www.suspenlute.com/teamfern/textures.html

[Reply]


To Grindspire
#2798 Posted by fire reign [208.186.189.146], 25/07/2002 13:52 GMT
Thank you for your help.

[Reply]


Stars
#2799 Posted by -Dark Myth- [208.186.189.145], 25/07/2002 16:32 GMT
I like star skies. What is a good site to download stars?

[Reply]


Info-Null
#2800 Posted by fire reign [208.186.189.155], 25/07/2002 22:20 GMT
I was told that info null guides the light to areas that you want them to shine on. I took a look at a map with a lot of info null and it looked nice. Please tell me how you get the info null to work, thank you.

[Reply]


#2801 Posted by Scampie [66.231.198.47], 25/07/2002 22:47 GMT , Refers to Post #2800
what you are talking about are spotlights. what you do is create a light, give it a 'target' key. then you create a info_null with a 'targetname' key that matches the light's 'target' key.

[Reply]


Spotlights
#2802 Posted by DaZ [213.122.160.199], 25/07/2002 22:59 GMT
adding on what Scampie said, you need Tyrlite or another program that has spotlight support for them to work at all. And yeah they are funky Smile

[Reply]


R.P.G.
#2803 Posted by Jaj [62.83.167.60], 25/07/2002 23:06 GMT , Refers to Post #2795
Try with "_sun_mangle" instead of "_sun_angles" , it should work.

[Reply]


...
#2804 Posted by Scampie [66.231.198.47], 25/07/2002 23:21 GMT
don't listen to Daz. not only is he talking before he thinks, he's just generally confused in the world...

spotlights have been in light compilers since John Carmack coded them... how else do you think they make spotlights in the original Quake maps you dweeb?

What has Daz confused is that Tyrlite and some other light compilers have support to define spotlights with only a light. no need for a info_null.

[Reply]


Yeah...
#2805 Posted by necros [172.129.148.177], 26/07/2002 00:24 GMT
if you have it, you can use mangle (or _mangle?) to define the angles at which they shine.

angle will determine the size of the cone.

[Reply]


Scampie
#2806 Posted by Fern [66.31.244.127], 26/07/2002 03:11 GMT
I've been told that tyrlite mangles are somehow better than info_null spotlights, so believing that might be DaZ's problem. :D If anyone would post here with the relative merits of either, that would be nice ;)

[Reply]


#2807 Posted by Scampie [66.231.198.47], 26/07/2002 05:46 GMT , Refers to Post #2806
If anyone would post here with the relative merits of either, that would be nice

no target/targetname stuff to worry about so you can quickly CnP lots of spotlights. they are defined as pointing in X direction. not at X object.

less entities = more ent limit breathing room.

and it's just plain l33ter.

[Reply]


Yep...
#2808 Posted by distrans [203.29.11.38], 26/07/2002 09:42 GMT
Scampie has it right. Realistic spotlights using Tyrlite + CZG.fgd use three entities. Info_null sys uses four. This can make a real diff in a large level.

[Reply]


Wood Texture
#2809 Posted by Zero.G [62.211.172.197], 26/07/2002 11:23 GMT
Hi,
some times ago I've wrote a tutorial on how to create a simple wood texture from scratch. It was planned for the TA community but I think it could be useful for 3D mappers, too. It's a very simple one but maybe some people could find it worth of reading. I'm also finishing another tutorial on metal textures...

What's the point? may you ask.
I don't have (for now) a personal website so maybe someone could suggest me one (or more) website(s) that could host my tutorial(s)...

Thnx

[Reply]


Thank You For Spotlight Help
#2810 Posted by fire reign [208.187.45.223], 26/07/2002 13:04 GMT
Thank you for your help on spotlights everyone and a special thatnks to scampie telling me how to make one step by step.

[Reply]


Sigil
#2811 Posted by fire reign [208.187.45.223], 26/07/2002 13:08 GMT
I've been wondering for a long time, what is a sigil? I put it in my map to see what it is but it wouldnt show.

[Reply]


Ambient Thunder And Event Lightning
#2812 Posted by fire reign [208.187.45.223], 26/07/2002 13:12 GMT
Everytime I put an ambient thunder in my map it always says that the ambient has to be looped...how do you do that?

I also try event lightning, but how do you rtigger it? I read in the tutourial that it had to be triggered but I dont know how to do that, can someone please tell me how to do that?

Thank you

[Reply]


Event Ligtning
#2813 Posted by Tef Johs [129.241.80.131], 26/07/2002 13:33 GMT
I'm not sure, but as I can rembember neither of the entities you mention there will work in vanilla Q1 (that is, with the original .qc code).

To trigger stuff, though, you'll generally need to use target/targetnames. At least in Q1 you do :)

[Reply]


Visblockers
#2814 Posted by fire reign [208.187.45.224], 26/07/2002 17:51 GMT
I dont understand, I dont have corrupt brushes or leaks, and yet the rspeeds go up. I have a lot of visblockers too. I dont get it, when I face a visblocker, the rspeeds go up.

[Reply]


Hmm
#2815 Posted by GrindSpire [213.122.201.230], 26/07/2002 19:34 GMT , Refers to Post #2814
Are you running a full vis? (ie, what compile options, compilers, editor, etc do you use.)

We need more info than that I'm afraid...

[Reply]


OHHHHHHHHHHHHHHHHHHHHHHHHH
#2816 Posted by fire reign [208.187.45.220], 26/07/2002 21:44 GMT
I wasnt running any vis when I was making my map. I ran a full vis just now and the r speeds went down dramatically. Is that considered in the other maps that are on servers? (i.e. a map on Bluecherry where people can play the map on. Is the vis on the server maps full or no?)

[Reply]


Hmm
#2817 Posted by GrindSpire [213.1.129.12], 26/07/2002 21:45 GMT
I've been having problems with my current Q3DM and HOM. Normally I'd sort these fine, but the HOM only exists when looking at the surfaces (it happens in 3 places) from certain angles, the rest of the time it is textured/lit normally.

On top of this, whether all/some/none of these semi-HOMs occur seems entirely random. I've tried every level of VIS/light and they sometimes appear and sometimes don't appear with whichever compile options I try.

I'm using GTK 1.2.9 and the compilers that came with it.

[Reply]


Hmm
#2818 Posted by GrindSpire [213.1.129.12], 26/07/2002 21:48 GMT , Refers to Post #2816
Any released map should have a full vis done on it.

Without VIS being run, Quake is drawing the entire map, all the time...

[Reply]


Shadowdane Thought A Title Wasn't Needed
#2819 Posted by Shadowdane [68.50.252.23], 27/07/2002 00:15 GMT , Refers to Post #2817
i would try some placing some hint brushes that enclose the are where the HOM is. If that doesnt work, I would maybe try a newer verison of Q3Map2.

Q3Map 2.2.0-b12 - Full Package
Q3Map 2.2.0-b14-pr - Binary Only

[Reply]


Fixed
#2820 Posted by Shadowdane [68.50.252.23], 27/07/2002 00:17 GMT , Refers to Post #2819
opps.. made a mistake on those URLS.

Q3Map 2.2.0-b12 - Full Package
Q3Map 2.2.0-b14-pr - Binary Only

[Reply]


Grindspire
#2821 Posted by pjw [24.128.56.74], 27/07/2002 02:35 GMT , Refers to Post #2817
Are the brushes around those spots structural and unusually complicated and/or non-axial? Or do you possibly already have hint brushes in the area that might be causing the vis errors? Play around a bit with hints--like Shadowdane said, that might fix it, but if that doesn't work, you will most likely be able to fix it by turning any funky brushwork in the area to detail and adding an axial caulk structure underneath that vis won't mess itself over.

[Reply]


Fire
#2822 Posted by Fat Controller [203.98.49.151], 27/07/2002 04:55 GMT
item_sigil - this is a rune. You need to have spawnflags set for them to appear, as these flags affect which rune it is.

ambient_thunder - you need to extract the thunder sound from the pack, then open it in your paid for edition of Cool Edit. There's a complex dialog box where you can edit the looping info, whichever that was. Otherwise, fergeddit.

event_lightning - the discharge that affects Cthon. You need two doors that target the lightning entity when triggered (or is it the other way around?) There's tuts around but I'm unsure where they've got to... Or just break open E1M7 in QuArK and check the ents out.

[Reply]


Vis...
#2823 Posted by Tron [203.12.165.8], 27/07/2002 07:58 GMT
If you don't run a vis (preferably a full one) it makes all your efforts in trying to lower speeds useless.

[Reply]


Grindspire
#2824 Posted by Fingers [4.65.248.138], 27/07/2002 19:48 GMT
There's something funky in q3map that simply does that sometimes. Like pjw says, it can be caused by odd shaped brushes... Another thing I've noticed is this happens more often in locations that are close to (0,0) in the top down view... In ik3dm2 I kept having weird HOM in one of the hallways when looking across the bridge; it went away when I simply moved the entire map a little bit without changing the geometry itself. (so that the "zero line" in radiant wasn't on the bridge)

Q3map divides the entire map into 1024x1024 sized cells, in addition to the usual bsp tree generation.. Perhaps q3map VIS has an "optimization" that makes it use a faster and less precise algorithm when looking from one of the big cells to another (or whatever). It probably helps to align your geometry to these cells, e.g. you might want to align corners of a courtyard to (0,0) and (1024,0) etc.

This, of course, is complete voodoo...

[Reply]


Hmm
#2825 Posted by GrindSpire [213.122.204.42], 27/07/2002 20:50 GMT
All the HOMs were well away from 0,0 (and only one was near the edge of a block).

Got it fixed now anyway (mixture of hints and caulk/detail).

Thanks for everyones' help.

[Reply]


Boojah... Q3radiant
#2826 Posted by necros [172.168.180.178], 27/07/2002 23:20 GMT
k... trying to finish the damn ne_sp07. i've converted it to q2, from q1 map format... added the right texture path.

i open it in q3radiant... i get a load of errors like this:

WARNING: H:/lunmetq1/textures/ruins/rtgriff.tga has empty alpha channel
LOADED: H:/lunmetq1/textures/ruins/rtgriff.tga


for all the textures that were used (not just that one).

then is crashes with this error (both in the console and as an error box:

parsing brushParseEntity: { not found GetLastError: Access is denied.
glGetError: 0
An unrecoverable error has occured. Would you like to edit Preferences before exiting Q3Radiant?


i took a look through the .map file looking for a misplaced { but there doesn't appear to be anything wrong with it.

has anyone else every tried doing this (q2 --> q1)?

[Reply]


#2827 Posted by Scampie [66.231.198.47], 27/07/2002 23:26 GMT , Refers to Post #2826
first error is because you converted the textures to 32 bit .tgas and didn't make alpha channels for them. make them 24 bit or use .jpgs.

second... donno exactly but it sounds like it's trying to access a file that it's not allowed to.

[Reply]


Thx,
#2828 Posted by necros [172.142.228.7], 27/07/2002 23:48 GMT
but i figured it out... as usual, it was quark which was the culprit. .. stupid useless brush things... argh.

i used texmex to export the textures as tga... it doesn't really matter anyway, the textures still load... :)

[Reply]


Leaks
#2829 Posted by Dark Myth [208.186.189.112], 28/07/2002 17:46 GMT
I have a cool map that I want to get on Bluecherry. However, it can not be admitted until I find out a way to reduce my speeds. So I find out that the problem is comming from a leak in my map. Well it seems to me that there is no leak that I can find very easily...but there is one. So can someone please tell me if there is a command to use to find a leak?

[Reply]


Myth
#2830 Posted by DaZ [62.6.94.130], 28/07/2002 18:07 GMT
bring down the console and type "pointfile" without the quotes, then you will get lines in your map made of particles that will show you where your leak is. Just look for where the particles reach to the "outside" of the map and there ya go, a bitch ass leak! Smile

[Reply]


Leakfinding
#2831 Posted by Grahf [24.51.159.42], 28/07/2002 19:14 GMT
If your map has a leak, then QBSP will hopefully have generated a .pts file. Place this file into id1/maps along with the map itself, load up quake, bring down the console, and type "pointfile." (no quotes) A bunch of white dots arranged in wierd lines should appear. follow these lines around the map (they go outside the map too, so go into noclip mode). Somewhere in your map these lines should cross from the "outside" of your map to the "inside." That spot is where your leak is.

This is a imperfect method, and it very often doesnt work. I assume you are using Worldcraft? I believe it has some kind of leak finding function (I don't know how it works though as I don't use WC myself - read the manual). Another method some people use is to cover one half of their map in one giant brush, and compile. If no leak was reported, then the leak was somewhere inside the big brush. Then split that area in half with a big brush and compile.... and on and on, until you've isolated the leak down to a small area.

Another method might be to encase the map in a massive box (a hollow one this time), compile, (vis will most likely run this time, though the map itself will run slower in game). Run the map in software quake, go outside the map (but inside the big box), and use r_draworder 1. You should be able to see inside the map at a point near where the leak is.

That's about all I can think of. Most of leak finding comes down to combing the entire map very carefully, and looking in every crevice.

[Reply]


Hmm
#2832 Posted by GrindSpire [213.1.129.9], 28/07/2002 19:25 GMT , Refers to Post #2831
Most of leak finding comes down to combing the entire map very carefully, and looking in every crevice.

Which is why a good, clean build technique is an important thing to develop.

[Reply]


'nother Q3radiant Question...
#2833 Posted by necros [172.144.143.205], 28/07/2002 19:45 GMT
is there a way a set q3radiant so that it doesn't automatically make textures 0.5 scaled? i remember hearing you can do this for gtkradiant, but have been unable to find anything in q3r...

[Reply]


#2834 Posted by Scampie [66.231.198.47], 28/07/2002 19:49 GMT , Refers to Post #2833
there is a version of GTK that allows you to change the default texture scale... but it seems they removed it from the main menus in the latest versions... you'll probabally have to change something in the config files...

[Reply]


Silly Scampie
#2835 Posted by cyBeAr [213.66.231.202], 28/07/2002 21:42 GMT , Refers to Post #2834
he was asking about q3r not gtkr, and in that case I don't think you can do it.

[Reply]


Who Needs A Title Anyway
#2836 Posted by Grahf [24.51.159.42], 28/07/2002 22:58 GMT
Which is why a good, clean build technique is an important thing to develop.

Yep yep.

[Reply]


Map Accepting
#2837 Posted by fire reign [66.19.48.200], 28/07/2002 22:58 GMT
Yesterday, I tested my map on a server on gamespy arcade. There seemed to be nothing wrong and there was nothing wrong come to think about it...but eversince I learned how to locate leaks, I found out that there is a leak in my map. Is it possible for my map to be on the server with a leak or do I have to change that?

[Reply]


Thanks
#2838 Posted by Dark Myth [66.19.48.200], 29/07/2002 01:32 GMT
Ok thanks DaZ and who else helped me witht the leak finding

[Reply]


Dls
#2839 Posted by -dark myth- [208.186.189.124], 29/07/2002 13:27 GMT
i need a site to really cool base texture downloads.

[Reply]


Base Textures
#2840 Posted by pjw [66.107.101.68], 29/07/2002 14:01 GMT , Refers to Post #2839
www.planetquake.com/hfx

[Reply]


Texture Conversion
#2841 Posted by Drannerz [143.52.4.47], 29/07/2002 15:53 GMT
Hello.

I've finally found some inspiration to map and some textures I like, only problem is that they're halflife tex Sad. So....

WHAT'S THE BEST WAY TO CONVERT HALFLIFE TEXTURES TO QUAKE?

I tried opening the halflife.wad with TexMex and re-saving as a quake WAD, but when I loaded the textures up in worldcraft the colours hadn't converted properly and looked crap (even though the textures looked fine in TexMex).

I thought perhaps TexMex sucks at colour conversion, so I copied all the images to PaintShop Pro, applied Bal's quake palette file and pasted back into TexMex. But still the colours were gh3y in worldcraft.

HELP!

[Reply]


Drannerz
#2842 Posted by Grahf [24.51.159.42], 29/07/2002 16:17 GMT
Honestly, Halflife's muted greys very likely won't convert to Q1 well no matter what you do.

[Reply]


Drannerz
#2843 Posted by Jimbo [216.12.58.175], 29/07/2002 16:31 GMT , Refers to Post #2841
Try this:
Open the wad with wally then export all the textures you want to a temp folder as
"(Quake 1 textures *.mip)".
Then open texmex create a new quake wad and import all the mips into it.

I think that should convert the pallette
correctly.

-Jimbo

[Reply]


Maybe You Should Map For Half Life
#2844 Posted by metlslime [12.231.113.167], 29/07/2002 20:54 GMT

[Reply]


Speedy Thought A Title Wasn't Needed
#2845 Posted by Speedy [213.158.1.184], 30/07/2002 00:46 GMT
this one is the worst of your jokes metl.

Is there any soft that converts HL wads to pcx without changing palette ?

[Reply]


Ok...
#2846 Posted by necros [64.12.96.199], 30/07/2002 02:22 GMT
/me is using gtkradiant 1.2.9...

trying to map for quake3. i get to be a newbie all over again. :)

i compile the map (no leaks), just bsp, with the 'stock' compiler that comes with gtkr1.2.9. i try to load it up in q3a, but it just brings me back to the main menu.. not even an error message or anything...

is it just cause it's not the best compiler or am i supposed to do something else...

[Reply]


Shadowdane Thought A Title Wasn't Needed
#2847 Posted by Shadowdane [68.50.252.23], 30/07/2002 02:22 GMT , Refers to Post #2845
Wally will convert HL textures to pcx or bmp.

Link

[Reply]


Necros
#2848 Posted by pjw [24.128.56.74], 30/07/2002 03:17 GMT , Refers to Post #2846
Pull down the console and type "/set sv_pure 0" (without the quotes) and hit enter. This will allow Q3 to load raw .bsps that aren't a part of a pk3.

It's probably easiest to add this to your Q3 shortcut (+ set sv_pure 0).

Have fun learning new stuff. Smile Once you get to the point of being comfortable with GTKRad and working on lighting, I suggest you consider using the new q3map.exe for compiling thereby saving a ton of time and getting sweet new features to play with (e.g. true fog/distance clipping, radiosity/bounce lighting, etc.). Info at:

http://www.shaderlab.com/q3map2/

2.2.0-b12 is probably your best bet for a relatively stable bug-free version. 2.3 is pretty alpha-ish at this point . . .

[Reply]


GtkRad Stock Compiler(s)
#2849 Posted by Tef Johs [129.241.81.186], 30/07/2002 13:28 GMT
I hate complaining all the time (not that I do, heh heh), but I can't for the life of me understand what the Gtk people are doing with their stock compilers.

I mean, what is this "networking" stuff? And why the heck does it not work under console mode (i.e. DOS mode)? And, the last version I tried for RtCW couldn't even compile the DECAL textures correctly; it either got the decal right, or the wall in which it was put, but not BOTH at the SAME TIME. Imagine how this turns out when there also are areaportals in the same vicinity.

To cut it short, it was a complete mess. Needless to say, I hurried back to Gray Matter's original compilers. They work, and they work great. In DOS. And with decals.

[Reply]


Woah...
#2850 Posted by necros [172.158.99.75], 30/07/2002 18:38 GMT
curves... are... non-solid! does that mean i have to clip the whole curve, or is there a way to get it solid?

[Reply]


Hmm
#2851 Posted by GrindSpire [213.122.200.7], 30/07/2002 18:39 GMT , Refers to Post #2850
Should be solid.

[Reply]


Really?
#2852 Posted by necros [172.158.99.75], 30/07/2002 18:57 GMT
hm... well, i made a square 'cylinder' and bent it 90 degrees, yet i can walk right through it...

[Reply]


Could Be The Shader
#2853 Posted by cyBeAr [213.66.231.202], 30/07/2002 19:01 GMT , Refers to Post #2852
Are you sure you don't have a non-solid shader on it?

[Reply]


Hmm
#2854 Posted by GrindSpire [213.122.200.7], 30/07/2002 19:16 GMT
Most non solid shaders have _trans on the end of the name...

[Reply]


Block10
#2855 Posted by necros [172.158.99.75], 30/07/2002 20:24 GMT
incidentally, what are the uses of the 'illusionary' textures?

[Reply]


Textures
#2856 Posted by fire reign [208.186.189.141], 30/07/2002 23:42 GMT
I have always wanted a sky that has pure stars in it...no clouds. Does anyone know a site download a sky texture with stars?

[Reply]


Map Names
#2857 Posted by fire reign [208.186.189.141], 30/07/2002 23:47 GMT
How do you put a name on your map? I dont know how and I dont want my maps to be unnamed in the servers.

[Reply]


Ice Textures
#2858 Posted by fire reign [208.186.189.141], 30/07/2002 23:48 GMT
Sorry to ask so many questions at one time, but I want to make a map in a tundra cavern. Does anyone know where I can download tundra textures?

[Reply]


GTKR Compiler
#2859 Posted by Shadowdane [68.50.252.23], 30/07/2002 23:54 GMT , Refers to Post #2849
well the GTKR compiler.. is Q3Map2 by Ydnar. which is a modified version of the Q3 compiler. AFAIK he just recently added RTCW / JKII support, and right now it is still not working 100%. This compiler adds tons of stuff to allow for much better lighting, and faster compile times, ect...

Full RTCW support for the compiler should be coming soon.. just give him some time to fix it up and it should work just fine.

[Reply]


Re: Map Names
#2860 Posted by Tyrann [203.56.239.200], 31/07/2002 00:11 GMT , Refers to Post #2857
To name your map, put a message key in the worldspawn; This is for Quake which probably applies to Q2 and Q3 as well (you didn't specify).

e.g. "message" "Name Of My Map"

[Reply]


Star Sky
#2861 Posted by necros [152.163.201.43], 31/07/2002 00:21 GMT
is the easiest sky to make. open up paint.exe, set an image as 256x128. put random white dots everywhere for starts. boomshakalacka, there you go. :)

[Reply]


Compilers
#2862 Posted by Tef Johs [129.241.81.186], 31/07/2002 09:46 GMT
I use GtkRadiant myself now, so I fully respect and appreciate the work and devotion put into making the original Radiant into something as versatile as it is turning out to be (with multiple games support etc.)

However, I would have thought that when they add RtCW support, they'd also supply a fully working q3map compiler; why not for instance bundle along the already working original one? Then they could take time to modify their own, and this particular complication would have been removed.

Anyway, they do what they do. I respect that, it's just that other people (who may not have even heard of the original package for RtCW) would quickly encounter more compiling problems than what they were asking for :)

[Reply]


Tyrann
#2863 Posted by fire reign [208.186.189.163], 31/07/2002 13:14 GMT , Refers to Post #2860
I dont know what you mean by this worldspawn, where is it in my map?

[Reply]


Hmm
#2864 Posted by GrindSpire [213.1.130.78], 31/07/2002 13:43 GMT , Refers to Post #2863
It's an entity that defines the map settings.

How to change it's keys depends on what editor you're using, ie, what editor are you using? (worldcraft, radiant, etc)

[Reply]


Tundra Textures
#2865 Posted by khazmodan [200.218.176.14], 31/07/2002 15:22 GMT , Refers to Post #2858
If you have Half-Life: Counter-Strike, may be you could use the textures of as_tundra...
After tweaking on photoshop a little, cuz i think it's not a high quality texture.
=)

[Reply]


Try The Two Wads Here
#2866 Posted by Jimbo [216.12.61.175], 31/07/2002 17:11 GMT
http://qmap.org/qthread.php3?id=20010808235012&pos=0

-Jimbo

[Reply]


Newbie Mapping Help...
#2867 Posted by Dilvish [172.181.142.97], 31/07/2002 17:19 GMT
Just a thought: wouldn't it be a good idea to create a newbie mapping help thread? I've been following Fire reign's and Dark Myth's questions and they both seem really bent on learning how to map - great!
But if some other newbie comes in a few months and asks the selfsame basic questions, some of the more experienced mappers will have to answer them all over again.
In a thread of their own, they would be more accessible and more easily browsable, don't you think?

[Reply]


Hmm
#2868 Posted by GrindSpire [213.1.137.156], 31/07/2002 17:23 GMT , Refers to Post #2867
Just a thought: wouldn't it be a good idea to create a newbie mapping help thread? I've been following Fire reign's and Dark Myth's questions and they both seem really bent on learning how to map - great!
But if some other newbie comes in a few months and asks the selfsame basic questions, some of the more experienced mappers will have to answer them all over again.
In a thread of their own, they would be more accessible and more easily browsable, don't you think?


This was one of the suggestions in the 'Save Qmap' thread.

Except someone deleted it so it couldn't be discussed...

/me glares at Vondur.

[Reply]


Map Title
#2869 Posted by fire reign [208.186.189.158], 31/07/2002 18:51 GMT
Im using worldcraft and I dont know how to find the worldspawn there. Guess without that I cant put the title, but can someone please tell me how to use the worldspawn on worldcraft and put the map name on it? Thank You.

[Reply]


Hmm
#2870 Posted by GrindSpire [213.1.131.172], 31/07/2002 20:09 GMT , Refers to Post #2869
OK, for worldcraft;

Goto Map->Map Properties...

Then just enter the title under the bit that says 'text on entering world'

Worldcraft is so nice to you :)

[Reply]


wrath Is Still Working On A Title
#2871 Posted by wrath [195.58.111.103], 31/07/2002 21:34 GMT
but it can give you herpes, so watch out.
always rubber up when mapping, that's what I've always said.

makes for some kodak moments in the office that...

[Reply]


Thank You/Problems
#2872 Posted by fire reign [32.101.120.206], 31/07/2002 22:56 GMT
Thanks for your help on giving maps titles. I found out how but my worldcraft gave me numerous errors. It said that the file was not built. I have 4 logins in my pc and all 4 of the worldcrafts were infected by this error. Now I think that I will have to reinstall the program. Anyone know what happened to my worldcraft?

[Reply]


Textures
#2873 Posted by -dark myth- [32.101.120.206], 31/07/2002 23:02 GMT
I want to make a really cool base map this time. I am kinda bored of these textures already that I have and I wanted to know if there is a good site to download base textures from the map efdm12 death by the dozen my Mr. Fribbles. Can anyone tell me where I can get the textures from that particular map? Thanks anyone!! :)

[Reply]


Hmm
#2874 Posted by GrindSpire [213.122.186.215], 31/07/2002 23:16 GMT , Refers to Post #2873
You can extract the textures from a .bsp using mickey's TexMex which can be found here

Failing that, you can find lots of texture packs either on the BigHouse's texture page or on the TFQLR texture page.

If you d/l textures from the BigHouse you'll have to convert them to WADs (which you can do with TexMex)

[Reply]


Who Needs A Title Anyway
#2875 Posted by Speedy [213.158.3.7], 01/08/2002 01:57 GMT
Except someone deleted it so it couldn't be discussed...

There is no point in discussion - nobody will change QMAP

[Reply]


Hmm
#2876 Posted by GrindSpire [213.122.151.245], 01/08/2002 02:12 GMT
There is no point in discussion - nobody will change QMAP

You mean change as in introduce new ways of running things, like a thread for news posts say (hi scampie :).

Nah, you're right. It'd never happen.

[Reply]


Q1, Worldcraft...
#2877 Posted by distrans [203.29.11.4], 01/08/2002 03:05 GMT
Hi all Smile

I'm using info_notnull with a self.use parm/ barrel_explode value. No problem, the thing works fine. However, Is there a hack to reduce the force of the explosion. I've tried various alternates in the value i.e. smallbarrel_explode, barrel_explode2 etc but I haven't tripped over the right one yet.

[Reply]


Fire Reign
#2878 Posted by Fern [66.31.244.127], 01/08/2002 05:20 GMT
you can't use quotation marks in the title

[Reply]


Grahf Thought A Title Wasn't Needed
#2879 Posted by Grahf [24.51.159.42], 01/08/2002 06:40 GMT
dilvish/grindspire: how about a "newbie FAQ?" Something with answers to most of the common questions, some good links, etc... I don't mind answering questions, but a centralized base of knowledge would be quite useful.

I won't tackle the question of who would write/manage it...

[Reply]


I Second That
#2880 Posted by Fat Controller [203.98.48.151], 01/08/2002 06:43 GMT , Refers to Post #2878
you can't use quotation marks in the title

Actually, you can't use quote marks (") anywhere in your map. It's the way the tools work. I know from experience.

Instead of quotes, use apostrophes/single quotes (') as seen in rather a lot of books out there.

[Reply]


I Think It May Be Possible
#2881 Posted by necros [209.161.217.7], 01/08/2002 15:03 GMT
to set dmg to a number (usually default it 120). but i'm not sure. i think that variable gets set by qc. you'd have to h4x0r it so as it doesn't set the variable if it's been set in the map already...

[Reply]


Hm...
#2882 Posted by necros [172.133.88.218], 01/08/2002 22:41 GMT
i searched this entire board, but no one seems to have posted how to change the default tex scale of GTKR 1.2

does anyone actually know?

[Reply]


Hmm
#2883 Posted by GrindSpire [213.1.129.28], 01/08/2002 23:14 GMT , Refers to Post #2882
No

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Yes
#2884 Posted by Speedy [213.158.1.179], 02/08/2002 02:21 GMT
nt

[Reply]


Thanx Necros...
#2885 Posted by distrans [203.29.11.5], 02/08/2002 02:22 GMT , Refers to Post #2881
I'll just leave them as they are for the mo' then change the global level when we pack the whole thing up. Should be safe as I don't think anyone is using actual exploboxes in their levels.

/me puts another code problem on Nightbringer's to do list Smile

[Reply]


Who Needs A Title Anyway
#2886 Posted by Speedy [213.158.3.29], 02/08/2002 04:05 GMT
<Vondur> go to the .game file
<Vondur> and add default_scale="1" there

[Reply]


Distrans.
#2887 Posted by czg [81.27.35.17], 02/08/2002 12:50 GMT
No, you cannot change how much damage the barrel_explode deals.
And afaik there is no difference between the two sizes of barrels, besides the size. duh.

I hate this keyboard!

[Reply]


Vis
#2888 Posted by fire reign [208.186.189.122], 02/08/2002 16:51 GMT
Im using worldcraft full version and whenever I select full vis when I compile the map, it selects it on no vis and my r speeds get high in the map. This is not the first time this sort of thing has happened to me. Does anyone know what is wrong? I just cant get my maps to compile with a full vis...

[Reply]


Fire Reign
#2889 Posted by Fern [66.31.244.127], 02/08/2002 17:26 GMT
You can't vis a map with leaks in it, at least not with the worldcraft utilities. If you want to run full vis just to test the r_speeds while you're still making the map, seal off all areas open to the void with big brushes, compile it with full vis, take note of the r_speeds, then delete the brushes and go back to mapping. :)

[Reply]


Thank You Fern
#2890 Posted by fire reign [208.186.189.122], 02/08/2002 21:00 GMT
Thanks, I didnt know about that :)

[Reply]


<---
#2891 Posted by Fern [66.31.244.127], 02/08/2002 22:18 GMT
Always glad to help whilst waiting for q1sp maps...

[Reply]


Re: <-- And Gtkr Q Again...
#2892 Posted by necros [172.145.115.228], 03/08/2002 04:07 GMT
fern: there should be a couple of q1 maps getting released soon.

q: when you make a brush a clip, (for q3 editing) gtkr makes the brushe invisible. you can still move the brush when it's selected, but if you deselect it, you can't find it anymore. how do you make gtkr display the clip brushes? (it does the same thing for detail brushes as well.) (the clip brushes do work in game though.

[Reply]


WARNING: Bad Diagram
#2893 Posted by Blitz [66.119.33.135], 03/08/2002 05:37 GMT
Ok about spotlights. I'm using Tyrlite and I want to get the face of the light texture to be bright!!

Now as we all know, a spotlight by nature makes light go something like this
------------------------------------------
0 = light
\ = rays

\ /
\ /
V
0
--------------------------------------------

Therefore, there is relatively no light at the beginning of the spotlight. What is the best technique to get the light face nice n' bright without messing the form of the spotlight. Thank you.

[Reply]


Necros
#2894 Posted by pjw [24.128.56.74], 03/08/2002 06:20 GMT
Toggle the clip filter (View--->Filter--->Clip, or Alt-7).

[Reply]


DeFrag Is Still Working On A Title
#2895 Posted by DeFrag [66.152.71.63], 03/08/2002 08:02 GMT
cheezus but this thread header-post is too fucking long

[Reply]


Hmm
#2896 Posted by GrindSpire [213.122.203.100], 03/08/2002 09:02 GMT , Refers to Post #2893
Use another light entity next to the light brush, give it a fast falloff and make it fairly bright.

[Reply]


Oh...
#2897 Posted by necros [172.130.201.184], 03/08/2002 17:30 GMT , Refers to Post #2894
i knew it was something really simple that i missed. :) thanks.

[Reply]


Blitz Is Still Working On A Title
#2898 Posted by Blitz [216.148.244.38], 04/08/2002 00:35 GMT , Refers to Post #2896
Thanks Grind.

[Reply]


Help
#2899 Posted by NotoriousRay [162.33.176.212], 04/08/2002 01:02 GMT
ED_Alloc: no free edicts

how do i fix this? what causes it? i am getting this on skill 2 in my sp map upon loading. i normally use qip_glquake or panquake which i guess have upped the edict limit hence, one of my testers noticed before i did =(

[Reply]


Ray
#2900 Posted by Fern [66.31.244.127], 04/08/2002 02:38 GMT
When does it occur? on loading, or later in the map? If it happens on loading, use bigger ammo boxes and ask necros. Yay!

[Reply]


..
#2901 Posted by NotoriousRay [162.33.176.212], 04/08/2002 02:41 GMT
just while/right before loading the map.. what do you mean use bigger ammo boxes? consolidate ammo into smaller caches of larger quantities? theres gotta be an easier way. someone wanna fill me in on what counts as an edict, the limits, and how i can get that number to a playable state????

[Reply]


Shit... It's Been A While...
#2902 Posted by necros [172.129.210.236], 04/08/2002 03:43 GMT
there's like a 255 limit, i think? erm no. 600. yes. 600 edicts. if you go over the limit, quake crashes.

the fact that quake is dying right upon loading, means there are already too many edicts. (you should always try to leave at least 50 edicts, for missiles, grenades, nails, etc...) if you can, try to streamline the map by removing large monster caches with smaller, more powerful ones. and by replacing small ammo boxes with less larger ones...

if that still doesn't work, then you can try to spawn in the monsters. ne_sp06 and czg07 (i think all of them) managed to stick in the huge amounts of monsters because they don't exist until they are needed, and get spawned in the moment the player walks into a room (or a little before they do). i haxored the hipnotic spawning code to fix the small monster count issues, or you can use CZG's method and grab the spawning code from Zerstorer.

i forget the command to display edict counts... (search the board, and you'll probably find it) and test it in panquake, to check how many edicts you have. (otherwise glquake will be crashing a lot...)

good luck with yer map! :)

[Reply]


Oops...
#2903 Posted by necros [172.129.210.236], 04/08/2002 03:46 GMT
i forgot to mention: every single entity in quake (doors, monsters, ammo, weapons, shots)except static ones -> ie: torches and flames count as an edict. when monsters die, they remain as an edict. you also have to code a thing to remove monster corpses. (a simple SUB_Remove() at the last frame of the monster's death frame (after a self.nextthink = 5-ish) is good. shortening the life span of gibs also helps if your really stretched for edicts. don't forget to make the heads disappear as well. ;)

[Reply]


The Command Is
#2904 Posted by nb [203.109.252.14], 04/08/2002 06:03 GMT
edictcount
num_edicts is the total you're looking for.

[Reply]


TomazQuake?
#2905 Posted by snaga [213.67.10.14], 05/08/2002 10:42 GMT
Would like to give Riot´s qrad1 a try to experiment with colored- and bouncing light mapping. I guess I need TomazQuake to se what I´m doing so, any one knows where to get it these days? Homepage seems to be gone..


..and oh, for any one still remembering my map MetalConcrete, sent it to fileplanet last friday (changed the map name btw to Geotrupes)so it might actually be relesed soon ;)

[Reply]


SOUNDZ IN <quake>
#2906 Posted by TEh-N00-B13 [81.27.35.22], 05/08/2002 13:52 GMT
How do I make my 1337 sp map play a sound of my choix when I push the button?

[Reply]


Funny You Should Ask That...
#2907 Posted by czg [81.27.35.22], 05/08/2002 13:54 GMT
Because I happen to have the answer right the f here:

START C'N'P FROM TEXTPAD

Browsing through some of the original quake qc code last night I stumbled onto this little baby in plats.qc:

void() train_wait =
{
if (self.wait)
{
self.nextthink = self.ltime + self.wait;
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
}
else
self.nextthink = self.ltime + 0.1;

self.think = train_next;
};


Why is this a little baby?
Check it out:

"classname" "info_notnull"
"targetname" "make_a_sound"
"use" "train_wait"
"wait" "-1"
"noise" "items/damage.wav"

Now make a button/trigger/item and target this with it; Voila! Instant noise!

A few things:
-The sound you wish to play must be precached! For the quad sound above, a quad must already be present on the level. For a shamblers roar, a shambler must be present.
-Unlike the barrel_explode info_notnull this one can be triggered any number of times. Hurrah for repetition!
-The wait is essential as you see for the sound to be played. However, if you set it to something positive, so the nextthink eventually will be called, train_next is as follows:

void() train_next =
{
local entity targ;

targ = find (world, targetname, self.target);
self.target = targ.target;
if (!self.target)
objerror ("train_next: no next target");
if (targ.wait)
self.wait = targ.wait;
else
self.wait = 0;
sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
SUB_CalcMove (targ.origin - self.mins, self.speed, train_wait);
};


You don't want it going into here unless you have some really serious shit going on. You need it to target something and it needs a speed and it can play a second sound and it basicly starts behaving like a func_train. Cool if there's something you want with that I guess.

Also, I never bothered looking much more into the code when I found this now. There might be some other function(s) that can be called to produce sound as well, but I haven't found them yet and this one works it's magic anyway.

(15 seconds later:)

Found this in triggers.qc. Might be useful (Though untested atm) :

void() play_teleport =
{
local float v;
local string tmpstr;

v = random() * 5;
if (v < 1)
tmpstr = "misc/r_tele1.wav";
else if (v < 2)
tmpstr = "misc/r_tele2.wav";
else if (v < 3)
tmpstr = "misc/r_tele3.wav";
else if (v < 4)
tmpstr = "misc/r_tele4.wav";
else
tmpstr = "misc/r_tele5.wav";

sound (self, CHAN_VOICE, tmpstr, 1, ATTN_NORM);
remove (self);
};


The sounds in question are precached in the worldspawn, so no need for teleporters for this to work.
Plays one of the five teleport sounds at random ONCE. Dunno when you'd have use for that but hey, be creative.

There are probably loads more but Textpad just crashed on me and I cannot be arsed to battle with that now. Whenever that crashes I'm on my way to hell.


love

[Reply]


wrath Is Still Working On A Title
#2908 Posted by wrath [195.58.111.103], 05/08/2002 15:28 GMT
a child could figure that out without leaving the slip n' slide...

[Reply]


Hehe
#2909 Posted by necros [172.145.99.11], 05/08/2002 18:36 GMT , Refers to Post #2907
czg, t3h l33t code hijacker!

[Reply]


Czg
#2910 Posted by Fern [66.31.244.127], 05/08/2002 18:51 GMT
f33l1ng j00r p41n

[Reply]


Wearing Paper Bag Over Head
#2911 Posted by snaga [213.67.10.14], 05/08/2002 23:03 GMT , Refers to Post #2905
guess fileplanet had TomazQuake after all

[Reply]


CZG...
#2912 Posted by distrans [203.29.11.8], 06/08/2002 00:36 GMT
you are a gem.

A diamond in the rough so to speak.

[Reply]


Who Needs A Title Anyway
#2913 Posted by DeFrag [66.152.70.114], 06/08/2002 04:22 GMT
TextPad r0><oRz!

[Reply]


Mapping Help Question:
#2914 Posted by Shambler [62.30.112.1], 10/08/2002 09:05 GMT
24bit Textures And WC
Posted by MasterMind [12.229.160.243], 10/08/2002 05:14 GMT
Hey, I was just wondering if its possible to set up Quake with the Valve Hammer Editor. This would make mapping for quake a much more enjoyable experiance. I tried doings this awhile ago with those dubsp, dulight, and duvis utilities but I couldn't figure them out. Also, there is a new version of fuhquake out that supports 24bit textures for quake and I dont know how to load those textures into WC or VH(valve hammer) because they are in .tga format.



Latest News | Board Menu





Sorry...

#1 Posted by Tron [203.29.136.156], 10/08/2002 06:47 GMT
I still use Worldcraft 1.6 so don't know about any of this. :) I just wanted to post early however to tell any moderator reading this to NOT delete the thread. Thank you.
[Reply]




Yay!

#2 Posted by Vigil [193.229.6.165], 10/08/2002 08:34 GMT
I'll make a relevant post just to annoy anyone moving this thread, because they have ot move this post too. Maybe.

Firstly, Mastermind, I think the only way to edit Q1 levels with WC 3.3 or 3.4 is to use Qonverge: http://www.acsu.buffalo.edu/~ejlasota/ If you're having problems with it, I'm sure Riot can help you out.

As for the textures, you don't need to load them into the editor at all. As I understand it, you simply place the textures in the correct folder, and they automatically override the crappy ones when the level is loaded. You just have to distribute the level with the new textures and instructions on where to put them.

[Reply]


Thank You For Your Help All
#2915 Posted by fire reign [208.186.189.153], 10/08/2002 20:03 GMT
Thank you for your help everyone that helped me with my mapping struggles. I was able to get 3 maps on a runequake server with all your help. Thanks again.

-fire reign

[Reply]


Maky?
#2916 Posted by MadHatter [207.173.103.31], 11/08/2002 01:38 GMT
is there a mac editor for q1?

[Reply]


Speedy Thought A Title Wasn't Needed
#2917 Posted by Speedy [213.158.1.37], 11/08/2002 02:16 GMT
fire reign: may be you can show us the maps /screenshots then.

MasterMind: to map with Hammer for quake you need to convert textures to wad3 (use texmex - file/save copy/save to wad3)
BUT compile maps with using wad2 (quake wad format) with Qonverge ( you better read Qonverge instructions, I dont remember all that).
32 bit textures used by engines like TQ are loaded externaly, just place them in id\textures (or where the engine looks for them). The textures should have same filenames.
I`v made quake map with external textures, you can check it.

cleaver

[Reply]


Grrrr...
#2918 Posted by Tron [129.127.41.28], 11/08/2002 04:12 GMT , Refers to Post #2914
Shambler.........I knew it would be you who moved this...why..........god....why.......just let the poor threads be, for the love of god think of the children, won't somebody please think of the children?!?!?!

[Reply]


Madhatter: Yes, There Is.
#2919 Posted by Grahf [24.51.104.109], 11/08/2002 04:45 GMT , Refers to Post #2916
It's called Quiver. It hasn't been updated in several years, and is missing some key features (like vertex editing), but for what it's worth, it's pretty good. With some patience and skill it's quite possible to make great stuff with it.

I also recommend checking out pOx's Playhouse. There are a bunch of useful mac tools to go along with Quiver (like better compilers).

There is also a port of GTKRadiant in the works for Mac OS X/X Darwin. it's still in the pre-alpha stages, so nothing has been released yet, but you can read the mailing list archives of the porting effort here.

[Reply]


= )
#2920 Posted by MadHatter [207.173.103.109], 11/08/2002 06:40 GMT , Refers to Post #2919
thanks Grahf! that really helps.
now is just up to me to get some stuff done.

[Reply]


Twas A Pleasure...
#2921 Posted by distrans [203.29.11.5], 11/08/2002 07:35 GMT , Refers to Post #2915
Beer

[Reply]


*ahem*
#2922 Posted by R.P.G. [24.136.186.143], 11/08/2002 17:01 GMT
I, for one, appreciate it when moderators move simple one-question threads to the appropriate main thread.

[Reply]


Blah, Map Errors
#2925 Posted by ToadWarrior [64.91.147.236], 12/08/2002 02:39 GMT
I've been working on another Quake 1 map and it's been awhile since I compiled.

I worried about that but I figured, I can't be doing anything. I assumed I was paying close enough attention to everything I've done. Well, I was some done with building the basic layout. I just had like one more room to go, so I just seal off the holes to compile with I have and see what it's like. It gives me two errors and then Quake tries to run it and crashes.

It tells me

"WARNING: brush with duplicate plane"

and

"Hullnum 1: No entities in empty space -- no filling performed"

Here's the complete contents of the process windpw:


** Executing...
** Command: Copy File
** Parameters: "C:\TOADWA~1\QUAKE\WORLDC~1\MAPS\NEWEST~1.map" "C:\ToadWarrior\Quake\quake1\ID1\maps\NEWEST~1.map"


** Executing...
** Command: C:\ToadWarrior\Quake\WorldCraft\QTools\Qbsp.exe
** Parameters: C:\ToadWarrior\Quake\quake1\ID1\maps\NEWEST~1

outputfile: C:\ToadWarrior\Quake\quake1\ID1\maps\NEWEST~1.bsp
WARNING: brush with duplicate plane (This is repeated a shit load of times but for the sake of the post, I just cut all out)

--- LoadMapFile ---
C:\ToadWarrior\Quake\quake1\ID1\maps\NEWEST~1.map
313 brushes
5 entities
9 miptex
124 texinfo
building hulls sequentially...
--- Brush_LoadEntity ---
299 brushes read
---- CSGFaces ----
2146 brushfaces
21105 csgfaces
905 mergedfaces
--- SolidBSP ---
1072 split nodes
533 solid leafs
540 empty leafs
0 water leafs
20055 leaffaces
19944 nodefaces
----- portalize ----
--- FillOutside ---
Hullnum 1: No entities in empty space -- no filling performed
MODEL: *1
MODEL: *2
--- FinishBSPFile ---
WriteBSPFile: C:\ToadWarrior\Quake\quake1\ID1\maps\NEWEST~1.bsp
added 0 texture frames
482 planes 9640
26091 vertexes 313092
960 nodes 23040
124 texinfo 4960
20948 faces 418960
1794 clipnodes 14352
417 leafs 11676
21194 marksurfaces 42388
82332 surfedges 164664
48717 edges 194868
9 textures 79280
lightdata 0
visdata 0
entdata 342

** Executing...
** Command: C:\ToadWarrior\Quake\WorldCraft\QTools\Vis.exe
** Parameters: C:\ToadWarrior\Quake\quake1\ID1\maps\NEWEST~1

---- vis ----
LoadPortals: couldn't read C:\ToadWarrior\Quake\quake1\ID1\maps\NEWEST~1.prt
No vising performed.

[Reply]


ToadWarrior
#2926 Posted by Tyrann [203.56.239.111], 12/08/2002 03:48 GMT
If you have duplicate planes, then your editor is buggy. It's only a warning, but it's an indication that your editor is doing something wrong.

To get rid of the "no entities in empty space" you'll need to make sure that you have at least one entity that is at least 32 units away from the nearest wall.

I can't tell you any more than that from what you've said. I guess you could try a newer version of TreeQBSP or TxQBSP from http://user.tninet.se/~xir870k/ and see if that helps.

[Reply]


Hunk_Alloc Error
#2927 Posted by LMW-S [64.109.204.74], 12/08/2002 12:47 GMT
I have an error for my Quake1 level. When I load up regular Quake and try to load it, I gett "Error: Hunk_Alloc: Failed on 488336 bytes" and Quake shuts down. When I try to load it on either TomazQuake or DMBQuake it says it has caused an error in unkown, and then shuts down. This only started happening recently and I don't know why it is being caused or how I can fix it. Any help would be appreciated.

[Reply]


You Could Try Adding
#2928 Posted by aguirRe [195.163.74.106], 12/08/2002 16:20 GMT
more memory to Quake. In DOSQuake you just add the option "-winmem 32" to the command line, in Win/GLQuake it's called "-heapsize 32768". This will reserve 32 MB for Quake to work with. Adjust upwards if still not enough.

I have a strong suspicion though, that it won't help you with this map. Normally you just hit another limit later or get a nice GPF (program crash).

If it still doesn't work after adding the options above, post your FinishBSPFile/WriteBSPFile log (the final part of the compile log) here.

[Reply]


Tyrann
#2929 Posted by ToadWarrior [64.91.145.203], 12/08/2002 17:13 GMT , Refers to Post #2926
I'm using WC 1.6. But, I still get that error and all my entities (except elevators) are more than 32 units away. I moveed them farther away and still get that error.

If anyone wants to take a peak at the map, here's a zip (46kb) that includes the error message I got with the TreeQbsp, the one custom texture the map uses as well as the rmf and map file. The map isn't near being complete, but I will listen to the critics. :P

http://home.uplink.net/~toadw/betamap.zip

[Reply]


Herh
#2930 Posted by NotoriousRay [162.33.176.73], 12/08/2002 18:25 GMT
dude. load the .map in worldcraft, you can see the MANY MANY INFINITE PLANES

delete them, rebuild those brushes.

[Reply]


Hmm, No Title
#2931 Posted by Grahf [24.51.104.109], 12/08/2002 19:01 GMT
brush with duplicate plane usually seems to result from doing fairly complex clipping/carving operations. It basically means what it says: there is a brush somewhere with multiple overlapping planes (the Quake .map format defines sides in terms of planes. If the editor does something weird, then a brush could get written that has two planes on top of each other. then you get the error)

Am I right there? Kinda sorta?

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Doh
#2932 Posted by ToadWarrior [64.91.146.177], 12/08/2002 19:13 GMT
Yeah I see that now. :(

Thanks and I fixed it up.

[Reply]


Toad Warrior
#2933 Posted by Mike Woodham [217.39.11.192], 12/08/2002 19:51 GMT , Refers to Post #2925
Also, if your "worldspawn" entry has an "origin" key, it may be confusing QBSP(or whatever). Try deleting it and compiling again.

Also, check that your 'player start' is not inside a brush - even partly.

[Reply]


Toad Warrior
#2934 Posted by Mike Woodham [217.39.11.192], 12/08/2002 20:10 GMT , Refers to Post #2925
Brush With Duplicate Plane

This is an old Worldcraft error: I don't use it but am told that if you 'export' then re-import the map, the problem is solved.

I have also heard that importing the map file into QuakeMap (QuArk?) will show up the errors and correct them when exporting.

Never had the problem with Bsp Editor!

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ROFL Ray
#2935 Posted by Fern [66.31.88.42], 13/08/2002 01:32 GMT , Refers to Post #2930
that screenshot made me burst into tears

[Reply]


Toad
#2936 Posted by Tyrann [203.56.239.112], 13/08/2002 02:18 GMT , Refers to Post #2929
Entities with brushes don't count for this, you'll need to make sure a point based entity is far enough away from the walls. Examples of what would qualify are info_[anything], light, monster_[anything], etc.

[Reply]


Dublicate Planes
#2937 Posted by Tef Johs [129.241.81.186], 15/08/2002 07:24 GMT
I think Grahf got this about dublicate planes quite right, as far as I have experienced it.

I get this error usually from doing edge-manipulation, and then trying to skew and/or resize the brush afterwards in some direction.

The error is of course related to the brush work, not to any particular editor (WorldCraft or other). Even using Gtk/QE/WolfRadiant you can get this compile warning message from times to times, luckily Radiant has tools (plugins) to get rid of it automatically.

However, my point was to advise getting rid of this error, as it can seriously screw up your level, at least if there gets to be too many of them. It's not an warning/error you should ignore (like many other warnings you may get).

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Who Needs A Title Anyway
#2938 Posted by Speedy [213.158.1.32], 16/08/2002 00:39 GMT
is bsp the only editor that warns you when duplicate plane is created ?

[Reply]


Duplicate Planes
#2939 Posted by Tyrann [203.56.239.111], 16/08/2002 00:55 GMT , Refers to Post #2937
The error is created by the editor, and reported by the compile tool (Qbsp). I've never seen the editor give a warning about duplicate planes (yes, I use BSP).

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Speedy Is Still Working On A Title
#2940 Posted by Speedy [213.158.1.32], 16/08/2002 01:15 GMT
It says something like "warning: brush exceeded world boundaries" when duplicate plane is created.

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Hmm, No Title
#2941 Posted by Tyrann [203.56.239.200], 16/08/2002 06:28 GMT , Refers to Post #2940
No, it says that when a brush exceeds the world boundaries (i.e. it goes outside +/- 4096 units).

[Reply]


Duplicate Planes...
#2942 Posted by necros [172.168.248.47], 16/08/2002 18:10 GMT
well, gtkr will notify you if there is a duplicate plane (along with the brush #)

incidentally, i still haven't figured out how to get the default tex scale to 1 in gtkr1.2.9... i added DefaultTextureScale="1" in the q3.game file, but no go...

[Reply]


Lights?
#2943 Posted by snaga [213.67.10.14], 16/08/2002 20:09 GMT
could I get any unwanted effects sticking a light inside a clipbrush? (haven´t experienced it, just want to make sure..

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Snaga
#2944 Posted by DaZ [213.122.61.253], 17/08/2002 00:34 GMT
Nope, none at all. And release the god damn map already! Smile

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Tyrann
#2945 Posted by Speedy [213.158.1.39], 17/08/2002 01:33 GMT
That happens when dup plane created, it remains looking small, but editor reports it exceeded world boundaries

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Tnx DaZ
#2946 Posted by snaga [213.67.10.14], 17/08/2002 01:44 GMT
It´s really up to the goodwill of FilePlanet now... and has bin for a couple of weeks now :(

The thing is I submitted it on the 1 of aug and it was up on the 2 but under the wrong name, and I´ve bin trying ever since to make them correct the mistake. Right now I can´t really afford the grand for a subscription ,guess they´re just demonstrating that fact..

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Snaga
#2947 Posted by Speedy [213.158.1.39], 17/08/2002 02:09 GMT
ask someone with pq hosting to do that for you

[Reply]


Hmm
#2948 Posted by GrindSpire [213.1.130.188], 17/08/2002 08:38 GMT , Refers to Post #2946
snaga, email the file to chris@geneticrose.com and I'll stick it on my webspace (direct link!)

[Reply]


Egafg2gh's
#2949 Posted by PabloD [207.173.103.12], 17/08/2002 14:01 GMT
where can i get the latest versions of qbsp3, qrad3 & qvis for q2?

hell?

[Reply]


Correct Me If I'm Wrong,
#2950 Posted by necros [172.175.42.93], 18/08/2002 01:43 GMT
but should mapconv be able to convert q3 maps to q1 as well as q2 to q1? q2 map format and q3 map format seem to be the same...

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#2951 Posted by Scampie [66.231.198.47], 18/08/2002 01:44 GMT
yes, it can.

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Ok, Good.
#2952 Posted by necros [172.175.42.93], 18/08/2002 02:27 GMT
now why does it make wqbsp say there are incomplete lines in the .map file, when, upon investigation, they look perfectly fine?

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The Map File Line Counter
#2953 Posted by aguirRe [195.163.215.141], 18/08/2002 09:34 GMT , Refers to Post #2952
in most Q1 compilers can be very misleading as it doesn't take comment lines in account.

Try one of the compilers found here instead and see if you can find the offending line.

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Mapping Stuff
#2954 Posted by BirthMan [213.77.240.127], 18/08/2002 14:29 GMT
Why Can't I submit my maps? I can't send a Mail with a map attached to it! Everything should work fine,but no. Why?

Point me a good site with map TYPES tutorials please.

[Reply]


WC 1.6 3d View..
#2955 Posted by D13H4RD [68.1.67.209], 18/08/2002 15:06 GMT
I recently installed a geforce2mx, and ever since that worldcraft has been acting really strange.
The 3d view has become really pixelated and to make matters worse, when I select a brush in the 3d view it selects a totaly diffrent brush than what I selected =\.
I have the most recent drivers for the geforce and I have fooled with the video/3d window options in WC with no luck.
Any ideas?

screenshot

[Reply]


AguiRe,
#2956 Posted by necros [172.162.187.40], 18/08/2002 15:41 GMT
Ok, i've tried the enhanced version of treeqbsp, and the line number has changed. :) it's still saying it's incomplete, and that line still looks fine, but now, it says the line right before it "has no normal".

here's the error:

---- LoadMapFile ----
*** WARNING 04: Line 3634: Brush plane with no normal
*** ERROR 54: Line 3635: Line is incomplete
what does that warning mean?

[Reply]


Necros, The Warning Message
#2957 Posted by aguirRe [195.163.194.8], 18/08/2002 16:43 GMT , Refers to Post #2956
Brush plane with no normal means that the brush face "normal" has no direction (0 0 0).

All faces in a map file are converted from the three-point coordinates to a normal/dist pair which indicates face normal direction (which is perpendicular to the face) and its distance from origo. If there is no direction, the face is considered invalid and is discarded.

I can help you more if you send me the zipped map file so I can inspect the offending brush. Include also the original Q3 map file so I can compare what happened in the conversion.

Or you can post those two lines (3634-3635) here, but such information has a tendency to get messed up in a confined space ...

[Reply]


Ho Hun
#2958 Posted by Vigil [193.229.6.165], 18/08/2002 17:29 GMT , Refers to Post #2955
WC 1.6 doesn't like GeForce2. There may be drivers available that fix the problem, but changing to WC 3.3 should work. Unless you're doing Q2 levels.

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Just My Luck..
#2959 Posted by D13H4RD [68.1.67.209], 18/08/2002 17:58 GMT , Refers to Post #2958
Yeah unfortunately im doing Q2 levels.

Thanks for the help though :), ill try looking around for driver info.

[Reply]


Birthman
#2960 Posted by pjw [24.128.56.74], 18/08/2002 19:28 GMT , Refers to Post #2954
Where are you trying to submit your map? Here? If you want people to check it out, then you need to host it on your own webspace and supply a link.

If you tell us what kind of map it is (Quake? Q2? Q3? Unreal? RTCW?), then we might be able to help you with tutorials.

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D13H4RD,
#2961 Posted by necros [172.138.154.79], 18/08/2002 22:21 GMT
qeradiant supports q2.

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...
#2962 Posted by necros [172.138.154.79], 18/08/2002 22:26 GMT , Refers to Post #2956
hm... that explanation flew right over me. :) anyway, the maps should be in your inbox now.

[Reply]


Shadowdane Is Still Working On A Title
#2963 Posted by Shadowdane [68.50.252.23], 19/08/2002 03:07 GMT
yeah.. use QERadiant for Q2.
soo much better than WC :)

also once u learn QER, that basically means u shouldnt have a problem doing Q3 maps.. and of course Doom3 when it comes out.

[Reply]


Hmm, No Title
#2964 Posted by D13H4RD [68.1.67.209], 19/08/2002 03:22 GMT
Yeah ive been intending to learn to use Radiant anyways, I guess this just motivates me to get off my ass and do it now :).

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Wc > Qer
#2965 Posted by necros [172.131.94.101], 19/08/2002 03:46 GMT
is pretty painless, i would imagine. just set qer's display to the 4 windows, and you should feel right at home... sort of. :)

[Reply]


Ctf Mapping
#2966 Posted by daftpunk [62.98.88.239], 20/08/2002 02:11 GMT
can you tell me if it has ever occured to you guys that when copying, moving and rotating one base to make another for ctf the copied one is messed up. i obviously know the mathematical reason, it's to do with the centre of gravity, ie the point around which it is rotated and moved. but is there a solution apart from making 2 separate bases. sorry if this sounds stupid...

also. a question on editors. having used qoole i know it is a little buggy. but can you tell me why some people seem to slag off wc. i will learn qeradiant and hopefully quark (the interface is totally new to me though..)

[Reply]


Id' Say You Best Bet Is
#2967 Posted by necros [152.163.204.43], 20/08/2002 16:19 GMT
either q3r or wc. qoole is awful (trust me, i learnt mapping on that thing), and quark has that floating point issue (although, it appears later version can disable it).

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D13H4RD Is Still Working On A Title
#2968 Posted by D13H4RD [68.1.67.209], 20/08/2002 17:26 GMT , Refers to Post #2966
The only reason I could see why people tend to "slag" off of WC is that its support is limited to Q1/2 and Halflife.
Besides that its an excellent editor I think.

I wouldnt suggest using Quark, I used it for over a year and it led me down a road of frustration with its random errors.

But honestly if your going to take time to learn another editor I would suggest Radiant due to its support of so many of the newer fps games today(im doing the same myself).

[Reply]


Radiant
#2969 Posted by Tef Johs [217.70.229.47], 20/08/2002 22:07 GMT
Let me put it this way:

For an aspiring level designer these days, not learning to use QE/Q3/Wolf/Gtk Radiant is like not wanting getting a driver's licence even if all you want to do is drive a car.

Uhm...or something like that.

[Reply]


Ok Then...
#2970 Posted by D13H4RD [68.1.67.209], 21/08/2002 03:08 GMT
QERadiant noob question #1:

When I compile I get the error message reading "couldnt load pics/colormap.pcx"

Where should I put the colormap.pcx then, or is it a matter of directing radiant to a diffrent directory?
Im sure its something blindingly simple that only a jackass like myself would miss but thanks for any help :).

[Reply]


Colormap
#2971 Posted by Tef Johs [129.241.81.186], 21/08/2002 09:21 GMT
The colormap.pcx should be in /pics/ directory, parallell to the /maps/ directory where you are compiling your map.

Make sure the basepath variable is set correctly (to the dir level above /maps/), if you are using the internal compilers.

And, if you compile the map with a batch file, and possibly in another location than the default, make sure a corresponding dir structure is set up so it (the compiler) can find the .pcx file where it expects it to be etc.

[Reply]


daftpunk Thought A Title Wasn't Needed
#2972 Posted by daftpunk [62.98.82.199], 22/08/2002 01:52 GMT
thanks for the editor tips although i thought qark was good (never heard of the random errors thing). i find wc so quick and intuitive, and the layout is like 3dstudio (well, not literally but sorta). i have tried qeradiant some time ago but then left mapping because of studies/sport/DJing. i will see what i can do this winter

CAN ANYONE HELP ME FOR MY PROBLEM WITH COPYING AND ROTATING A BASE IN CTF? thanks if you can

[Reply]


Try The Mirroring Functions
#2973 Posted by Fat Controller [203.98.49.151], 22/08/2002 02:55 GMT
Copy-paste the set of brushes, then select the X-Y view (i.e. click anywhere in the bounding box of the selection in that window. You know, the top-down view.)

Then hit CTRL-I, CTRL-L - which should do the same as spinning the brushes 180°.

[Reply]


Who Needs A Title Anyway
#2974 Posted by daftpunk [62.98.117.211], 22/08/2002 23:13 GMT
i understand you have done this more times than me but i still don't see how to avoid the brushes from being ever so slightly off the grid. is it mayhe a consequence of something else i did wrong? is my theory of the pivot point wrong (i.e. it is the AVERAGE of the brushes)?

i guess a solution is by moving them again a little with grid snap on.

[Reply]


Actually...
#2975 Posted by necros [152.163.213.43], 23/08/2002 02:03 GMT , Refers to Post #2974
i'm not sure why quark does that. all the brushes i made in quark looked fine to me, but, low and behold upon loading into gtkr, a lot of brushes were busted up...

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Who Needs A Title Anyway
#2976 Posted by Speedy [213.158.1.74], 23/08/2002 03:50 GMT
When I loaded q1 map into gtk ALL brushes were "busted up". But Q3R 202 parsed it just fine.

[Reply]


Really?
#2977 Posted by necros [205.188.200.19], 23/08/2002 17:06 GMT
i'll have to try that sometime...

[Reply]


necros Is Still Working On A Title
#2978 Posted by necros [205.188.200.19], 23/08/2002 17:39 GMT
this is really wierd...

i went back in quark6.2whatever and checked some of the brushes which were getting fucked in gtkr. they appeared to be on the grid. to test, i gave one of the brushes a 'unique' texture and then looked it up in edit to check on the coords of the brush.

they're all integers. what i can't understand is why this brush gets fucked up in gtkr (and q3r202, thanks for the suggestion though, Speedy). if there aren't any decimals here, how can the get fucked the way they are in gtkr.

so my thought brought me to the only program i can't check... mapconv.exe. so, sleepwalkR (or anyone who experience this problem), converting a q1 map to q2/q3 seems to have some side effects... any ideas?

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Palette.lmp Editing
#2979 Posted by Fat Controller [203.98.48.150], 24/08/2002 00:43 GMT
Well, thanks to CZG for that! That's real cool.

Anyway. Making a custom palette is mighty similar.

Again, I'm using PSP here, so open gfx/palette.lmpin RAW format, dimensions 3x256. You'll get three columns of greys: Left is Red, middle is Green and right is Blue.

For fun, I shifted all the columns for fullbrights (the bottom 32 rows) right 1 pixel. Result: Green slipgates, explosions, lava, fireballs, muzzle flares.

[Reply]


Once Again ....
#2980 Posted by metlslime [12.231.113.167], 24/08/2002 03:09 GMT
you guys are so weird with your preferred image dimentions. if you open palette.lmp with the following options:

- 16 width, 16 height
- 3-channel (RGB)
- header size 0
- interleaved (RGB RGB ...)
- order RGB
- not flipped

and then load the quake1 palette, maintaining indices, you get the color palette we are familiar with, with 16 rows of 16 colors, greys on top, fullbrights on the bottom.

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DuBSP Error 42
#2981 Posted by LMW-S [67.39.33.241], 24/08/2002 18:08 GMT
When I compile my map using DuBSP I get Error 42: Didn't split the polygon in SubdivideFace., and the map doesn't compile. Can anyone help me fix this?

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Eh....
#2982 Posted by Tef Johs [217.70.229.47], 24/08/2002 22:24 GMT
I don't really expect many (anybody?) to have an answer to this, but...

The new camera system that came with RtCW SDK, and that id uses also for DOOM 3 is really, really great. Once you learn it, you can create whole cutscenes in a matter of minutes.

However, I've used it in one map, and the cameras showed all the monster models just fine (as it should, this is real-time after all).

But now, in another map, the monsters (soldiers in my case) vanish as soon as the camera starts playing! And I have done the exact same things in both maps. When I stop the camera, the model(s) reappear. It gets kind of frustrating, since I've done it quite successfully in another map.

Is there anyone at all with a solution to this? My hopes are really loooooow...

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Speedy Thought A Title Wasn't Needed
#2983 Posted by Speedy [195.232.60.15], 25/08/2002 08:38 GMT
May be try to move camera around..

[Reply]


Well...
#2984 Posted by Tef Johs [217.70.229.47], 25/08/2002 13:27 GMT
The cameras are moving, they are interpolated between "start" and "end", and it moving relative to an equally interpolated target path.

Anyway...I'll figure it out somehow.

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Re:DuBSP Error 42
#2985 Posted by aguirRe [195.163.75.100], 25/08/2002 16:43 GMT , Refers to Post #2981
This error is usually due to one or more textures scaled too low. Look in the map file for textures scaled lower than about 0.25.

The values to look for in the map file are the last two on each brush face line if your map is in standard Q1 format.

Or if you have a multiple undo/redo function in the editor (like QuArK), you can quickly revert to an older version of the map to see when the error was introduced.

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Bad Surface Extents
#2986 Posted by necros [172.172.163.53], 26/08/2002 02:18 GMT
quakelab suggests that it's because of a missing texture, or a water/lava intersection.

neither are true. are there any other reasons for bad surface extents error in quake?

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Re:Bad Surface Extents
#2987 Posted by aguirRe [195.163.215.201], 26/08/2002 16:37 GMT , Refers to Post #2986
If you get that error while loading a map in GLQuake, one reason is that you have one or more missing textures that are liquid or sky. Check the compiler log for the names.

Faces with these textures are not cut up during the qbsp process as all other normal solids. This means that there can be large faces with missing textures.

Then, since the engine can't find the texture, it replaces it with some weird "texture" that actually *is* solid.

Finally the engine realizes that it can't handle the large faces with the suddenly "solid" texture. That's when you get the "Bad surface extents" message.

If you can't find the correct textures, replace them with a normal solid texture(like "xyz"), rebuild and the error should go away.

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Thanks, AguiRe.
#2988 Posted by necros [172.162.162.98], 26/08/2002 17:50 GMT
it was exactly that problem. turns out my wad file was broke. thanks.

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Who Needs A Title Anyway
#2989 Posted by daftpunk [62.98.82.235], 27/08/2002 15:55 GMT
thanks arguiRe for the explanation, it think it will help a lot of other mappers too

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Need Testers
#2990 Posted by LMW-S [67.39.35.69], 28/08/2002 04:58 GMT
My Quake1 SP map is almost done, and I could use some betatesters if anyone is interested in helping me with bugs or making the map better. This is my first map so any help would be appreciated. If you're interested e-mail me
and I'll send the map file when I feel it's about ready.

[Reply]


Suggestion..
#2991 Posted by D13H4RD [68.1.67.209], 28/08/2002 12:24 GMT , Refers to Post #2990
Why not post it over in the 'Screenshots and Betas' thread?
Your likely to get more feedback that way.

[Reply]


daftpunk Thought A Title Wasn't Needed
#2992 Posted by daftpunk [62.98.88.135], 28/08/2002 23:53 GMT
zerglingxx@operamail.com

didn't work so a)you have a full box
b)you changed adress long ago
c)my server is shit (infinite shit), pun intended.

if you read this, send your map to daftpunk@infinito.it and post on the BETA board

[Reply]


Allocblock: Full
#2993 Posted by necros [172.147.112.148], 29/08/2002 22:59 GMT
is that an insufficient ram problem?

i put in -heapsize 96000, but still get it... mind you, the map is 2400 brushes, and i'm trying to track down a leak.

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#2994 Posted by Scampie [66.231.198.47], 29/08/2002 23:06 GMT , Refers to Post #2993
allocblock:full occurs in glquake engines only. it happens when you have a single large face on a brush. alotting more ram does nothing.

donno what the acual dimension limit is, but this can be due to either (a) you made a fucking huge ass brush which you should remake into multiple smaller ones, or (b) a quark of vertex manipulation/csg craving which has resulted in a brush getting corrupted into a single, almost infinitly large face. you can find these by loading up software quake and no clipping.

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Note:
#2995 Posted by R.P.G. [24.136.186.19], 29/08/2002 23:22 GMT , Refers to Post #2993
I encountered this while making the 100 brush map. Large map + unvised = Allocblock: Full. Try to track down the leak using other methods.

Please note also that I'm dizzy, presumably from lack of nutrients (perhaps oxygen) in my blood supply. Take this as you wish.

[Reply]


RPG
#2996 Posted by Dilvish [172.181.105.216], 30/08/2002 07:08 GMT
Try breathing, it helps sometimes.

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That Sounds Weird
#2997 Posted by cyBeAr [195.58.111.103], 30/08/2002 08:39 GMT , Refers to Post #2994
Since brushes don't exist after compiling and I thought quake had a max face size (make a huge empty box and walls will still be split up into parts of a particular size).

[Reply]


Yes
#2998 Posted by nb [203.109.254.51], 30/08/2002 09:32 GMT , Refers to Post #2997
The infinite face gets split into an awful lot of parts, hence the error.

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Glquake Lightmaps
#2999 Posted by metlslime [12.231.113.167], 30/08/2002 10:31 GMT
there can be up to 64 lightmap textures in glquake. Each texture can hold a bunch of individual polygons' lightmaps. The lightmap texture size is 128x128. Since the largetst possible (lightmapped) polygon is 240x240 in quake, then the largetst possible polygon lightmap will be 16x16.

It seems like you can fit plenty of 16x16 and smaller chunks into 64 different 128x128 spaces. Of course, if you did manage to have a chunk that was 129 wide, then it woudln't fit anywhere. But i don't see how qbsp would let that happen.

[Reply]


Yes...
#3000 Posted by necros [172.138.28.4], 30/08/2002 16:40 GMT
it would appear to be the problem, Scampie... i can get the map running in winquake. but i've split up the large surfaces into smaller brushes, and i'm still getting the error in glq.

is it because of wide open spaces? i have an outdoor section which probably will be around 2048+ units from one end to another. would this cause errors?

[Reply]


Holy Shit!
#3001 Posted by necros [172.175.129.184], 30/08/2002 18:38 GMT
i just realized that was post #3000... rats.

anyway, the map is working now. thanks for all the help.

[Reply]


daftpunk Is Still Working On A Title
#3002 Posted by daftpunk [62.98.80.177], 30/08/2002 19:53 GMT
tried the gtkradiant conversion tool link in the sticky post but the server asks me for authorization. is this maybe because it is busy? will try later just in case

if anyone can give me the filename so i can search it in google cheers

[Reply]


daftpunk Thought A Title Wasn't Needed
#3003 Posted by daftpunk [62.98.80.177], 30/08/2002 21:16 GMT
ok i geddit now. it's just the q2map to q1map converter. i was thinking of gtk as a q3 only program so i thought it was yet another converter (i just noticed the link for qerad and gtkrad converter at the top of the page is the same)

THEREFORE i have found the solution and have posted 3 nice useless posts. oh well

qmap loads sooo fast compared to any other site so compliments to the programmers

[Reply]


#3004 Posted by Scampie [66.231.198.47], 30/08/2002 22:02 GMT
the server asking for auth was due to sleepwalkr's site moving. link is fixed now.

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UnrealEd Link ^^^^^
#3005 Posted by Abyss [203.220.202.29], 30/08/2002 23:25 GMT
Would the link to UnrealEd ^^ up the top there be correct?, or is it that they just go about things in an unusual way ?

[Reply]


LOL Abyss
#3006 Posted by Grahf [192.154.63.186], 31/08/2002 04:53 GMT
I don't think anybody noticed. I don't have a clue about Unreal stuff, so I'd recommend just poking around Planetunreal a bit if you need Unreal info...

[Reply]


LOL
#3007 Posted by Abyss [203.220.203.222], 31/08/2002 07:55 GMT
Thanx Grahf, yeah I know where to get stuff for UED, just thought I'd poke a bit of fun at the link. Tongue

[Reply]


Hmm
#3008 Posted by GrindSpire [213.1.135.114], 31/08/2002 11:58 GMT
Bollocks. The link used to work....

Oh well, changed the link and stuff.

[Reply]


Doan Worry
#3009 Posted by daftpunk [62.98.115.122], 31/08/2002 14:13 GMT
yep it worked. i think my net was slowed and bugged by the fact that i was dloadin lots

[Reply]


Hmmm
#3010 Posted by MadHatter [207.173.103.124], 31/08/2002 14:22 GMT
do you guys know where i cant find some rusty metal textures or industrialish textures? for q1 that is.

[Reply]


You'd Probably Want
#3011 Posted by necros [172.145.149.22], 31/08/2002 15:41 GMT
Ogro textures. go to here to suspenlute.com/teamfern
and look at all these textures.

[Reply]


Gtk + Q1
#3012 Posted by nac [134.161.73.212], 31/08/2002 21:19 GMT
I'm in the process of dl'ing gtk right now, planning to try it out for q1 mapping. i see that i have to change the default texture scale .. what do i change it to?

[Reply]


Ugh
#3013 Posted by nac [134.161.73.212], 31/08/2002 22:20 GMT
Is there a site that explains how to get gtk up and running for q1 mapping? I tried following the instructions in the map converter zip, but I'm not doing something right, can't get textures to load. i suck :(

[Reply]


Error 56
#3014 Posted by LMW-S [67.39.35.78], 31/08/2002 22:51 GMT
What is Error 56: line 7: token too large in DuBSP and how can I fix it?

[Reply]


Don't Use Quotes In Anything
#3015 Posted by Fat Controller [203.98.49.151], 31/08/2002 23:01 GMT , Refers to Post #3014
Do any of your messages have double quotes (") in them?

If they do, then that confuses BSP when reading the .map file - it thinks a line ends sooner than it does. Then the wheels fall off.

(It took me ages when I first ran into this with RC3...)

[Reply]


You Should Be Able To Escape Them...
#3016 Posted by metlslime [12.231.113.167], 31/08/2002 23:14 GMT
like this:

"welcome to \"The Pit\""

i haven't tested this, however.

[Reply]


Re: Gtk + Q1
#3017 Posted by necros [172.173.33.85], 31/08/2002 23:46 GMT
make sure you have 1.2.10.
install it blah blah.

go in: /quake3/baseq3/scripts and find entities.def that is the q3 entities file. change the extension, because gtkr will scan for all .def files in the dir and add them to the list. it gets stupid when you have q3 and q ents. now, take the entity file in the mapconv.zip archive, and copy it to the /quake3/baseq3/scripts dir and make sure it's now called entities.def (i know i said you could name it anything you want, but just do as i say.)

now that you have your entities straightened out, take your texture wad, and load it in texmex. (if you don't have texmex, get it.) export all the textures as either 24bit tgas or jpegs. extract them into /quake3/baseq3/textures/#YOURTEXTUREDIR#

replace #YOURTEXTUREDIR# with whatever name you want -- it could be easier to keep them in the same folder as your map is called...

now, go in /gtkradiant/games/ and find the q3.game. copy it to a new file called q.game. open up the newly copied file and look for the line
<game name="Quake III Arena / Quake III: Team Arena and modifications" gametools="G:\Quake3\Radiant/"/>

change it to this:
<game name="Quake 1" gametools="G:\Quake3\Radiant/" default_scale="1"/>

now, your all set. go in gtkr, and in the preferences, and choose Quake 1 in the drop down list. and, boomshakalacka, right in the ass, you've got it! your ready for q1 mapping in gtkr.

set up some batch files and whatever...

mine ease the pain a lot, and do everything for me. remember you can use %1 %2 %3 etc... to take commands from dos into the batch file... (ie: batchfile map will make %1 = map... you can add stuff onto the name by doing %1.bsp or whatever, which makes it map.bsp... fuck. i suck at explaining.)

if i missed something sorry. i will never post this information again. cheers. Smile

[Reply]


I Think I Had Error 56 Once
#3018 Posted by Blitz [216.148.244.38], 01/09/2002 01:56 GMT , Refers to Post #3014
The problem I had was that I was using too many wads, and it was just a matter of condensing them down, and removing them from the editor.(WorldCraft)

Anyway, if you have alotta wads goin, myabe thats the problem. =)

[Reply]


Hmm, No Title
#3019 Posted by nac [134.161.73.212], 01/09/2002 03:05 GMT , Refers to Post #3017
thank you sir :)

[Reply]


Vis Problems
#3020 Posted by LMW-S [67.39.35.78], 01/09/2002 21:48 GMT
Sorry I have a LOT of mapping problems. Whenever I try to use Vis for my map it says it couldn't load portal file, even though the .prt is in the same directory as Vis is. i've tried re-compiling, and I noticed that when I compile the map using DuBSP I get "Warning 12: New portal was clipped away in CutNodePortals_r" a bunch of times when it tries to portalize.

[Reply]


Re: Vis Problems
#3021 Posted by necros [172.167.46.108], 02/09/2002 00:46 GMT
hmm... i used to get loads of CutNodePortal warnings, but they never gave me any grief... i've heard however that sometimes qbsp programs don't make prt files even though the level is filled.

are you sure the map isn't leaked, and isn't making a .pts file instead? a good way to check (asides if there are obvious leaks) is to noclip outside the map, and move a good ways away. if you can see the 'outer' wall, ie: you can't see inside the level when you have noclipped out of it, then the map isn't filled properly.

try typing pointfile.

if the map IS filled and qbsp refuses to make a portals file, you can force the creation of one with bsp2prt.exe (i don't have a link handy. if you need it i can email it to ya.)

[Reply]


Hmm, No Title
#3022 Posted by LMW-S [67.39.35.78], 02/09/2002 01:19 GMT , Refers to Post #3021
There are leak files, but two of the three I have are the middle of light entities, and the other is like (2028 -6069 -16) and I can't reach it.

[Reply]


What The...?
#3023 Posted by necros [172.170.30.84], 02/09/2002 02:04 GMT
two of the three? your only supposed to have one leak file... this is quake were taking about, right?

[Reply]


LMW-S Is Still Working On A Title
#3024 Posted by LMW-S [67.39.35.78], 02/09/2002 02:43 GMT , Refers to Post #3023
Well two of three leaks written to the file is what I meant.

[Reply]


Okay ..
#3025 Posted by metlslime [12.231.113.167], 02/09/2002 04:33 GMT
leak -> no .prt -> no vis. So fix the leak(s).

[Reply]


Help With Bfp
#3026 Posted by joesabazios [172.151.204.167], 02/09/2002 05:47 GMT
how can i test my maps on q3 and bfp dbzuniverse? everytime i put:map test it starts to load and then it goes back to the main men. on both games?

joe

[Reply]


.pts
#3027 Posted by LMW-S [67.39.35.78], 02/09/2002 11:57 GMT
WEll therein lies the problem, because when I try to fix the leak at the co-ordinates it gives, there is no leak. One leak isn't even on the map grid. How am I supposed to fix that?

[Reply]


.prt
#3028 Posted by LMW-S [67.39.35.78], 02/09/2002 12:07 GMT , Refers to Post #3027
Oh, and there was a .prt file for my map, but it must have been from an earlier compile. But regarding the .pts, it keeps pointing to point entities in my level. First it pointed to light entities in my level, then I deleted them and recompiled, then it started to point to monster entities in my level.

[Reply]


Ok, I've An Idea
#3029 Posted by LMW-S [67.39.35.78], 02/09/2002 12:13 GMT , Refers to Post #3028
Is there some general rule not to copy-paste point entities? Because pretty much all the entities I have are copied and pasted so I don't have to edit its proprerties again.If that's a problem then I might have to delete all of the entities in my level.

[Reply]


Leak Co-ordinates
#3030 Posted by Preach [217.35.11.17], 02/09/2002 14:25 GMT
When quake looks for a leak, it tries to trace a path from the outside of your level to any entity within, and if it can, then there is a leak. The co-ordinates it reports are the origin of the entity it finds, not the coordinates of the leak. So, it's not the entities that are at fault.

If you want to find a leak, one way is to load the pointfile into the map. Run the map in quake, even if it's unvised. Then, type pointfile in the console. Somewhere in the level there will be a line of dots leading from the entity to the outside. Find where the line goes from the inside to the outside and you've got the leak.

[Reply]


Re: Leak
#3031 Posted by LMW-S [67.39.35.78], 02/09/2002 15:32 GMT , Refers to Post #3030
I tried that and it said there weren't enough particles available or something. But I will retry it.

[Reply]


Run:
#3032 Posted by necros [172.151.215.214], 02/09/2002 15:39 GMT
glquake -particles 20000

or winquake -particles 20000.

20000 should be enough.

[Reply]


20000?
#3033 Posted by R.P.G. [24.136.186.19], 02/09/2002 16:10 GMT , Refers to Post #3032
I hope so. I typically use 99999 though, just to be safe.

[Reply]


(&%)*&%$)*&% Leak
#3034 Posted by LMW-S [67.39.35.78], 02/09/2002 16:12 GMT , Refers to Post #3032
OK I tried the pointfile thing, and I found the dots that run all over the map. They only go through 2 brushes in the map, which from what I can tell are solid and have no leaks around where the dots were. I checked in WorldCraft several times , but I still don't see any. Should I delete the brushes it goes through and re-make them?

[Reply]


Yes.
#3035 Posted by necros [172.151.215.214], 02/09/2002 16:19 GMT
that happened with the map i'm working on right now. i just deleted it and re made it.

364

99999?! jeeeeeeeeeesuhs. :P

[Reply]


Re: Yess
#3036 Posted by LMW-S [67.39.35.78], 02/09/2002 16:20 GMT , Refers to Post #3035
did it work?

[Reply]


Didn't Work
#3037 Posted by LMW-S [67.39.35.78], 02/09/2002 16:31 GMT , Refers to Post #3035
I remade the brushes that the dots went through, but when I compiles it still has the same leak.

[Reply]


Check
#3038 Posted by Dilvish [172.186.180.126], 02/09/2002 17:23 GMT
that you haven't got any entity outside your map. I had left a light outside the hull once and even though there was no leak, I got a big leak alarm when I compiled. Spent hours searching for a hull breach before someone tipped me off.

[Reply]


Re: Check
#3039 Posted by LMW-S [67.39.35.78], 02/09/2002 17:27 GMT , Refers to Post #3038
Well I did have an info_null outside, but I deleted like a week ago. The other entity I have that is outside is a trigger_hurt, but it overlaps from the inside. I'll try making it smaller.

[Reply]


Speedy Is Still Working On A Title
#3040 Posted by Speedy [195.232.53.75], 02/09/2002 17:33 GMT
what editor do you use ? it might be better to use in-editor leak hunting

[Reply]


Worldcraft 3.4
#3041 Posted by LMW-S [67.39.35.78], 02/09/2002 17:39 GMT , Refers to Post #3040
I use worldcraft 3.4 to make the map, and DuBSP to compile and convert it to quake. I made the trigger_hurt fit inside the room I have it in, but it still didn't work. But, the only other entity that I can think of that is outside the hull is a door that rises from the floor. I have it hanging beneath the floor, so I'll try to see how that works.

[Reply]


Crap
#3042 Posted by LMW-S [67.39.35.78], 02/09/2002 17:43 GMT , Refers to Post #3041
it didn't work

[Reply]


Who Needs A Title Anyway
#3043 Posted by daftpunk [62.98.118.184], 02/09/2002 18:17 GMT
sometimes it helps making a box around some solids which might have tiny leaks (although it'brute force rather than intelligence) can't help you if it's only to do with ents

on another note i seem to remember that quark has a feature so you can open maps, change stuff and recompile. no bad intentions. just i made my first map a year ago and lost the map file and now i realise the lighting is way too dark so i wanna redo it. does anyone know the exact command.


also compliments to fatty for his site. i like the personal articles and other tips. keep doing those, they are very useful as is your list of tools and scripts

[Reply]


For Quark...
#3044 Posted by necros [172.128.125.147], 02/09/2002 20:02 GMT , Refers to Post #3043
at least the older versions,

you can just open it up like a regular .map file. goof around with the entities, then recompile the lighting after your done. you can do that with all ents.

[Reply]


Only Point Entitys Can Cause Leaks
#3045 Posted by metlslime [12.231.113.167], 02/09/2002 20:34 GMT
... not brush entities.

[Reply]


Poop
#3046 Posted by LMW-S [67.39.38.141], 02/09/2002 22:40 GMT
OK I've tried everything I can think of, but I can't figure it out. Unless anyone wants to try and help me find the problem, I'm just going to delete my maps and start over.

[Reply]


Because You Said 'Poop',
#3047 Posted by necros [172.128.125.147], 02/09/2002 23:21 GMT , Refers to Post #3046
i'll offer to take one map of yours and have a look at it. if you want, obviously.

[Reply]


Another Leak Finding Method
#3048 Posted by Preach [217.35.31.54], 03/09/2002 12:17 GMT
Sometimes pointfiles aren't that accurate, or loop around so much they get confusing. However, there is another way to track down a leak, if there is only one in your map. Cover half of the map with a large brush, and then recompile. If it still leaks, the leak is in the uncovered half. If the leak is gone, then it's somewhere in the half you covered up.

Then, repeat this method in the half of the map the the leak is in, covering up half of the section with a brush, and so on. Eventually you can get the brush down to a size that covers the leak accurately, while being small in size. If you delete the brush, and can see the leak, it should be easy to find.

Of course, if the brush is small enough, prevents the leak, and isn't obtrusive, you can always just leave it in, and make it a part of your map.

[Reply]


...
#3049 Posted by Starbuck [80.192.10.38], 03/09/2002 14:47 GMT
good tip, i find this works quite well actually. It's also fun, in a boring sort of way.

[Reply]


Re: Strange Leaks
#3050 Posted by aguirRe [195.163.74.28], 03/09/2002 16:41 GMT , Refers to Post #3046
From your previous posts, I assume you're using the DuBSP compiler. This is just the old TreeQBSP 1.63 slightly remade to handle map files in other formats than Q1.

This means it has the same leak (.prt) file bugs as 1.63 (which btw are fixed in the compilers found here, Note: Q1 format only). These bugs sometimes make it look like the leak line goes right through solid brushes when in fact the leak is in a different place.

Using DuBSP (or Tree1.63), you can add the option "-oldleak", which generates an oldstyle leak file that is a lot longer and wilder, but more accurate in the hull breach point. This is when you need the GLQuake "-particles 80000" option mentioned in previous posts.

Another problem with DuBSP/Tree1.63 is that you'll only get leak files for leaks in hull 2 (the clipping hull for shambler sized entities), even if there is a leak in hull 0 (the visible hull) somewhere else. If this sounds confusing, it's because it is. The leak handling in most Q1 compilers is extremely buggy.

If you can't proceed using the "-oldleak" option with DuBSP, I'd suggest that you convert your map to standard Q1 format (using mapconv ?) and use one of the compilers found at the link above. You will notice a huge difference in leak handling.

If you wish, I can also give it a shot if you send me the zipped map+wad.

[Reply]


zXc Is Still Working On A Title
#3051 Posted by zXc [217.113.225.158], 03/09/2002 19:00 GMT
I had the same problem wit my zxcar3 map. The compiler said, that there are leaks, alhough there obviously wasn't any [i couldn't find them using 'pointfile']. I think it's a problem of some illegal brushes - infinitely big, or very small. You can't see them in the editor ant they cause no problem while editing. I found the bad brushes using tthe utility called 'mapspy'. It's made for q2 maps, but you can easily convert your map using sleepwalkr's conversion tool. Mapspy will give you numbers of illegal brushes and all you should do is simply delete them.

I don't remember link to the mapspy, but it should be somewhere in this thread.

[hope it's readable --> sorry for my english]

[Reply]


Necros Read This
#3052 Posted by daftpunk [62.98.118.70], 03/09/2002 20:11 GMT
maspy is ultra cool, hope you all know its existence. saved me when some custom texture names where causing the compiler to crash

onto gtkrad editing and this is for necros

thanks necros. sounds strange but after following ALL your steps gtk still only loads q3 and wolf as games. the only thing i haven't done is unzipping q1 textures because i can't dload texmex (the popup NEVER starts the filesave window, can anyone help. found no mirror, does anyone have a solution like uploading it on their site, speedy's map dloaded fine from FP...)

i checked the .game file and the syntax is correct. i renamed the quake3 def file to entities.definition

here's the game file:<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
<!-- generated by Radiant setup, modify at your own risks -->
< game name="Quake 1" gametools="e:\Quake III Arena\gtkRadiant/" default_scale="1" />

have i forgotten some of these """""""?

oh, also for anyone using qerad with G400, take off busmastering, also gives probs with SOME other apps, not many luckily. also don't use nearest for the tex rendering, it makes textures warp when cam view is not ortho to them

[Reply]


daftpunk Thought A Title Wasn't Needed
#3053 Posted by daftpunk [62.98.118.70], 03/09/2002 20:20 GMT
i am a bit confused because i have gtk radiant installed in e:gtkradiant but it has installed a dir in quake iii arena canlled gtkradiant. which is the important one and what files should i make sure are in place.
all compile progs are under the q3a dir and the e:gtkradiant contains the .game files, the manual and other .dll libraries.

think i made some mistakes, maybe reinstall under q3a will help or does that confuse the program even more?

[Reply]


Your Gametools Dir...
#3054 Posted by necros [172.147.235.154], 03/09/2002 20:24 GMT
"e:\quake III Arena\gtkradiant/"

is this where you installed gtkradiant? or is it the working folder made by gtkr upon installation? (do you have a /radiant folder?)

[Reply]


Fuck.. Posted At The Same Time As Me! :)
#3055 Posted by necros [172.147.235.154], 03/09/2002 20:26 GMT
the dir in the q3a dir is some type of working directory, contains the compilers and other things necessary for making compiled maps... this is the one you point the gametools too. (which you've done already).... so i honestly don't know what's wrong with your setup...

you've checked in gtkr's preferences and "Quake 1" isn't in the list?

[Reply]


daftpunk Is Still Working On A Title
#3056 Posted by daftpunk [62.98.118.70], 03/09/2002 22:31 GMT
failed to load textures/radiant/notex

GetLastError:can't find specified path (i trasnlated it cos it gives it in italian, the language of my italian pc)

so i guess i should reinstall and call directories radiant. i prefer wc preferences where you can set almost anything but i will get used to gtk as long as i doesn't give me texture errors or random errors like qerad (hope to solve that after a big format e:)

will keep you up to date. if your instructions on the site are correct then i am happy and 100% sure that the prob is with my installation (it narrows it down)

ps, is there any way of converting wc prefabs (.ol) into .map or .rmf? would be useful since i have the shareware version. would buy the registered if wc didn't have probs with the texture selection (to texture different faces in the camera view): i have it also on my uk pc which DOESN't thank god have a G400 but a simple intel740

[Reply]


Texmex
#3057 Posted by daftpunk [62.98.118.70], 03/09/2002 23:27 GMT
just to remind anyone to tell me if they know where to get texmex apart from FP

my main question though is about VIS. we all know that vis takes a long time cos it has to calculate all the viewable areas from all poss views (portals) so big areas=slow vis.

if for example we have a big open area with high sides (think q2dm1 but without the high passages, only with the bottom floor) would it be poss to somehow exclude the high parts from vis. with this i mean that if you play on ground level unless you cheat with fly you will never reach maybe height x so in theory your portals should be less. is there a way of doing such thing with brushes.

if not, is anyone planning to do this in future engines (to prevent errors you could have phisical barriers and anyway if you use noclip you get the same effect as when flying out of a map, just the rendering is not the same as IN the map)

hope my post is clear and relevant with the mapping topic :-)

[Reply]


I Don't Think That's Possible In Q1.
#3058 Posted by necros [172.137.211.226], 04/09/2002 00:14 GMT
q2 or q3 on the other hand...

hint is amazingly cool.

[Reply]


Hmm, No Title
#3059 Posted by Speedy [213.158.1.100], 04/09/2002 04:12 GMT
if I got you right, I dont think its possible at all

and big areas=!slow vis
lots of portals=slow vis

[Reply]


LMW-S...
#3060 Posted by necros [172.159.201.166], 04/09/2002 20:31 GMT
that map is for worldcraft! :) i can't open the sucker.

[Reply]


Hmm, No Title
#3061 Posted by daftpunk [62.98.86.125], 05/09/2002 21:39 GMT
for those who use valve hammer, and conversion tools for q1, how does it compare with wc16?

having had trouble with texturing (couldn't select from the cam view) i might get valve hammer and use that. hope it's nice and stable

[Reply]


My Map
#3062 Posted by LMW-S [67.39.37.42], 05/09/2002 22:39 GMT
After months and months of work on my map, this leak problem became too much for me, and after trying everything I could think of I couldn't figure out how fix it, so I just deleted my maps. Sorry for wasting all your time with my problems, I really appreciate the time all of you spent trying to help me, but I just couldn't get anything to work right. I tried all sorts of techniques, and all sorts of programs, but nothing worked. Once again thanks for your time, but this map is gone.

[Reply]


Never Give Up!
#3063 Posted by DaZ [213.122.34.119], 05/09/2002 23:28 GMT
Do you know how many maps I made before even making dazdm1? At least 10 or 20! And seeing as I never released anything up until dazdm5 I learned a shitload about fixing errors.

The 1st map you make will always been close to your heart, and when you cant fix it its a pain in the fucking arse, but just load up that editor and start on something new.

Its surprising how much BETTER the next map will turn out! Smile

[Reply]


I Never Understood
#3064 Posted by necros [172.167.192.206], 06/09/2002 01:31 GMT
why people delete maps they don't want to work on anymore. i have about 10 maps which aren't being worked on, and some are from as far back as 2000... it's good as a reference sometimes. you never know when you might need them. and sometimes you get around to finishing them anyway.

[Reply]


Speedy Thought A Title Wasn't Needed
#3065 Posted by Speedy [213.158.1.181], 06/09/2002 02:58 GMT
and finding leaks is dead easy

[Reply]


2
#3066 Posted by czg [158.38.54.108], 06/09/2002 05:34 GMT
1: Daftpunk; you had a matrox right? iirc that is the source to your problems in WC3 (Hammer! OMG!LOL!)

2: Well, this LMW-S guy... Yarrr!

[Reply]


Q3ctf
#3067 Posted by Eggman [162.83.138.34], 06/09/2002 16:44 GMT
What's the name of the entity that gives your location to your teammates in team msgmode?

Also is it in the default entities.def file or do I need an updated one?

[Reply]


I Don't Do Much CTF
#3068 Posted by pjw [66.107.101.68], 06/09/2002 18:06 GMT , Refers to Post #3067
but aren't target_location entities used for that purpose, or am I being ignorant?

[Reply]


Hmm, No Title
#3069 Posted by Eggman [162.83.138.34], 06/09/2002 18:23 GMT , Refers to Post #3068
I figured it was either target_location or target_position. Thx

[Reply]


Reply To Czg
#3070 Posted by daftpunk [62.98.80.95], 07/09/2002 11:42 GMT
ya the matrox card is a pain but wc16 still gave me probs in my p2 300 with intel 740 so thats why i am curious. to get round not being able to texture in wc16 (well actually the strange thing is that it worked for 1 year and then didn't so it might be some obscure setting on both my pcs, reinstalling didnt work but perhaps i never reformatted so settings remained on my hd...)

i was saying that i did the texturing in qoole (nice and quick although it crashes a lot but maybe not for the texturing).

how do people vert edit in gtkrad? i tried it but when you move one vertex it slightly moves the others like if it wants to keep certain angles proportional..can't be useful then...unless there is a setting to hold the others...

[Reply]


Uhm...
#3071 Posted by necros [172.175.166.63], 07/09/2002 16:15 GMT
i haven't had any problems with vert editing in gtkr. the reason the other verts are getting moved is either because: 1. you don't have face splitting on. this setting is reallky l33t, and splits the face up so that you get two triangles instead of a square face. you can do really awsome shit with that. or 2: your trying to move the verts too much. in edge mode, it will compensate for invalid brushes by moving other sides so that the brush remains concave. this is a GOOD thing -- it stops you from making invalid brushes, unlike qoole, which is very easy to break brushes in vertex editing.

[Reply]


underworldfan Is Still Working On A Title
#3072 Posted by underworldfan [64.169.155.193], 07/09/2002 16:28 GMT
How do you get Valve hammer 3.4 to work with Quake 1, as per Tronyn recent screenshots in the screenshot thread?

Is there anything special you need/have to do?

[Reply]


Speedy Thought A Title Wasn't Needed
#3073 Posted by Speedy [213.158.1.153], 08/09/2002 03:55 GMT
At q3w they say dont use vert manipulation, you can get dup planes and other brush errors ;/

[Reply]


Not Sure Who "they" Are
#3074 Posted by pjw [24.128.56.74], 08/09/2002 05:55 GMT
but in general, I would say that it's better to use the clipper. gtkr is far less buggy than it used to be when doing edge/vertex manipulation, but I'm pretty sure it's still possible to mess things up if you're not paying attention to what you're doing.

If you know what you're doing, then more power to you. Smile

The only time I normally use vert manipulation is when messing about with a tri-souped floor or wall.

[Reply]


Mmm...
#3075 Posted by necros [172.165.18.102], 08/09/2002 15:59 GMT
yeah, duplicate planes crop up often. doesn't seem to bother qbsp though... it just ignores the duplicate plane...

[Reply]


Q1 Compilers?
#3076 Posted by Shadowdane [68.50.252.23], 09/09/2002 05:59 GMT
im going to make a Q1SP map, made with Tenebrae in mind. But I need some good compilers.

What should I use?? URLs please.

[Reply]


Bleh
#3077 Posted by metlslime [12.231.113.167], 09/09/2002 08:50 GMT
[21:14] <metlslime> tyrlight, treeqbspbjp
[21:14] <metlslime> rvis+
[21:14] <_blackpope> tho I have it queued up from others too
[21:14] <DaZ> how do u make a type 3 TGA?
[21:14] <_blackpope> to if they open up I can get a better rate
[21:14] <metlslime> http://user.tninet.se/~xir870k/
[21:15] <Mr_White> oh FINE, Im not good enough for U!
[21:15] <metlslime> http://www.planetquake.com/tyrann/utils.html

[Reply]


That Reminds Me :)
#3078 Posted by DaZ [213.122.113.125], 09/09/2002 12:49 GMT
<DaZ> how do u make a type 3 TGA?

I ask cos tenebrae says it only uses type3 TGA images, Ive tried all the saving options in psp7 for TGA images with no luck, any ideas?

[Reply]


I Guess
#3079 Posted by czg [158.38.54.120], 09/09/2002 13:00 GMT
That it means you need an alpha channel in your tga?
Maybe?
Perhaps?
Potentially?
Could be?

If so just select entire image and go;
Selections->Save selection to alpha channel...
And save!!! AND SAVE! AND SAAAAVE!!!!

[Reply]


Type Byte 3
#3080 Posted by nb [203.109.254.59], 09/09/2002 13:34 GMT , Refers to Post #3078
...describes an uncompressed single channel (greyscale) image.

[Reply]


...
#3081 Posted by Shadowdane [68.50.252.23], 09/09/2002 15:58 GMT , Refers to Post #3077
thx.. i had thought I bookmarked those when I was in #terrafusion.

[Reply]


Thank You
#3082 Posted by DaZ [213.122.81.219], 09/09/2002 17:38 GMT
Cheers nb, and also thanks to the tenabrae author who helped me also, with the bump/gloss maps in place it makes the textures look so much better its untrue! Smile

[Reply]


So....
#3083 Posted by underworldfan [172.170.228.101], 09/09/2002 21:10 GMT , Refers to Post #3072
no-one answered my post 3072, am i just being stupid, and missing something really obvious?

[Reply]


I Think It's Just A Matter Of...
#3084 Posted by necros [172.168.164.119], 09/09/2002 21:17 GMT
using dubsp... it was riot that made those utils, right?

url:

he's got some pretty cool stuff there...

[Reply]


Darren Emerson
#3085 Posted by daftpunk [62.98.89.33], 10/09/2002 10:24 GMT
underworld fan.
have you tried any tutorials in the program pages. prolly something like what necros does with gtk to make q1 maps. i cant be any more specific but i will let you know since i am going to use the same prog if wc16 still gives me probs.

use gtk for now, so you can learn q3 mapping

[Reply]


Gtk
#3086 Posted by Tef Johs [129.241.81.186], 12/09/2002 12:32 GMT
Use Gtk for now so you can learn RtCW mapping... :)

It is really fun. It IS.

[Reply]


daftpunk Is Still Working On A Title
#3087 Posted by daftpunk [62.98.118.253], 12/09/2002 21:16 GMT
is playing rtcw dm good though? i shall pick up a copy in november probably (depending on my finances). what games are most popular. ctf, team games or straight dm?

[Reply]


I Think
#3088 Posted by necros [172.151.130.72], 12/09/2002 21:31 GMT
all rtcw multiplayer is teamgames.

[Reply]


Texmex
#3089 Posted by daftpunk [62.98.117.142], 16/09/2002 18:51 GMT
PLEASE can anyone mail it to me. fp has a 31 minute wait and 100/100 people on it. haven't found any mirrors and there is no way i have been able to dload it!

if you feel like sending anything please write a mail first telling me so

just in case daftpunk@infinito.it doesn't work i also have daft-punk@libero.it

cheers-a-lot

[Reply]


TexMex
#3090 Posted by Shadowdane [68.50.252.23], 16/09/2002 20:34 GMT , Refers to Post #3089
here ya go..

TexMex v3.4 - 1MB

[Reply]


#3091 Posted by metlslime [12.231.113.167], 17/09/2002 03:37 GMT
/me notes that you waited 1 hour and 42 minutes to get a direct download link to avoid the 30 minute wait on fileplanet.

[Reply]


Ya Ya Ya, Eins Zwei Polizei
#3092 Posted by daftpunk [62.98.87.164], 17/09/2002 21:20 GMT
ya metslime you got sense of humor. thing is, my modem is slow so i can't stay connected for 30 mins and whatever the dload takes cos ppl in the family need the phone line. anyway i always got time during the night, true, but not when i am working and doing a few other things...

thanks to shadowdane

[Reply]


TexMex?
#3093 Posted by Mike Woodham [217.39.21.123], 18/09/2002 19:30 GMT , Refers to Post #3090
Link says: Server has internal error.

What, like an upset tummy?

[Reply]


daftpunk Thought A Title Wasn't Needed
#3094 Posted by daftpunk [62.98.84.132], 18/09/2002 21:22 GMT
maybe shadowdane deleted the file OR the server is overloaded if it belongs to a big provider with not many servers...

[Reply]


#3095 Posted by Scampie [66.231.198.47], 19/09/2002 00:29 GMT , Refers to Post #3094
or maybe it was a joke, altho maybe a bit unfunny, and nobody cares what happened to the server :D

[Reply]


Doesnt Matter Anyway
#3096 Posted by daftpunk [62.98.88.238], 19/09/2002 10:55 GMT
i finally managed to dload it from fuckplanet with no probs so dunno what was wrong a week ago.
using it now actually to check about 15 wads before i choose some catchy textures for my map. will be long process but hopefully a satisfactory one when my map will not contain ONE id texture. still love orig q textures so maybe the next map will be a homage to the great texturing that q2 never had...

[Reply]


Shadowdane Thought A Title Wasn't Needed
#3097 Posted by Shadowdane [68.50.252.23], 19/09/2002 14:58 GMT , Refers to Post #3094
no i didnt delete the file.. I think the server is having problems, I get the same error. Try it again later.

[Reply]


Ok Ok I Read The Thingy On Textures
#3098 Posted by daftpunk [62.98.119.232], 19/09/2002 15:52 GMT
at the top of the page.

i am still looking for textures converted from major games to quake classic.

in particular duke nukem, malice and any others you can think of.

all i ask is maybe the filenames if you have such wads or any other info. i tried major sites and i have to say i found lots of stuff like wads from scourge of armagon. still missing halflife though

flame me if you wanna...

[Reply]


Ba Si Cli
#3099 Posted by daftpunk [62.98.119.232], 19/09/2002 16:03 GMT
oh ut and serious sam would be quite nice too: basically if there is a site dedicated to converting everything (a food mixer into a dj mixer, a railgun into a useful laser pointer...ok nuff messin...)

[Reply]


Hmm, No Title
#3100 Posted by Grahf [192.154.63.186], 20/09/2002 00:15 GMT
I have on my computer wads of all the texes from a number of commercial games... However these are a) farking big and b) technically illegal to publically distribute. I've got UT, Rune (actually [kona] posted that wad on qmap not too long ago), Kingpin, HL, Deus Ex... If anybody wants 'em, talk to me and mebbe we could set something up.

This site has wads for the 4 daikatana episodes, btw.

[Reply]


Good Plan
#3101 Posted by cyBeAr [195.58.111.103], 20/09/2002 08:11 GMT , Refers to Post #3100
It gets legal if you do it secretely!

[Reply]


I'm Not Super Sure
#3102 Posted by mcgruff [24.112.59.57], 21/09/2002 09:06 GMT
is this where i'm supposed to post questions?
i hope so =) i was just wondering if there is any way to conv. q2/q3/hl bsp's to q1. doesn't matter if it has to be retextured and ent'd (although it would be nice if ents and tex's didn't have to be redone). i'm from the q3toqw team, we have already had some moderate successes as far as models, sprites, particles, and sounds go, but q3 bsp support would blow what we've done so far out of the water. anyone? thanks in advance.

[Reply]


Hmm
#3103 Posted by GrindSpire [62.6.119.57], 21/09/2002 14:19 GMT , Refers to Post #3102
It's debatable whether it's actually worth it...

Apart from anything else, id really doesn't like it.

But no, AFAIK there are no conversion programs, and the scale would be wrong if you did a direct conversion anyway.

[Reply]


Lol
#3104 Posted by cyBeAr [213.66.231.124], 21/09/2002 17:04 GMT , Refers to Post #3102
I looked your site rofl

[Reply]


Ahh
#3105 Posted by mcgruff [24.112.59.57], 21/09/2002 22:05 GMT , Refers to Post #3103
alright thanks mang... btw, cybear, what's so funny?

[Reply]


Who Needs A Title Anyway
#3106 Posted by Speedy [213.158.2.78], 22/09/2002 00:09 GMT
Serach the web for q3 maps converions.
There are few, like q3dm6, q3dm2, q3dm17, q3dm7...

[Reply]


Um...
#3107 Posted by Scampie [66.231.198.47], 22/09/2002 19:43 GMT
QW in Q3 has already been done... see CQA for details...

and straight conversions are quite illegal. you'll have to remake all the maps by hand if you don't want to get in any legal trouble.

[Reply]


Scampie
#3108 Posted by cyBeAr [213.66.231.124], 22/09/2002 20:04 GMT , Refers to Post #3107
didn't you read their about page?

[Reply]


We Don't Want
#3109 Posted by mcgruff [24.112.59.57], 22/09/2002 20:25 GMT , Refers to Post #3107
qw in q3, we want q3 in qw ;P

[Reply]


Q3 In Qw:
#3110 Posted by czg [158.38.54.65], 23/09/2002 07:24 GMT
type at console:
sv_maxspeed 50
cl_forwardspeed 20
cl_sidespeed 10
error OMG!LOL!


Instant Q3

[Reply]


#3111 Posted by Scampie [63.167.210.202], 23/09/2002 16:20 GMT , Refers to Post #3109
WHY THE FUCK WOULD YOU WANT THAT!?

[Reply]


wrath Thought A Title Wasn't Needed
#3112 Posted by wrath [195.58.111.103], 23/09/2002 16:23 GMT
because he's a retard.

[Reply]


.
#3113 Posted by mcgruff [24.112.59.57], 23/09/2002 20:17 GMT , Refers to Post #3112
..........

[Reply]


True
#3114 Posted by mcgruff [24.112.59.57], 23/09/2002 20:23 GMT , Refers to Post #3111
yea, you're right, why would anyone want better graphics? sort of like that project you posted, which seems dedicated to making quake3 look like it came out of somebody's ass. that's some good work there champ. put that one on your resume. i should have known better than to ask mappers to help, they get pissed off when you distract them from their discussions on how much fun AD&D is. k...thx....bye.

[Reply]


#3115 Posted by Scampie [66.231.198.47], 23/09/2002 21:51 GMT
rofl

that's all.

[Reply]


Rofl
#3116 Posted by NotoriousRay [162.33.176.25], 23/09/2002 23:41 GMT
looks like someone here put the redard in flame retardant suit

[Reply]


Rofl
#3117 Posted by NotoriousRay [162.33.176.25], 23/09/2002 23:41 GMT
looks like someone here put the retard in flame retardant suit

[Reply]


Hehe
#3118 Posted by NotoriousRay [162.33.176.25], 23/09/2002 23:41 GMT
i m smrt

[Reply]


FFS
#3119 Posted by pjw [24.128.56.74], 24/09/2002 02:44 GMT
I love this place, but sometimes some of you folks make me really sad.

[Reply]


Hmm
#3120 Posted by cyBeAr [195.58.111.103], 24/09/2002 08:30 GMT
I was going to tell everyone (again) that hadn't to go read their about page but then I saw that it wasn't any funny anymore.

[Reply]


Who Needs A Title Anyway
#3121 Posted by wrath [195.58.111.103], 24/09/2002 09:45 GMT
pjw,

what?

[Reply]


Wrath
#3122 Posted by Maj [193.128.238.152], 24/09/2002 12:47 GMT
Remember when you used to be funny? Before you began just spitting cliched insults at anyone who disagreed with you? That was cool. Then. Now it's just tragic.

[Reply]


#3123 Posted by pjw [66.107.101.68], 24/09/2002 13:49 GMT
wrath,

I'm assuming from your eloquently-worded inquiry that you harbor some confusion regarding my previous post. Let's try this:

I started coming to this place on a daily basis back when it was the Qboard and I didn't know squat about level editing. I now make it a point to visit here on a daily basis, sometimes more often, and I get a lot out of it. It makes me happy to feel like I'm a part of this community.

But it makes me sad when (as happens on a regular basis) someone new to the board shows up and posts, asking for help or information, and manages to catch one of you guys on one of your "heavy days" and is then subjected to ridicule, scorn, and juvenile insults.

It makes me wonder how much of a near miss I had a few years ago. I could have shown up, asked an innocent question, been shit on, and concluded that this place was a worthless cesspool of idiocy and never came back. I would have missed out on a hellava lot of good stuff.

Does that help?

[Reply]


Hmm, No Title
#3124 Posted by wrath [195.58.111.103], 24/09/2002 14:12 GMT
pjw;

I was going to write something like 'to each his own', or YMMV or a short blurb about the great thing about people liking different stuff and how it makes this place a dynamic and interresting read, but when I put my fingers to the keys...
I realised that it was just retarded.

q2 in qw, qw in q3, q1 in pong...
It's all been done a hundred ways from sunday by happy-go-lucky mod people who thinks it's this nifty thing, when it's actually, and let's be honest here, retarded.

what's so hard about that?

maj;

no one told you? jaded and bitter is this seasons mindset.
mr pot, meet mr kettle, btw...

[Reply]


Heh
#3125 Posted by Maj [193.128.238.152], 24/09/2002 15:10 GMT
I know I'm not perfect, but I try to aspire to something better than "because he's retarded". It wasn't funny. It didn't add anything. All it did was punish someone for offering an opinion. Congrats. You're not even a cunt anymore - just a little voicebox that says 'retard' every time you push its button.

[Reply]


Hmm, No Title
#3126 Posted by wrath [195.58.111.103], 24/09/2002 16:13 GMT
I know I'm not perfect, but I try to aspire to something better than "because he's retarded".
Oh, don't be so modest.

It wasn't funny.
that's beacuse I wasn't joking.

All it did was punish someone for offering an opinion.
I think we've been over this before, if someone offers me an opinion that I think is retarded, that makes that person a (wait for it, here it comes...) retard!!!
And that's my opinion.

See the circles we're running in?

[Reply]


Wow
#3127 Posted by pjw [66.107.101.68], 24/09/2002 16:57 GMT
"I don't enjoy/appreciate something, so therefore the people who do are retarded."

Self-centered much?

Not much more to say, I guess. I'll leave you to play in your circle; you might want to switch to your off-hand every now and then though.

[Reply]


wrath Is Still Working On A Title
#3128 Posted by wrath [195.58.111.103], 24/09/2002 17:31 GMT
self-centricity?
welcome to the internet, it's gonna be a whole lot worse, bring your hard-top and mind the bullshit.

btw, are we arguing if q3 in qw is retarded or not, or are we talking about how ones persona shines through when making statements on A GOD DAMNED MESSAGE BOARD ON THE ARSE END OF THE IMPORTANCE SPECTRA?!

I hereby state that all this game incest/crossover idea is the biggest waste of hard drive space since the launch of realplayer. And I swear by that.

You otoh may think that it's great, and me taking such a callous stance against the cute, cuddly, fuzzy modmakers is retarded.
Fine by me, then a retard I'll be.

And if you can't handle a one-line off-hand remark on your mental status, stay on aol or get up-wind, we're pissing over here.

[Reply]


Um, Okay
#3129 Posted by Maj [193.128.238.152], 24/09/2002 17:52 GMT
Lets say you're at the pub watching the football, one of your mates introduces you to someone else, and the conversation goes:

"Hi"
"Hi. You support [team]?"
*deadpan* "No, you're retarded"
*takes it as joke* "Heheheh"
"No, really, you're fucking retarded" *walks off*

Twat, right? That's you. C'mon, there's a difference between this "haha, I'm a cunt, you're a cunt" stuff and just being obnoxious.

[Reply]


Rofl
#3130 Posted by D13H4RD [68.1.67.209], 24/09/2002 17:57 GMT
You guys are funny, in a sad sort of way.

[Reply]


Oh, God
#3131 Posted by Maj [193.128.238.152], 24/09/2002 18:05 GMT
(Last one was posted before I read your last post btw)

...so now we're on to the 'hey, the internet's a hard place, so that excuses everything!! fuckface!!' argument? Grow up. Do you think anyone wants to talk to someone whose only argument is "you're retarded"?

[Reply]


Aargh.
#3132 Posted by wrath [195.58.111.103], 24/09/2002 19:05 GMT
diehard;
thank you, I guess, no... wait. retard!

...

listen maj, arguing on the internet/competing in the paralympics-jokes aside, please, when you start to armchair psycho-analyze me, "aspire" to atleast do it with some finesse. and without putting words in my mouth.

'hey, the internet's a hard place, so that excuses everything!! fuckface!!' argument?
That wasn't was I was saying, sorry for the confusion, mea culpa.
However, if catching a quiet 'retard' from a bitter old fart on a message board drives you away, I marvel at what happens when you get messages in your inbox that hints at you having a dick in need of artificial improvement. Hell, I didn't even try to sell him anything.

I'm not the only one here who thinks that the q3-in-qw mumbojumbo is a terrible abomination to humanity to begin with, and if that idea monkey had taken the time to check both lanes before he tried crossing bullshit road, he'd have seen the clue bus coming a mile away, and honking...

Do you think anyone wants to talk to someone whose only argument is "you're retarded"?
That isn't my only argument, it isn't an argument at all, it's an observation, and a personal opinion. I wasn't offering my argument against this particular mod, because the most obvious one is self evident, and the second has been proven time after time again.

now, re: your pub scenario, I wouldn't call him a retard. I'd stab him in the face. what do you think I am, some kind of amateur evil? I know very well where you're going with that, and you know very well that I won't bite.

scampie hollered bloody murder asking who'd ever want q3 in qw. and knowing that scampie aint the sharpest knife in this particular drawer, I helped him along.

there's a line between calling someone a retard for saying this or that, and to seriously believe that the person in question IS in dire need of lace-less shoes.

and you're tip-toeing it, blind-folded, on fire.

[Reply]


Oh Shut-up
#3133 Posted by DaZ [213.122.62.29], 24/09/2002 19:47 GMT

[Reply]


Aahhh
#3134 Posted by Maj [193.128.238.152], 24/09/2002 19:50 GMT
This is better.

However, if catching a quiet 'retard' from a bitter old fart on a message board drives you away, I marvel at what happens when you get messages in your inbox that hints at you having a dick in need of artificial improvement. Hell, I didn't even try to sell him anything.

*shrugs*, and? I don't see how that answers anything.

now, re: your pub scenario, I wouldn't call him a retard. I'd stab him in the face. what do you think I am, some kind of amateur evil? I know very well where you're going with that, and you know very well that I won't bite.

Well, I don't know where you thought I was going with that, but I thought I was going in the direction of "so if you wouldn't do it in real life, why is it ok if you're sitting 5000 miles away". Really, I don't see how your post above was any different to walking up to a complete stranger and calling him a retard.

here's a line between calling someone a retard for saying this or that, and to seriously believe that the person in question IS in dire need of lace-less shoes.

Ok, before I embarrass myself further, were you being sarcy or not?

At least look at it from whatsisnames point of view. You happen to find this little msgboard, offer a harmless opinion, and bang, apparently in all seriousness, "you're a retard". How would you feel? Maybe, because you're such a hard internet bastard after all, you'd just go "hahah funny". I think most people would mutter "twat" and walk away. Are they undesirable just because they don't like people insulting them for no reason?

[Reply]


PS
#3135 Posted by Maj [193.128.238.152], 24/09/2002 19:51 GMT
Fuck off, Daz.

[Reply]


OOooooOOOoooOOO
#3136 Posted by DaZ [213.122.62.29], 24/09/2002 20:07 GMT
Keep yer pants on Smile

[Reply]


This Shit'll Drive Me To The Bottle.
#3137 Posted by wrath [195.58.111.103], 24/09/2002 20:18 GMT
Ok, before I embarrass myself further, were you being sarcy or not?
what I mean is that just cause I blurt out a 'retard' more or less by rote it's more 'you're being/acting like a total retard', not that he is a lesser life form in dire need of online acridity.

At least look at it from whatsisnames point of view. You happen to find this little msgboard, offer a harmless opinion, and bang, apparently in all seriousness, "you're a retard".
I tried to answer that already, if you hang back and check the jargong, you should be able to pick up that yours truly happily insults people left and right and expect to be insulted in return, in a back-slapping mens locker room fashion, sans the actual mens locker room. and with fake names. and drunken postings.

Are they undesirable just because they don't like people insulting them for no reason?
hell no, when did I ever say that?

but if you're just gonna spew some lame act on ad&d and storm out instead of telling me to piss off, speak out and drop dead?
*shrug*

I'll be on the front porch seeing him off.
"Thanks for calling in, I don't even play AD&D, BYYYEEEE!"

personally, I think you're making this into a way bigger thing then it really is, but I could be wrong.
Four hundred years from now skittery-eyed people in furs may very well be telling apocalyptic stories about me in hushed voices as they sit around a camp-fire in the ruins of down-town new york.

Wouldn't be a bad way to be remembered, huh?

Fuck off, Daz.
I second that, and raise you a public flogging with urine loaded super-soakers for the crowd.

[Reply]


mcgruff Thought A Title Wasn't Needed
#3138 Posted by mcgruff [24.112.59.57], 24/09/2002 21:32 GMT , Refers to Post #3124
apparently, the 30,000 people who downloaded the mod disagree with you =/

besides, you seem to think stalking some internet map board throwing around juvenile insults is a great way to spend your time.

criticize my mod when you've made your own. but you wouldn't have time to do that, inbetween finger painting and trying to cover up your own insecurities by insulting people whilst hiding behind your monitor.

[Reply]


Who Needs A Title Anyway
#3139 Posted by mcgruff [24.112.59.57], 24/09/2002 21:46 GMT , Refers to Post #3128
self-centricity?
welcome to the internet, it's gonna be a whole lot worse, bring your hard-top and mind the bullshit.

great, i'm arguing with a toothless scumbag limey. mind the social assistance more like, "mate".

btw, are we arguing if q3 in qw is retarded or not, or are we talking about how ones persona shines through when making statements on A GOD DAMNED MESSAGE BOARD ON THE ARSE END OF THE IMPORTANCE SPECTRA?!

if this board was so unimportant here, you wouldn't be working so hard to defend your status on it. iiiiiiironic, you cockmaster.

I hereby state that all this game incest/crossover idea is the biggest waste of hard drive space since the launch of realplayer. And I swear by that.

you've probably never even tried one of those mods, you just summed them up as "way too complicated for me to understand" and started to deride 'em. sort of like how you insulted me before you had read more than 3 lines of what i had written here. why? so you could look hard in front of people you don't know and will never meet anywhere but over the internet. that's pretty pathetic.

You otoh may think that it's great, and me taking such a callous stance against the cute, cuddly, fuzzy modmakers is retarded.
Fine by me, then a retard I'll be.

no arguement there. you're a fucking idiot.

And if you can't handle a one-line off-hand remark on your mental status, stay on aol or get up-wind, we're pissing over here.

i can handle anything you dish out. you just caught me off guard with your "i'm a faggot for no reason over the internet because it makes me forget about how much my life sucks" attitude.

what's funny? you're reading the mapping help section on a game map board, and it's probably as close as you'll ever get to a real friend.

[Reply]


Hmm
#3140 Posted by GrindSpire [213.120.56.37], 24/09/2002 21:48 GMT
Can we get back to the point in hand.

That is, Q3 in QW is a bloody stupid idea. I have no problem with people liking Q3, I just don't see the point in putting it into QW.

Why not just play Q3? Is that such a difficult concept?

[Reply]


May I Add Further Drivel To This?
#3141 Posted by R.P.G. [24.136.214.230], 24/09/2002 21:55 GMT
Porting a game backwards seems silly. Porting forwards can have advantages.

Furthermore, wrath is giving us a perfect example of why QMap is thought of as elitist, and everyone else is taking it too seriously.

[Reply]


Hmm, No Title
#3142 Posted by mcgruff [24.112.59.57], 24/09/2002 22:00 GMT , Refers to Post #3140
That is, Q3 in QW is a bloody stupid idea. I have no problem with people liking Q3, I just don't see the point in putting it into QW.Why not just play Q3? Is that such a difficult concept?

1) q3toqw runs faster than q3
2) q3toqw is free
3) q3toqw preserves qw physics, which is the reason there still is a qw community at all.
4) qw netcode is better, in that it is lighter on bandwidth, and less taxing on server-side CPU
5) using q3 models in qw = better graphics

comprende? i didn't think so, but oh well. i'm not going to continually defend my project to limey assmasters who are too retarded to know how to install it (not that you'd even try to install it, i'm just using the difficulty of the install process, which includes such tasks as unzipping and moving files, as a general benchmark for stupidity).

=/

[Reply]


Ummm
#3143 Posted by R.P.G. [24.136.214.230], 24/09/2002 22:04 GMT , Refers to Post #3142
I shall decline on arguing against your reasons for Q3 to QW, but instead argue that you're trying to apply stupidity and wrath's traits to those whom it does not fit.

[Reply]


Blah
#3144 Posted by mcgruff [24.112.59.57], 24/09/2002 22:06 GMT , Refers to Post #3141
ok, look

qw players still play qw because of physics. i gather none of you here are qw players, because you would have known this. but qw has the disadvantage of its shitty 1996 graphics. q3toqw is there to update the qw graphics, while retaining the preferred qw physics. THAT's why we port backwards.

[qmap people] BUT WHY NOT JUST PLAY Q3? IS THAT SUCH A DIFFICULT CONCEPT TO GRASP?

[qw players] BECAUSE Q3 IS A GIANT PILE OF FAGGOT IN EVERY RESPECT OTHER THAN ITS GRAPHICS IN COMPARISON WITH QW. IS THAT SUCH A DIFFICULT CONCEPT TO GRASP?

[qmap people] oi, i'm confused.

[Reply]


Who Needs A Title Anyway
#3145 Posted by R.P.G. [24.136.214.230], 24/09/2002 22:19 GMT
GrindSpire
wrath
scampie
NotoriousRay
cyBeAr

Um... We play QW.

QW players don't play QW just because of the physics. It's the entire experience -- which includes the gameplay and high-quality maps as well as all the other factors -- that they're after.

Moreover, CPM aims to add better physics and gameplay to Q3. Several popular Quake/Quake3 mappers have made maps designed for it.

[Reply]


Hmm, No Title
#3146 Posted by mcgruff [24.112.59.57], 24/09/2002 22:34 GMT , Refers to Post #3145
QW players don't play QW just because of the physics. It's the entire experience -- which includes the gameplay

the physics ARE the gameplay. you're arguing with me just to argue, aren't you?


high-quality maps as well as all the other factors -- that they're after.

so wouldn't it make sense to have high quality models and skins to go along with those high quality maps and "other factors"?
[R.P.G.] OF COURSE NOT YOU IDIOT
why? who knows, noone has yet explained why better graphics is a bad thing, especially since it's not an fps sacrifice.

Moreover, CPM aims to add better physics and gameplay to Q3. Several popular Quake/Quake3 mappers have made maps designed for it.

wow, that's great. Q3toQW aims to add better graphics and sounds to QW. but apparently, that's a stupid idea.

[Reply]


Hmm
#3147 Posted by GrindSpire [213.1.128.156], 24/09/2002 22:36 GMT
limey assmasters

Yeah, and you can take you racist comment and shove it up your... no... I shall be polite... anus.


And there's a difference between adding better graphics to QW and illegally ripping the Q3 content. The fact you were after a conversion program shows a lack of effort (as well as knowledge).

Speaking of which, you still haven't addressed the issue of breaking id's intellectual property rights (which is a crime under both national and international law).

[Reply]


Uh?
#3148 Posted by NotoriousRay [162.33.176.25], 24/09/2002 22:37 GMT
since when is having older (notice i dont say 'worse', quake graphics still evoke a feel and uniqueness that i have yet to see in any game with 'new' graphics) graphics a disadvantage? and if thats what your after, why are you porting q3 gameplay to quakeworld engine and not making a quake engine mod to spice up its graphics? seems pretty ass backwards imo. also as a side note i'm not entirely sure of the legality of q3toqw anyways, but then again...

[Reply]


Um...
#3149 Posted by Scampie [66.231.198.47], 24/09/2002 22:38 GMT
will you morons just drop it? just becuase someone took a joke a wrong and started being an idiot doesn't mean you all have to join him. jeez.

(and to help everyone in unterstanding this, it's the same thing Generations ran into... Unless you completely remake EVERYTHING, it's not legal. From the sound of their website, they're just discovering this and claim they will continue on... oh well... good luck to you guys. maybe you'll accually finish unlike the millions of half finished mods in the world.)

[Reply]


Hey, Look A Squirrel!
#3150 Posted by Paul [217.39.131.74], 24/09/2002 22:44 GMT
Tehehehe!

[Reply]


Who Needs A Title Anyway
#3151 Posted by mcgruff [24.112.59.57], 24/09/2002 22:44 GMT , Refers to Post #3147
limey assmasters

Yeah, and you can take you racist comment and shove it up your... no... I shall be polite... anus.

"british" isn't a race, you jackass. and thanks for taking an insult seriously over the internet.

And there's a difference between adding better graphics to QW and illegally ripping the Q3 content. The fact you were after a conversion program shows a lack of effort (as well as knowledge).

yes, i admit, i'm NOT a mapper, and all the mappers i have met so far have called me retarded when i asked them for help. no wonder i wanted a conversion program.

Speaking of which, you still haven't addressed the issue of breaking id's intellectual property rights (which is a crime under both national and international law)

i have on the page. q3toqw is releasing an ORIGINAL pak now. not that you would care, you prefer posting stupid shit on this board to playing quake. but don't worry, apparently, you're not alone.

[Reply]


Hmm
#3152 Posted by GrindSpire [213.1.128.156], 24/09/2002 22:45 GMT
the physics ARE the gameplay

Damn, and I thought that the weapons and maps had an part in it too. Obviously I'm mistaken. Doesn't making it play with Q3 weapons change the gameplay?

why better graphics is a bad thing, especially since it's not an fps sacrifice

Someone explain to me how this works... And possibly to John Carmac too.

wow, that's great. Q3toQW aims to add better graphics and sounds to QW. but apparently, that's a stupid idea

It's a stupid idea if you do it by illegal ripping of other games content. CPM contains original content, your mod doesn't.

2) q3toqw is free

Would warez by any other name be just as wrong? (if you want help understanding that reference, just ask)

[Reply]


mcgruff Is Still Working On A Title
#3153 Posted by mcgruff [24.112.59.57], 24/09/2002 22:50 GMT , Refers to Post #3148
since when is having older (notice i dont say 'worse', quake graphics still evoke a feel and uniqueness that i have yet to see in any game with 'new' graphics) graphics a disadvantage?

well, then don't use the mod. but this concept escapes qmap peeps. instead of thinking "i don't like that, i don't think i'll use it", you people have to say "that sucks you retard fuck you mate man-u for life".


and if thats what your after, why are you porting q3 gameplay to quakeworld engine and not making a quake engine mod to spice up its graphics? seems pretty ass backwards imo.

that's because you're an idiot. we didn't port over ANY q3 gameplay. not a bit. we simply edited a client, and ported over graphics and sounds. i don't know how 30,000 other people were able to understand this project, but it's beyond EVERY SINGLE PERSON ON QMAP.


also as a side note i'm not entirely sure of the legality of q3toqw anyways, but then again...

it's not legal.

[Reply]


Hmm
#3154 Posted by GrindSpire [213.1.128.156], 24/09/2002 22:52 GMT
"british" isn't a race, you jackass. and thanks for taking an insult seriously over the internet

Well I would have used the word xenophobic, but I wasn't sure whether you'd understand it. (Oh, and racism is generally, as in this case, used as an all encompassing term to describe xenophobic behaviour and beliefs).

And isn't taking an insult seriously over the internet what you did?

yes, i admit, i'm NOT a mapper, and all the mappers i have met so far have called me retarded when i asked them for help. no wonder i wanted a conversion program.

Actually, you asked for a conversion program before we insulted you...

I'm going to go read your update on the original pak now, comments in a minute.

[Reply]


mcgruff Thought A Title Wasn't Needed
#3155 Posted by mcgruff [24.112.59.57], 24/09/2002 22:54 GMT , Refers to Post #3152
Damn, and I thought that the weapons and maps had an part in it too. Obviously I'm mistaken. Doesn't making it play with Q3 weapons change the gameplay?

no, because they ARE THE EXACT SAME, THEY JUST LOOK DIFFERENT. understand? i didn't think you would.


Someone explain to me how this works... And possibly to John Carmac too.

i would, but since you obviously can't master such concepts as "think" or "eat", i don't think i'll waste the time.


It's a stupid idea if you do it by illegal ripping of other games content. CPM contains original content, your mod doesn't.

CPM did the exact same thing, only they did it for Q3, which makes it legal. besides, q3toqw is moving to an entirely copyright free format.

Would warez by any other name be just as wrong? (if you want help understanding that reference, just ask)

blah blah blah blah blah. q3toqw is moving to an entirely copyright free format. q3toqw is moving to an entirely copyright free format. q3toqw is moving to an entirely copyright free format. q3toqw is moving to an entirely copyright free format.

[Reply]


O_O
#3156 Posted by R.P.G. [24.136.214.230], 24/09/2002 22:59 GMT
"british" isn't a race, you jackass.

My retort:

race (rs)
n.
1. A local geographic or global human population distinguished as a more or less distinct group by genetically transmitted physical characteristics.
2. A group of people united or classified together on the basis of common history, nationality, or geographic distribution: the German race.
...


So, British is not a race? I'll be sure to ask you next time I'm unsure of the meaning for a word. Evidently all the dictionaries I have access to are incorrect.

Please also elaborate on what you mean by better graphics. If you're going to include bezier curves, a lovely shader system (please be sure to not make the same mistakes id did (scroll down to "comments on the Quake3 shader system")), the Q3 .bsp format, regional fog, and the whole lot, than that's great. But if you're just including high-res textures and skins, I will be much less than impressed. If you actually are going to include all this, please let me know, as there are many, many features I would love to see.

[Reply]


Hmm
#3157 Posted by GrindSpire [213.1.128.156], 24/09/2002 23:01 GMT
CPM did the exact same thing, only they did it for Q3

Actually, CPM did completely the opposite thing.

no, because they ARE THE EXACT SAME, THEY JUST LOOK DIFFERENT

Fair enough, I was under the impression that you'd replaced the Q1 weapons with Q3's. That point is no longer valid then.

q3toqw is moving to an entirely copyright free format.

Yes, but you weren't. You WERE (note past tense) ripping.


i would, but since you obviously can't master such concepts as "think" or "eat", i don't think i'll waste the time.

1) Why do you presume I can't master the concepts of thinking and eating. I appear to be alive (suggesting I can in fact eat) and responding to your points (suggesting thought).

2) No, really, I'd be fascinated as to how you've managed to get an increase in poly count with no corresponding decrease in frame rate. Because by doing so you've just rendered the development of new hardware pointless.

[Reply]


mcgruff Is Still Working On A Title
#3158 Posted by mcgruff [24.112.59.57], 24/09/2002 23:02 GMT , Refers to Post #3154
Well I would have used the word xenophobic, but I wasn't sure whether you'd understand it. (Oh, and racism is generally, as in this case, used as an all encompassing term to describe xenophobic behaviour and beliefs).

xenophobe? i don't like brits because i lived in britain for 2 years, and experienced the 'people' (using term loosely) first hand. "OI POOINT HEEE-AH THERE'S A LOVE".

And isn't taking an insult seriously over the internet what you did?

i didn't take it seriously. in all honesty, if i had, i would have started crying long ago and thrown away my computer. no, the reason i'm still here is because i enjoy a good flame war. this one especially, since not one single person here agrees with me, supports me, or is "on my team".


Actually, you asked for a conversion program before we insulted you...

same difference. i came here for the first time, i asked a question, and i recieved a boot in response. who's the xenophobe now?

[Reply]


Really?
#3159 Posted by R.P.G. [24.136.214.230], 24/09/2002 23:04 GMT
no, because they ARE THE EXACT SAME, THEY JUST LOOK DIFFERENT.

So the railgun is an exact copy of which weapon from Q1?

There is no hit-scan machine gun in Q1. In Q1, the rocket launcher is actually useful. In Q1, the projectile-based machine guns don't look like an ejactulating penis, unlike the plasma gun. In Q1, the player runs at a decent speed. Etc.

[Reply]


mcgruff Thought A Title Wasn't Needed
#3160 Posted by mcgruff [24.112.59.57], 24/09/2002 23:06 GMT , Refers to Post #3156
bezier curves

i don't know what that is. elaborate, i'll throw it to the coders.

a lovely shader system

already complete, although not up on the page. not at all like the iD system, it's actually more like doom3.

the Q3 .bsp format

coders tried, found difficult. that's why i came here asking for a converter. if anyone has info on q3bsp, lemme know.


regional fog, and the whole lot

regional fog is in. the whole lot? elaborate.

[Reply]


mcgruff Is Still Working On A Title
#3161 Posted by mcgruff [24.112.59.57], 24/09/2002 23:08 GMT , Refers to Post #3159
So the railgun is an exact copy of which weapon from Q1?

the TF engineer's railgun. thanks!

There is no hit-scan machine gun in Q1. In Q1, the rocket launcher is actually useful. In Q1, the projectile-based machine guns don't look like an ejactulating penis, unlike the plasma gun. In Q1, the player runs at a decent speed. Etc.

i, regretfully, don't know what a "hit-scan" machine gun is. but i assure you, q3toqw didn't add any to qw :P

[Reply]


Hmm, No Title
#3162 Posted by wrath [195.58.111.103], 24/09/2002 23:10 GMT
mcgruff;
apparently, the 30,000 people who downloaded the mod disagree with you =/
That's quite alright, I'll just add these to the list of people I'll have to kill before I can die a happy man.

besides, you seem to think stalking some internet map board throwing around juvenile insults is a great way to spend your time.
As opposed to making bloody stupid mods(thx grind)? Yeah.

criticize my mod when you've made your own. but you wouldn't have time to do that, inbetween finger painting and trying to cover up your own insecurities by insulting people whilst hiding behind your monitor.
see? that knee-jerk "do it better yourself" reaction? A typical trademark of the internet dwelling idea man. Now let's watch him defend his territory against the roaming frothing-at-the-mouth internet dwelling cockmaster. (that would be me, for those of you out there keeping score)

For starters, you're right, I don't have time do roll my own mod, I work for a living.

great, i'm arguing with a toothless scumbag limey. mind the social assistance more like, "mate".
first, I'm not british. second, I'm not toothless. third, I don't understand what you're trying to say, try it with one syllable words and shorter sentences. I'm stupid, you see. fourth, I'm not australian either.

if this board was so unimportant here, you wouldn't be working so hard to defend your status on it. iiiiiiironic, you cockmaster.
I'm not really working hard, in fact, I'm doing this with one hand while drafting a design doc for a mod I'm thinking about with the other. it's called doomquake3, we'll do doom style monsters and weapons for q3 and pray to god carmack won't send us a cease and decist. plus, I'm finger painting, but I won't tell you what "digit" I'm doing it with.

you've probably never even tried one of those mods, you just summed them up as "way too complicated for me to understand" and started to deride 'em.
I've played those types of mods.
but no, I haven't played your mod. In fact, if someone held a gun to my head and told me to, I'd ask them to empty the clip into my cranium and then reload it and do it all over.

sort of like how you insulted me before you had read more than 3 lines of what i had written here.
sometimes, less than 3 lines are all I need.

why? so you could look hard in front of people you don't know and will never meet anywhere but over the internet.
People around these parts call me 'death walking', 'the legend' and 'king of all men', I don't need to show off.
(Sometimes, they call me 'garlic breath' and gives me wedgies, but my point still stands.)

that's pretty pathetic.
getting shut down by id after that has already happened to numerous mods of your kind, cause you didn't bother to do your homework, that's pathetic.

no arguement there. you're a fucking idiot.
there you go stating the obvious again...

i can handle anything you dish out. you just caught me off guard with your "i'm a faggot for no reason over the internet because it makes me forget about how much my life sucks" attitude.
handle anything I dish out? caught you off guard?! what do you think this is, some kind of contest? second, you don't know jack about my life, so don't go making assumptions...

what's funny? you're reading the mapping help section on a game map board, and it's probably as close as you'll ever get to a real friend.
I read more or less every post at this board, in more or less every thread, always has. And why did you come here? to play mistar wicked mod-designer?

i gather none of you here are qw players, because you would have known this.
yours truly have been playing quake since qtest, and I still think that the sequels are a fart in a shitstorm compared to the original. hit me again with your gloves of quick conclusions!

Q3toQW aims to add better graphics and sounds to QW. but apparently, that's a stupid idea.
It took a couple of days, but then the dime dropped. welcome to the land of the intellectually enlightened, it is a bad idea.

yes, i admit, i'm NOT a mapper, and all the mappers i have met so far have called me retarded when i asked them for help.
And why is that again?

instead of thinking "i don't like that, i don't think i'll use it", you people have to say "that sucks you retard fuck you mate man-u for life".
that's because you're an idiot.
I have a spare hat of consistency (+3 to basic rethorics), care to borrow it?

i don't like brits because i lived in britain for 2 years
funny that, I don't like you, and I haven't even met you in person yet.

no, the reason i'm still here is because i enjoy a good flame war. this one especially, since not one single person here agrees with me, supports me, or is "on my team".
I have a take-a-hint hat too.

same difference. i came here for the first time, i asked a question, and i recieved a boot in response. who's the xenophobe now?
It's not xenophobia, it's coulrophobia.
look it up, it's a real thing. google it. I dare you.

and finally, LEARN HOW TO USE THE GOD DAMN QUOTE TAG, ASSHOLE!

I swear guys, you pay the airline ticket, and I'll go give this one a swift shovel to the noggin, free of charge.

[Reply]


Hmm
#3163 Posted by GrindSpire [213.1.128.156], 24/09/2002 23:20 GMT
same difference. i came here for the first time, i asked a question, and i recieved a boot in response. who's the xenophobe now?

Damn right, because I didn't give a valid answer to your question initially.

And yes, I'm a xenophobe because I obviously am merely disagreeing with you based on nationality.

(lowest form of wit it may be, but it does the job).

xenophobe? i don't like brits because i lived in britain for 2 years, and experienced the 'people' (using term loosely) first hand. "OI POOINT HEEE-AH THERE'S A LOVE".

I'm presuming that's supposed to represent a cockney accent (in much the same way Dick Van Dyk meant to in Mary Poppins), and even so, do you realise that there a range of different accents, attitudes and areas in the UK (as well as 4 different countries)?

I've met stupid people from a variety of places, that doesn't mean I begin to hate their country of origin as well as its populace.

And just because you lived here, doesn't mean your nationality based negative stereotyping isn't xenophobic...

[Reply]


Hmm
#3164 Posted by GrindSpire [213.1.128.156], 24/09/2002 23:25 GMT
and finally, LEARN HOW TO USE THE GOD DAMN QUOTE TAG, ASSHOLE!

I second that motion.

I swear guys, you pay the airline ticket, and I'll go give this one a swift shovel to the noggin, free of charge.

I'll pay for my airline ticket and do it myself, I need a holiday :p

[Reply]


Wow
#3165 Posted by mcgruff [24.112.59.57], 24/09/2002 23:29 GMT , Refers to Post #3162
look who's toes i stepped on. WRATH IS PULLING OUT THE BIG GUNS. =~(

i don't know how long it took you to read all of my posts, and then write that long-ass response, but however long it was, is how much of your time i just wasted.

btw, i'm not going to read all that, apparently my retardation affects my attention span as well.

thanks!

[Reply]


Ooooh
#3166 Posted by mcgruff [24.112.59.57], 24/09/2002 23:30 GMT , Refers to Post #3164
look who's a tough guy when he's hiding behind a monitor and a modem!

[Reply]


wrath Is Still Working On A Title
#3167 Posted by wrath [195.58.111.103], 24/09/2002 23:32 GMT
it was worth every second.

and try not to backpedal through your own bullshit when you leave.

[Reply]


Hmm
#3168 Posted by GrindSpire [213.1.128.156], 24/09/2002 23:41 GMT
Has the retard run out of counter arguements yet?

[Reply]


Who Needs A Title Anyway
#3169 Posted by R.P.G. [24.136.214.230], 24/09/2002 23:45 GMT
Bezier curve.

[Reply]


Wrath
#3170 Posted by R.P.G. [24.136.214.230], 24/09/2002 23:46 GMT
That was well worth reading. Cheers. I enjoyed myself.

[Reply]


Hmm, No Title
#3171 Posted by necros [172.138.241.120], 25/09/2002 00:01 GMT , Refers to Post #3169
re: beziers...

mmmmmmm... there are also nurbs. i remember some article mentioning those in q3. or is beziers and nurbs the same thing?

+-+

holy shit! i haven't seen this much action in this thread forever!

+-+
but it's beyond EVERY SINGLE PERSON ON QMAP.

hey! fuck off. Neutral
so far, i think it's only been about a dozen or so people who've flamed you, mcgruff. i resent this grand sweeping generalization that you've implied and applied to me.

[Reply]


Excuse Me...
#3172 Posted by kanaeda [66.180.121.115], 25/09/2002 00:03 GMT
but could you kindly refrain from blindly tossing everyone here at qmap into one huge, stinky pile. You've managed to drag out a pointless arguement between 5 or 6 people... i'm glad that constitutes "all you qmap peeps'. Blindly insulting every person on a messageboard is certainly not a good way of gaining popularity for your mod project, regardless of how silly many people here might think it is, myself included. Now politely return to the void of intelligence and courtesy from whence you came.

[Reply]


mcgruff Thought A Title Wasn't Needed
#3173 Posted by mcgruff [24.112.59.57], 25/09/2002 00:42 GMT
hah
blindly insulting? take a look at how qmap responded to my one post here. i don't care if any of the 7 people who post here like my mod project, and i certainly didn't post here to boost its popularity. 30,000 downloads. if you took every single map everyone on this board has made, took the amount of times each one has been played on, added them all together, multiplied that number by 1000, you'd still be about 29,000 short of q3toqw's totals (and think of the countless hours you spent on your maps. that makes me want to laugh) but this ISN'T a popularity contest. all i wanted was to know if you could convert q3 maps to qw. it's qmap people who started this arguement. as far as the "void of intelligence" goes, that would fit qmap better than wherever it is i'm from.

[Reply]


Who Needs A Title Anyway
#3174 Posted by mcgruff [24.112.59.57], 25/09/2002 00:44 GMT , Refers to Post #3170
wow.
you're like a little wrath lapdog

funny to see you slurp on his dong over the internet

[Reply]


.....
#3175 Posted by mcgruff [24.112.59.57], 25/09/2002 00:51 GMT , Refers to Post #3171
sorry, i should have said, every single person on qmap who has posted on the matter.

i came here for 2 seconds worth of help, and i recieved 15 hours worth of flames, and nothing but. if you feel you've been slighted by my generalization, then sorry, but i'm sure you can see where i'm coming from.

[Reply]


wrath Is Still Working On A Title
#3176 Posted by wrath [195.58.111.103], 25/09/2002 00:54 GMT , Refers to Post #3174
you're just jealous cause you don't have one yourself.

[Reply]


Hmm
#3177 Posted by GrindSpire [213.122.202.62], 25/09/2002 00:55 GMT
Damn right, no one who posted in this arguement (let alone QMap) ever has any of their stuff played...

Hang on, aren't both wrath and kanaeda professional mappers? (with kanaeda working at Ritual, you may have heard of them).

And 30,000 isn't much for a mod. I get about 5000-6000 d/ls per Q3 map, and I'm not even popular (or good :)

[Reply]


Hmm, No Title
#3178 Posted by mcgruff [24.112.59.57], 25/09/2002 00:58 GMT , Refers to Post #3176
at least none on qmap, you're right :P

[Reply]


Who Needs A Title Anyway
#3179 Posted by necros [172.138.241.120], 25/09/2002 01:00 GMT , Refers to Post #3177
thank you, GrindSpire.

[Reply]


mcgruff Thought A Title Wasn't Needed
#3180 Posted by mcgruff [24.112.59.57], 25/09/2002 01:00 GMT , Refers to Post #3177
a professional mapper? is that supposed to impress me? and if wrath told you he's a pro-mapper, he lied. wrath's a professional board-poster. ask him yourself.


30,000 isn't much for a mod? how many dl's did your last qw mod get? ??? ?? /? / ??

[Reply]


Who Needs A Title Anyway
#3181 Posted by mcgruff [24.112.59.57], 25/09/2002 01:02 GMT , Refers to Post #3179
thank him? for what? for perpetuating a flame war against a person who just came here asking for 2 seconds worth of help?

[Reply]


For Pointing Out
#3182 Posted by necros [172.138.241.120], 25/09/2002 01:05 GMT
that us mappers are not mapping (as you would think) for nothing. and honestly, it's not really about the downloads. (well, for some maybe...) mapping is for fun(mostly), and i don't tend to think in terms of how many downloads i'm going to get when i release a map.

[Reply]


Hmm
#3183 Posted by GrindSpire [213.122.202.62], 25/09/2002 01:07 GMT
a professional mapper? is that supposed to impress me?

No, just pointing out that our stuff gets played.

[Reply]


Who Needs A Title Anyway
#3184 Posted by wrath [195.58.111.103], 25/09/2002 01:10 GMT
I'm a man of many talents, I plot for the rule of earth, I pour my vitriol online for your entertainment, I drink copious amounts of alcohol, I also aspire to be a tiny bit better than Maj at everything I do, and I bash heads for money and sport.

that, and I'm able too keep a position at starbreeze studios, sweden.

but I digress, there are more people here who's working in the industry. cybear, with whom I share offices. and don't forget fingers, he's at 2015 I believe.
doesn't killer work as a level designer too?

[Reply]


mcgruff Is Still Working On A Title
#3185 Posted by mcgruff [24.112.59.57], 25/09/2002 01:10 GMT , Refers to Post #3182
then my point is proven. i don't make mods for downloads, and i don't think map-making is pointless; i was simply trying to show people that you make maps for the same reasons i make mods. if people like it, then fine, if they don't, fine. it's just frustrating when people can't/won't respect the work that went into such projects, whether they like them or not, isn't it?

[Reply]


mcgruff Thought A Title Wasn't Needed
#3186 Posted by mcgruff [24.112.59.57], 25/09/2002 01:11 GMT , Refers to Post #3184
and you took some time out of your busy life to shit on me? I'M SO PROUD.

[Reply]


Hmm
#3187 Posted by GrindSpire [213.122.202.62], 25/09/2002 01:14 GMT
i don't make mods for downloads

Then why quote your download stats at us?

[Reply]


Who Needs A Title Anyway
#3188 Posted by wrath [195.58.111.103], 25/09/2002 01:14 GMT
I don't even take myself seriously, why should you?

[Reply]


Who Needs A Title Anyway
#3189 Posted by mcgruff [24.112.59.57], 25/09/2002 01:27 GMT , Refers to Post #3188
i don't take you seriously. i came for help, and i stayed for the arguement.

look, would anyone really take the criticism of someone like you seriously?

....

[Reply]


Hmmm
#3190 Posted by DaZ [212.159.37.100], 25/09/2002 02:01 GMT
* DaZ gets the popcorn

[Reply]


Mcgruff:
#3191 Posted by Scampie [66.231.198.47], 25/09/2002 02:35 GMT
insult

haha

[Reply]


Speedy Thought A Title Wasn't Needed
#3192 Posted by Speedy [213.158.1.3], 25/09/2002 03:13 GMT
damn it, this is mapping help

go create another thread for your personal bullshit arguement

[Reply]


So...
#3193 Posted by distrans [203.29.11.8], 25/09/2002 03:15 GMT
I need to make a door in my map. How do I do it?

[Reply]


Damnation...
#3194 Posted by distrans [203.29.11.8], 25/09/2002 03:16 GMT
Speedy got there first Smile

[Reply]


Bezier Curves VS Nurbs ...
#3195 Posted by metlslime [12.231.113.167], 25/09/2002 04:57 GMT , Refers to Post #3171
they may be related ... i think NURBs are Non Uniform B-Splines, and i think a b-spline is a bezier curve.

[Reply]


Break It Up, Thank You Very Much. PLEASE
#3196 Posted by Fat Controller [203.98.49.151], 25/09/2002 06:58 GMT
This is the Mapping Help thread. Please take this flaccid flame war over to General Abuse, so that when I need to ask a question I can be assured I can spot any answers without wading through several buckets of flamage.

Now.

Medieval textures that aren't ripped from other games, in, or portable to, Q1 format.

Where can I find same to use in the Ontranto Project? Need to fit marshy, underground and town scenes.

[Reply]


Excuse Me ?
#3197 Posted by Abyss [203.220.202.200], 25/09/2002 07:33 GMT
Sorry to interupt, but could someone give me a little help. I am completely new to using IRC programs, (Sorry, hope that doesn't make me a retard (:
But could someone tell me where, what server, whatever, I could find #terrafusion, I think thats one of the ones you guys use?. If it's not to much trouble.


mcgruff, I also think that dumping ALL Qmap users into the same pile, is not a good idea, I didn't like it, but then again, I really don't care, I'm to old to worry about that crap.
Good luck with your mod, if that's what you want to do, and that's what you like, that's all that really matters, doesn't matter one iota what others think of it. Spending your time arguing, insulting/being insulted will get you nowhere fast.

Having said that, it's been a good read so far, carry on!

Oh, anyone?, please don't forget my question at the top, anyhelp greatly appreciated.

Quake on people!!

[Reply]


Hmm
#3198 Posted by GrindSpire [213.1.134.113], 25/09/2002 08:00 GMT , Refers to Post #3196
I'm presuming you looked through the TeamFern/BigHouse pages (links in thread introduction).

Just trying to think of other textures.

Maybe some of Undule's stuff would fit what you want?

[Reply]


Hmm
#3199 Posted by GrindSpire [213.1.134.113], 25/09/2002 08:03 GMT , Refers to Post #3197
1) Get mIRC
2) Connect to GamesNet (irc.gamesnet.net but it should already be in the list of servers to choose from.
3) Join #terrafusion
4) Be afraid, be very afraid

[Reply]


Grindspire...
#3200 Posted by Abyss [203.220.202.200], 25/09/2002 08:20 GMT
I am using mIRC, and thank you very much for info

And yes, I am VERY afraid

Thank you again Sir.

[Reply]


DDDDDDDDX
#3201 Posted by Maj [193.128.238.152], 25/09/2002 10:29 GMT
i gather none of you here are qw players

Oh dear. I apologise, wrath. You were right, and I was wrong.

[Reply]


Hmm
#3202 Posted by GrindSpire [213.1.18.166], 25/09/2002 10:43 GMT , Refers to Post #3201
I apologise

Quick! Someone get a photo!

Tongue

[Reply]


wrath Is Still Working On A Title
#3203 Posted by wrath [195.58.111.103], 25/09/2002 10:52 GMT
maj;
I told you, but you didn't listen. elitist, am I? more like the prophet of mount bullshit.

:)

[Reply]


wrath Is Still Working On A Title
#3204 Posted by wrath [195.58.111.103], 25/09/2002 12:47 GMT
ooh, damn, how could I forget, gandhi started working at starbreeze a short while back.

he's flying mad, that one. :)

[Reply]


To The Moderators
#3205 Posted by daftpunk [147.197.200.13], 25/09/2002 12:58 GMT
is it poss to move the last 100 posts in a different section (like it happens on other forums when you post in the wrong section)

i have been off the site for about 5 days because i have started my uni year and flied from italy to the uk and hell, i havent yet had time to read all posts in case there IS one asking for help in WC or some editor.

i wont even reply to all the senseless posts i have read but then again i dont wanna get caught flaming

take it easy folks.
oh, also if i dont get too involved (i know i wanna) in the fomula student racing and the piano lessons i should have an alpha of a map soon (the first of 3 floors of a map) in about 2 weeks.

[Reply]


No
#3206 Posted by Scampie [63.167.210.202], 25/09/2002 13:11 GMT
just ignore the posts. that's the best way to deal with it. there wasn't any questions in there anyway.

[Reply]


Grindspire
#3207 Posted by daftpunk [147.197.200.13], 25/09/2002 14:26 GMT
cheers for the texture link. they are kinda good for urban mapping like hl or various mods. hell, fatcon, was there really nothing on bighouse worthwhile.
actually i have to get round dloadin all their textures and look through them with mex. do any of you make your own wad for a particular map. WC unfortunately doesnt like lots of wads (rather the amount of textures) AND i have found duBSP doesnt like a long string (line 3 in my case) with all the wads used whereas qbsp doesnt mind. should i report this to the author as a bug. any solutions (treebsp?)

[Reply]


Holy Shit
#3208 Posted by pjw [24.128.56.74], 25/09/2002 18:25 GMT
Oh dear. I apologise, wrath. You were right, and I was wrong.

I'm feeling somewhat the same way (and guessing that all internet communication will be reduced to screetching and flinging of feces (via the ShitFlinger v. 2.34 internet module) in a few more years).

I'm now officially sorry that I asked you to "leave the nice visitor alone".

/me hands wrath a beer

[Reply]


Hmm
#3209 Posted by GrindSpire [212.140.155.232], 25/09/2002 18:33 GMT , Refers to Post #3208
(via the ShitFlinger v. 2.34 internet module)

Complete with relavent hardware...

/me shudders

:)

[Reply]


ShitFlinger V 2.34
#3210 Posted by Shallow[BAP] [217.158.43.50], 25/09/2002 20:48 GMT , Refers to Post #3208
Based on the same technology as this?

[Reply]


#3211 Posted by pjw [24.128.56.74], 25/09/2002 22:36 GMT , Refers to Post #3210
Most outstanding use of technology EVER.
[/simpsons comic-book guy]

(and I am now shutting up and not bogging down the mapping help thread anymore)

[Reply]


A Map Without A Leak
#3212 Posted by fire reign [66.19.126.151], 26/09/2002 23:50 GMT
Hi again,

I have a map that doesnt have a leak in it. However, it has many windows and skys. I hate covering the skys with brushes so that in servers that use hooks can hook on to the sky. I've been wondering, everytime I fire a grenade on to the skies that are in my map, they always bounce off. Does that mean in a server that uses hooks can hook on to my skies, without having a brush behind my skies to catch the hook?

[Reply]


...
#3213 Posted by necros [172.140.101.74], 27/09/2002 00:23 GMT
i think so...
there's a reason the grenade doesn't disappear in a sky brush... something to do with the pointcontents not getting checked often or something... (?) anyway, you could always try the map out yourself... ie: compile with no brushes covering sky, and start a local server.

[Reply]


Sky Contents
#3214 Posted by Fingers [205.158.143.224], 27/09/2002 18:53 GMT
Sky in Q1 (I assume that's what you're talking about) acts much like water. If the sky is contained within the level (ie there's solid walls around it), the sky brush is non-solid and rockets/grenades disappear into it rather than exploding or bouncing off (unless the sky is too thin and the projectile travels in and out in less than 0.1 seconds).

If there's nothing behind it, the sky brush is the boundary between the level and the void. It will act like a solid wall and weapons impact with it. I presume the grappling hook will too. So if you want this behavior for some reason, you don't put brushes behind the sky. I don't think it makes any sense to have a solid sky though...

[Reply]


Solid Sky
#3215 Posted by Gilt [24.102.24.203], 28/09/2002 01:12 GMT
I don't think it makes any sense to have a solid sky though...

well for purely gameplay reasons, it's sometimes nice to have a solid sky for splash damage. esp. around camping spots that you don't want to clip out.

also see dm6's solid sky in the RA room, which is very useful against RJumpers.

[Reply]


Skies...
#3216 Posted by Fat Controller [203.98.49.151], 28/09/2002 06:34 GMT
With modern tools (like QBSP) sky brushes touching on the void are given the CONTENT_SKY property, so missiles disappear into 'em.

[Reply]


Question
#3217 Posted by Tef Johs [217.70.229.44], 29/09/2002 19:49 GMT
I just want to know, from anybody who knows german, is it called

"Übersoldat" or "Obersoldat"?

Strange question, heh heh...okay, so I don't know shit about german, and I'm trying to finish up this little RtCW single player pack of mine.

[Reply]


Hmm
#3218 Posted by nonentity [213.1.45.14], 29/09/2002 20:14 GMT
Uber

[Reply]


German
#3219 Posted by daftpunk [147.197.200.13], 30/09/2002 08:27 GMT
im not german but from what i remember from school

uber means: on top (like for sparrow hawk hovering on top of a bird), better

ober means: higher up, better ranking (if i am not much mistaken)

therefore ubersoldat might mean supersoldier
obersoldat might mean higher ranking soldier.

do i make any sense...er...no!

this probably wont help so try an online dictionary to be sure

[Reply]


Thanks
#3220 Posted by Tef Johs [129.241.81.186], 30/09/2002 10:50 GMT
Thanks, daftpunk, for the info. That is what I thought also.

Expect my "Operation Vorsichtig", a 40 mb download, to be available sometime on Tuesday October 1st (depending on where you are in the world).

An official release text will follow.

Stay tuned :)

[Reply]


daftpunk Thought A Title Wasn't Needed
#3221 Posted by daftpunk [147.197.200.13], 30/09/2002 13:08 GMT
is operation then pronounced the german way? sorta like operazion. ja..

40 mb is a chinch now that i can use broadband so yep i will dload it as soon as you update up here on qmap.

[Reply]


Wc Hates Big Wads
#3222 Posted by daftpunk [147.197.200.13], 30/09/2002 16:07 GMT
hell, i keep on posting after my previous posts. its 5 o clock now tho...

is there a way of curing the wc dislike of big wads. i KNOW you are gonna tempt me into using quark (which i am sorta scared by because of the converting you have to do to use the .map in other progs) or qeradiant (ok, but yet to learn how to do the vertex editing properly...)

having dloaded all these tasty wads i dont see why i cant have em all. ok so during compule the tools have to do HEAVY work to search for the textures. is there any way of...like extracting the textures OUT of the wad and feeding those to the tools to relieve the strain. doesnt make much sense but its kinda like what you can do for q2.

i do make my own wads but only once i know what texture i have used. so...if i am making a map and choose an additional texture i guess i just need to grab it from the wad and add it to mine.

k, makes enough sense but any suggestions welcome

[Reply]


Use Something Like Texmex.
#3223 Posted by necros [172.150.149.179], 30/09/2002 19:53 GMT
take the textures you want, then make a new .wad file of them. then just use that one wad, instead of using multiple wads.

[Reply]


Tips For Optimization
#3224 Posted by daftpunk [147.197.200.13], 01/10/2002 09:45 GMT
i'll do that. (do i have to export the textures as jpeg and then wad them or is there like special command in the menu: dont answer the question if its totally stupid...)

nobody has replied to my post on the beta section. hmmm, hope there arent probs with my site...
anyway about optimization. what can i do in quake to decrease the number of polys rendered by the engine. in q2 and q3 i know it is done with caulk textures.
in q1 what do i apply to unseen faces? do i then have to make each solid, apply said texture to all faces and then apply another texture to the visible faces.
PLEASE i'd love some tips on this, because all the rest (vertex editing, subtracting, leaks, compiling) has given me no probs which is why my map has turned out just as complicated as i designed it (i now run the p4 so i can't test with the p2 300 which is why, apart from r_speeds and r_drawflat, i can't see how bad it's gonna run on a lower sys.

also. clip brushes arent rendered right? so for instance a ladder can be made with less visible brushes yes? i hope to reduce my step ladders from ~24 brushes to maybe 12.

views on coloured lighting (i dont like strobing lights and all that because it slows down so a tech explanation on how coloured lights MIGHT cause slowdown is useful), and surface lights anyone? transparent lava?

[Reply]


Grahf Thought A Title Wasn't Needed
#3225 Posted by Grahf [192.154.63.186], 02/10/2002 03:20 GMT
The only thing that can really actually help your r_speeds in Q1 is better design. (i.e., making you can't see too much of the map from any specific point)

As for colored lighting, i'd imagine the performance hit is negligable to the point of being nonexistant (granted, to get colored lighting, one must run a modified engine, and those usually are a bit/a lot slower than vanilla glquake...

[Reply]


Cool
#3226 Posted by daftpunk [147.197.233.116], 02/10/2002 09:06 GMT
ok, thanks for that. it means i dont need to change too many things. i will make a netplay version of my map with simplified brushes (because octagons and all of those tend to spilt the surfs they touch (like a floor for example) and add more polys)

[Reply]


So
#3227 Posted by daftpunk [62.252.64.5], 02/10/2002 20:41 GMT
quake has no such thing as avoiding rendering of unseen faces. only unseen brushes yea?

i make most of my brushes so they are dual purpose, like a ceiling which is also the floor of the room above etc.

[Reply]


That's Bollocks.
#3228 Posted by metlslime [12.231.113.167], 02/10/2002 23:44 GMT

[Reply]


Also
#3229 Posted by Jaj [62.83.170.202], 02/10/2002 23:55 GMT , Refers to Post #3227
There is a Qbsp and Vis version that supports Hint, Detail and Skip brushes as in Quake2&3.
You can download it <a
http://quest-ed.sourceforge.net/dl/index.html>here and try it out.

[Reply]


Ehemmm......
#3230 Posted by Jaj [62.83.170.202], 02/10/2002 23:56 GMT , Refers to Post #3229
Correctly wrote now, i hope =)
Download

[Reply]


Speedy Is Still Working On A Title
#3231 Posted by Speedy [213.158.1.170], 03/10/2002 03:09 GMT
just read up some thech docs and r_speed optimisation tutorials to get the better idea

[Reply]


Cheers
#3232 Posted by daftpunk [147.197.200.13], 03/10/2002 09:29 GMT
dudes

[Reply]


Oh Crimey
#3233 Posted by Grahf [192.154.63.186], 05/10/2002 20:19 GMT
I forgot. I believe it is tyrann (planetquake.com/tyrann) who has a extra compiling utility (run after qbsp) that will essentially remove any poly faces with the texture name "skip." The faces are not rendered, so they show up as HOM in game. Could be useful for putting on roofs or the tops of beams where the player would never go.

The Quest compiling utils do (kinda) do hint, skip, and detail, but many people say they are quite lacking in other respects.

[Reply]


Remove-skip
#3234 Posted by Fern [66.31.244.138], 05/10/2002 21:39 GMT
download here

[Reply]


Skip
#3235 Posted by cyBeAr [213.66.231.29], 06/10/2002 10:56 GMT
Isn't it almost only usefull for unseen faces on brush entities?

[Reply]


Skip
#3236 Posted by Fern [66.31.244.138], 06/10/2002 18:02 GMT
I use it for one-pixel faces on 2-d details (signs, arrows, etc.) and also for realistic glass that deflects bullets without using the trigger_once/spike trick.

[Reply]


Who Needs A Title Anyway
#3237 Posted by daftpunk [147.197.200.13], 07/10/2002 10:20 GMT
cool, got the quest tools but dunno if i will get round to using them. my best bet is to do all this in a q2 map where i will use these features from the word go.

surface flags are so useful...

sahders for q3 also useful but a rather more complicated in some cases

[Reply]


#3238 Posted by Scampie [63.167.210.202], 07/10/2002 12:42 GMT , Refers to Post #3235
cybear: skip == q3 caulk

[Reply]


Also...
#3239 Posted by metlslime [12.231.113.167], 07/10/2002 15:50 GMT
tyrann's skip != q2 skip.

All in all, a confusing choice of name!

[Reply]


Hmm, No Title
#3240 Posted by Speedy [213.158.2.102], 08/10/2002 01:55 GMT
applying the texture that is not in the wad used for compile gives the same effect as this "skip", doesnt it ?

[Reply]


U Sure?
#3241 Posted by daftpunk [147.197.236.119], 08/10/2002 14:47 GMT
checker isnt skip tho...? actually thats q2

doesnt it give you the error surface bad extent or some error when you load the map in q?

[Reply]


Hmm, No Title
#3242 Posted by Speedy [213.158.1.204], 09/10/2002 01:24 GMT
I was wrong. It gives white face with lightmap in gl and hom in some other engines

[Reply]


New Question For Me, Old For You
#3243 Posted by daftpunk [62.252.64.6], 10/10/2002 20:47 GMT
how do i make a brush with a texture but so that it isn't solid (doesnt matter if the player walks over it)

my main objective is to avoid the engine making extra faces on the brush it lies on top.

in short: i wanna put floorlights and weapon markers without carving (i have seen it possible from r_drawflat on quite a few maps i looked at)

dont get pissed of if you heard this question 1 zillion times...sorry bout that...

[Reply]


Easy.
#3244 Posted by necros [172.139.130.113], 10/10/2002 21:16 GMT
func_illusionary for quake.
quake3 has 'detail' brushes

[Reply]


Daftpunk And Necros
#3245 Posted by Fern [66.31.201.33], 10/10/2002 23:10 GMT
In q1 you should use func_wall instead of func_illusionary if you want the player to walk on the lights and markers instead of passing through them. Neither funcwalls nor illusionaries affect the structure.

[Reply]


Actually
#3246 Posted by pjw [24.128.56.74], 11/10/2002 01:18 GMT , Refers to Post #3243
Detail brushes don't really have much to do with what he's talking about (assuming that I didn't misunderstand the question). What you would need in Q3 for that sort of thing is a decal shader (which would be applied to one face of a nodraw brush for your marker). I get the feeling that you weren't referring to Q3, but if I'm wrong, say so and I'll say more and post a sample shader for you . . .

(And yeah, the nodraw brush would be detail, but that's sorta incidental . . .)

[Reply]


Also, Custom Textures
#3247 Posted by Fat Controller [203.98.49.151], 11/10/2002 05:25 GMT
As well as using func_[illusionary|wall] brushes, one can create customised textures where the light and any trim is already in place. The advantage is that brushes are fewer and broken up less, since trims and lights are already in place. Take a look at Vondur's ceiling in ZED2 for an example.

[Reply]


Zenk Yu Messeurs
#3248 Posted by daftpunk [147.197.200.13], 11/10/2002 10:20 GMT
true, i just loaded about 100 maps yesterday in quake (no bots, just looking round and sorting the ones i like) and saw a couple maps with said textures. seems a good idea but i am a bit lousy at textures (also because i am not yet good at making brushes dependent on the textures: i do the opposite which is wrong but i am gradually switching...)

thanks for func wall and illusionary, it will make some of my stuff easier. but if i make crates should i make them walls or brushes. i remember someone talking about not having too many func walls in a map. i just wanna reduce face splits in stuff like floors and also where i have irregular rocks it tends to make all sorts of triangles on the surface they rest on.

so maps had nice grassy bits sticking out the earth. LOVE that, gotta read all the readme files now to send love mail to those funky mappers!

[Reply]


Trigger_push Problem
#3249 Posted by MisYu [213.76.244.129], 12/10/2002 12:03 GMT
Hi!

Check this one, please: http://www.planetquake.com/misyu/pusz.zip

Let me copypaste the readme:

Check pusz2.bsp to see, how it should work properly. Go to the opposite corner and you'll be pushed up by just touching the trigger.
Now load pusz.bsp and again go to the opposite corner. You won't be pushed until you jump on your trigger. Notice how weird it looks when you're glued to trigger_push.

pusz2.bsp was made in Worldcraft 1.6 with TreeBSP, everything works fine. It is obvious, that we aren't able to "convert" our map from 3.4 to 1.6 and compile it there, because of total mess in textures alignment, some brushes' shapes, different entities et caetera.

pusz.bsp was made in Valve Hammer Editor 3.4 with DuBSP. Now, Hammer doesn't do anything unusual with our trigger. Ignore "angles" key instead of "angle", it's hammer's and it works properly in Q1. Anyway, I'll mention that: changing angles to angle, messing around with various values of those keys doesn't help.
All in all it seems that something is corrupted with DuBSP, the only one bsp compiler that hammer users are forced to use. But maybe I'm wrong?

Anyone can help?

P.S. Forgive me that there's no light, no vis and push is just an invisible block in one of the corners. You should find it anyway, you're smart. Or, at least, you ought to be :P

[Reply]


Trigger_hurt
#3250 Posted by MasterMind [12.229.160.243], 12/10/2002 21:24 GMT
Is there anyway I can get a trigger hurt to start OFF rather than ON? Im trying to get a button to trigger the trigger_hurt so it'll kill everyone in the level. Thanks.

[Reply]


MasterMind
#3251 Posted by Fern [66.31.201.33], 12/10/2002 22:43 GMT
why not just have a massive skip-textured func_door with a high speed and damage rating directly above the level that passes through the level when you press the button? :)

only problem is, this will only work as a one-time thing because if the "toggle" flag is set, the door will snap back open when it hits something instead of crushing everything else in its path

[Reply]


Don't Know If This Will Help But....
#3252 Posted by Jaj [62.83.167.124], 13/10/2002 02:28 GMT , Refers to Post #3249
I've seen that pusz uses an "info notnull" meanwhile pusz2 doesn't.
I erased the "info notnull" and put "angle" "-1", also added "delay" "0" and voila it worked. (I had to make another changes to make it compatible with my qbsp compiler)

Btw, pusz2 crashes on Gl_Quake, i think it is because its trigger texture is 32x32 instead of 64x64.

[Reply]


32x32 Is Fine In Glquake
#3253 Posted by metlslime [12.231.113.167], 13/10/2002 06:48 GMT

[Reply]


Not Sure . . .
#3254 Posted by MasterMind [12.229.160.243], 13/10/2002 07:38 GMT
Im not sure if that will work because as soon as it hits one player it will automatically go back up, so the people on the floor below wouldn't be effected. Im going for nuke style death here, ala crossfire from half-life. Thanks for the help though.

[Reply]


Not Sure Continued . . .
#3255 Posted by MasterMind [12.229.160.243], 13/10/2002 07:41 GMT
Oops skipped that last paragraph you wrote. Yeah, im going for a half-life crossfire effect. Im going to make a bunker so no one will get killed if they are inside it. Thats also where the button will be.

[Reply]


Jaj Is Still Working On A Title
#3256 Posted by Jaj [62.83.171.62], 13/10/2002 13:29 GMT , Refers to Post #3253
Yes in most of cases, but not in GlQuake v0.97&v0.98.
I made a prove with Gl 0.98 and it crashed, so i assumed that it'd be the same with the rest of engines, but no, it works with newer versions as gqquake, fitzquake, darkplaces etc... it also works in winquake.
And crashed again with D3dquake =).

[Reply]


Mastermind...
#3257 Posted by distrans [131.172.4.45], 14/10/2002 03:59 GMT , Refers to Post #3255
If you are going to target the trigger_hurt with a button then you'll need to give the brush entity a name. As far as I can tell, giving a brush entity a name in Quake makes them dormant until triggered.

[Reply]


Distrans
#3258 Posted by Fern [66.31.201.33], 14/10/2002 06:10 GMT
not a trigger_hurt. I tried it.

[Reply]


I've Been Through The Code...
#3259 Posted by Wazat [144.38.206.25], 14/10/2002 17:32 GMT
...and I can tell you that trigger_hurt doesn't wait for anything. :( You've gonna have a tough time doing it in vanilla quake, but you might try a mod of some sort (ie voidents on my site).

[Reply]


...
#3260 Posted by necros [172.157.156.213], 14/10/2002 18:32 GMT
coding a triggerable trigger_hurt wouldn't be too hard. remove the self.touch function and put that function as a self.use. set up a small part to control delay and wait and all that stuff (probably can be cnped from regular trigger code).

[Reply]


Ok . . .
#3261 Posted by MasterMind [12.229.160.243], 15/10/2002 01:00 GMT
. . . so how would I do that in Worldcraft? If it requires programming I wont be able to do that then. I have no knowledge of programming.

[Reply]


You Can't Edit QC In Worldcraft
#3262 Posted by Fern [66.31.201.33], 15/10/2002 01:21 GMT

[Reply]


Suggestion 2...
#3263 Posted by distrans [203.29.11.102], 15/10/2002 03:21 GMT , Refers to Post #3261
Oh, and thanx Fern - it would be the one brush entity that doesn't...

So, maybe target each of the monsters in the scenario with 2 incoming beasties. That is name each of the monsters then target each name with two teleporting zombies. The teleporter names would all be the same and that name would be triggered by the switch. Doesn't matter if the targetted monster is dead or alive as the incoming beasties will instafrag each other at the spot where a dead monster died.

[Reply]


Nope
#3264 Posted by MasterMind [12.229.160.243], 15/10/2002 05:17 GMT
Im not lookin' at making a single player level. Im trying to recreate the gameplay of the map crossfire for half-life. In the level, there is a huge bunker in which there is a button that calls in a nuclear air strike. Once pushed, everyone in the level will hear the sirens screaming and they will have about 30 seconds to run from one end of the level to the bunker where they will be safe from the air strike. After the time is up the level is flashed in a bright light and everyone outside the bunker dies.

Im trying to do the same effect with quake deathmatch. Im not neccesarrily trying to figure out how to make a siren call or a bright flash when it happens. Maybe just a simple counter in the middle of the screen would do so they know how much time they have left to get to the bunker.

When I originally had this idea I thought I could just have a button and make it target a trigger_hurt that started off and put a 30 second delay on it. If I could do that, everything would be peachy. I've done this for half-life, but it seems impossilbe to do for quake.

[Reply]


Aaaaaaahhhhh...
#3265 Posted by distrans [203.29.11.102], 15/10/2002 07:23 GMT , Refers to Post #3264
Easy!

Several large teleport brushes that cover all the level except the bunker.

The brushes all have the same name and delay before trigger (or you could use CZGs on screen countdown using bouncing relays...I'll try and track down the set-up for this tonight).

Target the tele brushes with the button.

The tele destination for the tele brushes is a smallish room with a very deadly trigger_hurt in the top half, which is matched to a Full bright *white texture.

The walls/floor/ceiling of the room are "black" and the bottom half of the room is separated by a func_illusionary "black" brush so the players get blown into a black void after being instagibbed in a blinding flash.

Any better?

[Reply]


Oh...
#3266 Posted by distrans [203.29.11.102], 15/10/2002 07:44 GMT
...and why the need for the trigger_hurt if all the extant players are being teleported to the same point?

Last man/woman standing Smile or in case there's only one extant player.

[Reply]


Hmmm...
#3267 Posted by Wazat [144.38.206.24], 15/10/2002 19:16 GMT
You'll be giving people telefrag points for getting killed though. They get taken away by the guy that in turn telefrags them, but will someone there possibly come out on top?

That's an interesting idea though. You won't get to see any gibbage, but it'll do quite nicely.

[Reply]


Excellent!
#3268 Posted by MasterMind [12.229.160.243], 15/10/2002 21:41 GMT
Great idea!! Im going to go work on it NOW!!! Thanks!!!

[Reply]


Er. . . .
#3269 Posted by MasterMind [12.229.160.243], 15/10/2002 22:57 GMT
I figured maybe I could make a whole ton of trigger_teleports around the level teleporting the player to a bunch of different spots in the 'death room' so no one would get telefragged. But this results in very high epoly's. If I could just figure out how to make a trigger_hurt start OFF, it would make my life a lot easier.

[Reply]


Well...
#3270 Posted by necros [172.167.140.191], 15/10/2002 23:24 GMT
you can try, but you won't get anywhere. it's impossible with the regular code.

you could make a big door, with a 'Wait' of -1, and the 'toggle' flag on. then, have the door trigger once. this will cause the door to crush *everything* and stop in the 'open' position. the have a trigger_relay to close the door back to it's original position.

that's the only way i can see to do what you want to do.

[Reply]


Err...
#3271 Posted by distrans [131.172.4.45], 16/10/2002 03:00 GMT
Wazat - the trigger_hurt is there to take care of the last person standing after the telefrag festa.

Mastermind - who cares if they're telefragged or not, you just want to kill 'em...right?

Why not:

1. Design the level so the bunker is at the highest point, lowest point or hanging off the side of the main body.

2. Use a single teleport brush to cover all the level except the bunker.

3. Use a small telefrag/_hurt room with a single teleport_destination.

4. Check out CZGs first 100 brush offering and track down a copy of his level "Sky Palace" both of which use the all level teleport to death routine. The .txt for Sky Palace also outlines the relay setup for the on screen countdown.

[Reply]


#3272 Posted by metlslime [12.231.113.167], 16/10/2002 09:02 GMT
I figured maybe I could make a whole ton of trigger_teleports around the level teleporting the player to a bunch of different spots in the 'death room' so no one would get telefragged. But this results in very high epoly's.

1. brush models are wpolys, not epolys.

2. triggers aren't drawn, so there are no wpolys to worry about either.

3. there are other things to worry about, though, like efrags. And edicts.

4. Most quake players don't like those sorts of gimmicks anyway. Is this worth it?

5. if yes, do what necros suggests in 3270.

[Reply]


Wibble
#3273 Posted by Wazat [144.38.206.25], 16/10/2002 17:14 GMT
Sounds like the door would work wonders, as long as it was fast. I believe you can make a door out of clip textures (so it will be invisible and won't disrupt bullets), as long as at least one brush on it is not clip. So, put some brush that won't be seen on it, like at the top, never to pierce the sky. 'course, if the door's fast enough, this may not even be needed...

I'd still say use a mod, as then you could get exactly the effect you needed, could have the countdown and everything, and could print the correct deathmessages and stuff. But, then people couldn't play their fav mods in your map. :(

[Reply]


Didn't Somebody Already Say..
#3274 Posted by Fingers [205.158.143.224], 16/10/2002 21:49 GMT
..that the door won't work because it'll go right back up after it hits the first victim. (whoever is at the top floor of the map)

[Reply]


Fingers:
#3275 Posted by metlslime [12.231.113.167], 16/10/2002 21:50 GMT
if wait = -1, it will crush any obstacle and keep going.

[Reply]


Door
#3276 Posted by daftpunk [62.252.64.6], 17/10/2002 10:24 GMT
to avoid crushing the ppl in the bunker you can make the door a special shape right. then all you need to do is make your map so there are no areas on top or below the bunker, right?

and if you can do all of it in vanilla quake it would help. nothing wrong with mods, just make 2 versions of the map if you can...
keep it up

[Reply]


Actually...
#3277 Posted by Wazat [144.38.206.24], 17/10/2002 15:57 GMT
You could have areas above and below the bunkers as well. You can have multiple doors, each taking care of it's part of the map, going only as far as they need to. They're all targeted the same.

[Reply]


I've Always Observed...
#3278 Posted by Fern [66.31.201.33], 17/10/2002 18:41 GMT
that when I have a door toggled, it does NOT continue to its destination when encountering an object, but returns to the prior position. I've used this in maps to make monsters block barriers (like the zombie/fiend trick in e1m3.) without the toggle flag checked, the door just crushed the monster without rebounding back.

bleh, somebody else try it :P

[Reply]


And Also...
#3279 Posted by Fern [66.31.201.33], 17/10/2002 18:42 GMT
without the toggle flag checked, the door just crushed the monster without rebounding back.

I suppose that's what you want except the catch is that it'll only work once.

[Reply]


Who Needs A Title Anyway
#3280 Posted by MasterMind [12.229.160.243], 17/10/2002 20:16 GMT
Well thanks for all your help but I think I'll ask Rocketman (coder of the Rocketland mod) to create a new trigger_nuke entity or something. I've already talked to him about it and says he could do it, although he never mentioned IF he would do it =).

Metlslime: Yeah it is kind of a gimmick, but I mostly just make maps for one server (Rocketman's server) and everyone there likes new fun twists in maps. And if I could get it to work right, I think it could be as fun as crossfire was in half-life. I really, really likes that map.

[Reply]


...
#3281 Posted by necros [172.129.90.227], 19/10/2002 03:03 GMT
if you put wait -1, w/toggle, on. the door will behave like a wait -1 door (crush until dead) but retain the ability to go back to it's starting position (unlike a wait -1 door).

[Reply]


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