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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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..help With .lmp Files 
Hi.. what's the best way to edit .lmp files/gfx.wad ?

I already know adquedit and frikac fimg.. but they have no image editing features to paint 
Yeah 
You can't really edit them natively. You need to use one of those tools to covert them to a standard image format like pcx. Then use your most beloved image editor to make the adjustments, and finally convert back when you're done. 
 
Building a level where the idea is it's abandoned and everything is off, thus no light source other than some moonlight (the player switches the power on later and everything comes on).

With 32-bit colour this works okay. 16-bit colour this just makes everything black with specs of green. There many people who run stuff in 16-bit colour these days, and is it bad form to keep something like this? :E 
 
geez, if they have to play in 16bit, i think they're happy they can play quake at all... :S 
Dust2.. 
Anyone know how I can get a maya or sketch-up version of dust2 for Counter Strike Source? 
Thank Preach 
..I really want to create a custom hud for my mod.. something that I'd like to see more from Quake mappers

Can I change status bar shape/aspect without messing with C/quakeC ? 
No 
 
FrikaC-FIMG Issue 
Please I'm (trying) using Fimg for gfx editing

I've created a custom conback.lmp but the program saves it flipped up/down no matter what I do !? 
Flip It Then Save It? 
n/t 
 
it's like... complete lack of problem solving skills. 
Re: FrikaC-FIMG Issue 
Some source image types are misreported as being flipped by DevIL (origin bottom right), when Fimg attempts to save these files as Quake format it does a flip to correct it. You can try using another souce image type. If you're currently using targa (the one DevIL is most confused about) try converting it to bmp with another tool then saving that directly to lmp. Also, make sure you are using the latest version of fimg -- version 2.0 
I'm Using 0192 Ver.. 
..the last version gave me a intialize error
and what is Devil you're talkin 'bout?

Fimg would be a very useful program if only more stable

I spent all afternoon with that flip issue 
Yes.. I',ve Solved 
..with some trial & error messin' with flip/mirror options.. I was obtaining some unexpected results with "save as.." option 
Question 
can trigger_hurt be toggled? 
No 
But it can be killed.

I think. 
Well 
it can be created and killed. soo *technically* you could call that toggling. but if you wanted to toggle more than once, you're out of luck.

you'd use that info_notnull trick with a bmodel to create a trigger_hurt and then killtarget it again to turn it off again. 
 
Or QC. Pretty sure in Drake or RMQ it could be made toggle-able. 
Maybe Toggl-able.. 
..in Quoth ?


maybe no... :/ 
No 
not without the info_notnull trick. 
Yeah 
One of the first things I looked at after the release was was a proper toggle system (for everything), but it's not the kind of thing you'd put into an interim release... 
So.... 
... when Quoth3 will be released ? ;) 
Um 
As soon as Rubicon 2 is...ah no...right after Duke Nukem is...er... 
After Rmq? 
 
Q3BSP???? 
Alright, im new here so please accept me.
Now to the point -
Ive heard that the Q3BSP format is better for many reasons comparing to Q1BSP. My intend to use Q3BSPs in darkplaces. Is there a way to convert .map files into Q3BSP? I downloaded Q3map2 but have no idea what commands to use with it or even what it does. Thanks :D 
Try This 
http://prdownloads.sourceforge.net/industri/mapcon_java.zip

it says it converts q1 -> q2 but q2 .map format is identical to q3 .map format. 
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