Cool
#11048 posted by Tronyn on 2011/04/28 02:00:52
thanks for the help/explanations guys, I think I have it solved (am about to test map).
I imagine negke (side note: negke weirdness rules) could do some interesting stuff with invisible movers (although it seems like a func_whatever can't be ONLY clip brushes and has to have some normal brush component).
BTW
#11049 posted by Tronyn on 2011/04/28 11:27:30
I just deleted a giant rant, but if anyone is willing to help me with a map or two, deadline QEXPO 2011, I would really appreciate it. Hell log the hours and I'll pay em back next fall. Once I finish my characteristically-Tronyn-stuff, I'm interested in checking out weirder ideas regarding Q1SP. I've loved the ULTIMATE DOOM ULTRA VIOLENCE view til now, but there are many other views.
Good Luck Tronyn
#11050 posted by ijed on 2011/04/28 13:37:56
It Depends On What Kind Of Help You Need
#11051 posted by generic on 2011/04/28 13:49:29
I am bad at some things and worse at others ;)
#11052 posted by negke on 2011/04/28 16:04:34
negke would use skip brushes to define the bounds and go nuts with clips within. Remember, it takes only two tiny brushes to make it work.
negke weirdness 101: clip maze!!!
Tronyn: Yeah, what kind of help are you talking about. I mean, not that I would want to help a RANT DELETER...
Btw. Metl And Necros
#11053 posted by negke on 2011/04/28 17:48:17
I tried the door setup, but it worked even less. When doors and relays had the same wait/delay, the doors wouldn't move at all, changing delay to 0.2 worked but then the animation wasn't smooth. Or something. Pretty messed up stuff. After three hours I gave up and flagged them out.
#11054 posted by necros on 2011/04/28 18:29:56
tronyn: email me about whatever and we'll see what's up.
negke:
doors have to have a slightly longer time before the next triggering than their waits. 0.1 is enough i think?
you could try adding more frames (doors) to the animation to get that extra time.
also: MOVING clip maze. ha!
I Don't Know
#11055 posted by negke on 2011/04/28 20:51:45
Maybe Glquake just sucks ass and should have been banned from every computer years ago..
What's That Trick
#11056 posted by Tronyn on 2011/05/02 20:18:24
to edit finished bsps again? I only need to change a trigger_changelevel.
#11057 posted by metlslime on 2011/05/02 21:28:21
extract entities from the bsp (which are in plaintext format), save as a .map, edit the .map, then recompile using -onlyents, and remember to also run light.exe -onlyents so the switchable lights will work
Or...
#11058 posted by metlslime on 2011/05/02 21:29:10
you can edit the bsp itself with a hex editor, this works as long as the total number of bytes doesn't change. So if you're replacing a string with the same-length string, it would work.
#11059 posted by rj on 2011/05/02 22:28:05
this does it pretty easily too
Le Duh
#11060 posted by negke on 2011/05/02 22:37:04
Hindsight protip: Tronyn, load all your maps on all difficulties with developer 1 and fix the items that fall out. With your newly-learned skill "-onlyents".
Opening WC Maps In Radiant.
#11061 posted by necros on 2011/05/05 22:55:47
i've got a .map file that needs to be edited but it can't be loaded in QE3 (radiant) because the brush lines are incorrect.
i'm guessing this is the WC extended texture alignment stuff. here's what it looks like:
( 472 -504 160 ) ( 472 -424 160 ) ( 472 -472 144 ) WM1_3 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
and a normal line should look like this:
( 32 256 0 ) ( -272 256 -16 ) ( 32 256 -16 ) wall9_8 0 0 0 1 1
is there any way to fix this? or will i need to get WC somewhere and do changes in there? (would strongly prefer not to as i have 0 experience in that editor and it would take me 10x as long to do stuff).
Piece Of Cake With Regular Expressions
#11062 posted by Spirit on 2011/05/05 23:10:35
something like replacing
"\[.*\]"
with
"0 0".
And that's why I love the Linux commandline. String manipulation is so incredibly easy.
cat file.map| sed 's/\[.*\]/0 0/' > newfile.map
Going to bed now, could run your file through this in ~10 hours if you want. Alternatively use a good editor like jEdit.
Ah Yes
#11063 posted by necros on 2011/05/05 23:45:29
thanks for reminding me, i had to do something like this before and i already have jEdit!
i'll try out some stuff with it...
...and It Worked.
#11064 posted by necros on 2011/05/05 23:49:01
jEdit is crazy good.
On The Same Topic As Yesterday
#11065 posted by necros on 2011/05/07 00:41:09
using jEdit to strip out the extended texture info allowed me to open the map in radiant just fine, but is there a way to preserve the texture alignment at all? i think the four number thing is quaternion or something? is there a one to one method of converting that to simple x,y offset?
keep in mind, i don't understand quaternions at all. :S
Radiant On Linux
#11066 posted by jt_ on 2011/05/10 15:54:15
Those of you who map on linux, what version of radiant do you use? I've been building netradiant from git, and it's been very unstable (expected, though, it is the git version). The official releases don't see to be much more stable than the git versions.
#11067 posted by gb on 2011/05/10 16:23:39
I use GTKRadiant 1.5 from svn, and fixed a problem with newer gtk versions manually (popup messages).
Works well enough.
#11068 posted by gb on 2011/05/10 16:24:11
Do enable autosave, of course.
#11069 posted by gb on 2011/05/10 16:25:32
Oh also with the svn version you get some useful plugins, like Polygon Builder or whatever its name was. Comes in very handy for rings etc. from brushwork.
Help!
#11070 posted by Trinca on 2011/05/13 12:01:24
what is the editor more similar to Quark but not so heavy?
#11071 posted by Trinca on 2011/05/13 12:02:41
want to map again at work... but quark runs to slow in this new system... need a software that record a map file and quit fast!
in case someone shows up :p
BSP Editor?
#11072 posted by RickyT33 on 2011/05/13 13:16:30
WORLDCRAFT!!!!
BSP Editor i think Trinca ;)
http://www.bspquakeeditor.com/
Has a lot of cool features, and I think its open sourced and in development still (possibly). I installed it the other day to have a peek, and it looked quite cool :D
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