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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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Piece Of Cake With Regular Expressions 
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 
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. 
jEdit is crazy good. 
On The Same Topic As Yesterday 
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 
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. 
 
I use GTKRadiant 1.5 from svn, and fixed a problem with newer gtk versions manually (popup messages).

Works well enough. 
 
Do enable autosave, of course. 
 
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! 
what is the editor more similar to Quark but not so heavy? 
 
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? 
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 
Heh 
There is no editor similar to Quark. And for good reasons.
Give the most popular ones a try and see which one you initially feel most comfortable with. 
:\ 
when I tried WC was like starting with chinese language... :| 
Heh - I Felt The Same Way About Quark 
IF you look in the help tab in Worldcraft you will find a really good simple tutorial that will get you started. 
 
i'd stay away from WC if you're new to it. it barely runs on modern systems and it's just really weird to use it.
i find hammer 3.3 much slower in general for general brushwork and i don't imagine WC 1.6 is any better. the constant need to shift+key to switch modes just to add entities or do texturing is a huge time sink.

if you're already comfortable using it and such, then this post isn't aimed at you. i'm mostly talking about people who are considering using a new editor.

i'm of course biased towards sikk's QE3/radiant, so take all that with a grain of salt. :) 
Moore's Law 
Doubling the number of transistors in a CPU makes Quark run 50% slower :P

I'm in the same boat as you, Trinca. Seriously, I never had a problem with it on my pentium 100 in '97, but somehow on a 2.3 ghz cpu it struggles to run. I guess my maps are bigger now.. but it's gotta go after I finish my current project. 
 
Try some editors and see what you like... the worldcrafts, the Radiants, BSP... Toe Tag if you're on a Mac...

personally, radiant made me map 300% faster and better. Like switching from a rusty kitchen knife to a scalpel... 
Yeah - Toe Tag 
I wish there was a Windows port of that. It looked awesome. Anyone still in touch with Willem BTW? I miss him :D 
He Spends Time 
over on Worldofleveldesign.com forums - much less drama over there. Goes by ... I forget what name he uses. 
His Blog Is Here 
Texture Lump Size Too Big? 
Hello all

Been working some more on a Quake 1 mod and I've got an error that crashes Light.exe

LoadBSPFile: Texture lump size 2103368 too big (max = 2097152)

I was wondering what can be done about this, the mod is more a TC so it has a lot of textures, I would be okay ditching all of the id1 textures if it means I can make more textures (I am not done making all of the new ones I need by far)

any info would be helpful.

Thank you all! 
 
iirc, that sounds like you have too many textures in your map. basically you need to reduce the total size to less than the max (~2mb) so just remove/replace lesser used textures with others, or reduce the size of textures. 
Are There Modded Build Tools? 
Ah, thats a bummer

Just wondering since the game will end up using Darkplaces engine, are there any modded build tools that can maybe increase the size above 2mb? Game doesn't have to be Winquake friendly ect.

Thank you for your help so far 
Are You Using Bengt Jardrup's Tools? 
I think they're currently the best. Not sure if it will help with this error though.

txqbsp/treeqbsp: http://user.tninet.se/~xir870k/

There are modded versions of his vis/light with multithreading and colored light support:
vis: http://celephais.net/board/view_thread.php?id=60365&start=93
light: http://celephais.net/board/view_thread.php?id=60480&start=35 
 
use aguirre's tools, his are the most advanced compilers out there. they will compile maps right up to the max that can be done with the .bsp format.

or rather, use his qbsp. for light, use MH's modified version of aguirre's light: http://www.quaketastic.com/upload/files/tools/windows/BengtLightColouredR2.zip
it has coloured light support and multi-threading.

and for vis, use tuna's fixed version of willem's modified version of aguirre's vis (hehe...)
http://www.quaddicted.com/tools/wvis_20100119.7z
which likewise enables multi-threading (and fixes the bug with the vis progress saving) 
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