Have You Tried Intalling It On The D:?
#11228 posted by RickyT33 on 2011/06/13 18:24:10
Worldcraft I mean. It's not a difficult editor to set up. I deleted the prgram All_wads_To_HLWads.exe in favour of using TexMex to convert wads to Half-Life format. It's worth downloading the Hammer 3.5 executable, and dropping that in place of the Worldcraft .exe.
But as much as the QuakeAdapter makes it easy, fast and convenient to get you started, there is nothing stopping you from running Worldcraft from any DIR. You can easily configure it, and although I'm sure at the time Quakeadapter was put together it's compilers were the best current compilers - well, they aren't anymore. I have long since replaced them with better compilers (with the exception of TXQBSP which is *THE* best compiler. evar.)
I compile my maps from the command prompt anyway. Worldcraft gives the full location of the wad files in the .map file header too, so you can export your .map file to anywhere on your HDD and compile it from there, and as long as you leave your wads where they were when you were building your map, the compiler will find them.
If I were you, I would try running Worldcraft again.....
And there's always .BSP editor........
If That's The Case
#11229 posted by necros on 2011/06/13 18:32:00
would copy pasting the same brush twice at the same spot, skewing and then deleting the spare work?
Yeah That Worked
#11230 posted by kaffikopp on 2011/06/13 18:50:39
Still didn't make it much easier to work with though unfortunately, as when I'm dragging vertices in one view the editor always seems to compensate for it, like here where I tried to align the vertices along the curve in the top view and the lower edge got dragged downwards. That was just an example image that I threw together to show what happens and not a serious attempt at creating a curve, but this is what happens no matter what I try, and skew didn't seem to work around this either. Oh well, time to try out WC again then I guess, where this is unproblematic...
#11231 posted by roblot on 2011/06/13 19:17:47
I think Quark is also a great editor, but has some purposely corrupt coding is in the export to .map - This problem is easy to solve with copy and paste. The arches in func_city_04-13-11 are set at 2 unit resolution, something trinca said he avoided. On export, Quark goes through "extra software mutilation code" to get to it's .map file.
So forget the float precision, Quark doesn't even let you get 2 unit precision on angled brushes.
So..,
#11232 posted by madfox on 2011/06/13 23:25:04
I work with Quark since it was an early Qmap version in the late 98, so I'm very contributed to it. Skewing with one brush only goes by setting angle of a brushside.
But then you miss gridclipping of course.
My simple outcome is when I make a map In Quark with complicated brushes the leak error grows.
When I import the same map into WC1.6 and it compiles well with the same compilers it reduces Quark in compare to the WC1.6.
I'm doing with QRadiant and it is a RTFM job to get familiar with.
My interest grow to BSP which has an update to 96, since I learned to know it in QBSP94b.
Berntsen:
#11233 posted by metlslime on 2011/06/14 23:47:47
sorry i didn't reply earlier, but it appears necros did a pretty good job of explaining everything you asked.
No Worries
#11234 posted by kaffikopp on 2011/06/15 01:53:23
Yeah necros got me on the right path (thanks again), just fiddling around with different techniques at the moment.
Also got Hammer 3.5 to work with Quake, had no idea it was even compatible, so thanks for the tip Ricky! Although I did encounter something strange... made a test map, saved as .map and it compiled fine, closed the editor and later when I opened the map again it was completely empty. I guess it's not much of a problem as I can save as .rmf just fine, just found it a bit odd.
And bear with me here, but how do you make the extra parameters for the compile tools work in Hammer? In the advanced compile menu I wrote "-soft -extra 4 -gate1" without the quotes as a parameter for $light_exe, but it doesn't seem to do anything. Light 1.43 by Bengt Jardrup.
I Think You Have To Put The Commands Inside The Quotes
#11235 posted by RickyT33 on 2011/06/15 02:17:06
I would keep to using the .rmf format rather than the .map format. The .rmf contains a lot more data than is outputted into the .map file, like vis-groups for example, as well as containing the extra texture information generated by the valve 220 protocol. This is a pain if you plan on using other editors to make your map, because the data seems to corrupt when loaded into editors which dont support the 220 protocol.
The good thing is that the Hammer editor's texture lock feature works really well - you can really speed up texture alignment because of it because you can clip, copy, paste and most importantly rotate as much as you like, and the textures stay aligned.
Correction:
#11236 posted by RickyT33 on 2011/06/15 02:22:27
You have to press F9 to compile your map from the editor, and that is where you add your commands. You have to press F9 then click on the button "expert".
#11237 posted by kaffikopp on 2011/06/17 01:23:31
Didn't get around to trying this out before now, but yes, apparently putting the commands inside quotes work. At least, the compiler seems to recognize the parameters "-extra4" and "-etp" as "Extra 4x4 sampling enabled
Enhanced Texture Positioning enabled" appeared in the compile process window, but "-soft 1" and "-gate 1" gave an "unknown option" error for some reason.
Also it didn't seem to make any difference whether I compiled with these parameters or not, here's two comparison shots from compiling with and without:
http://i.imgur.com/IlsWS.jpg
http://i.imgur.com/36dNX.jpg
#11238 posted by necros on 2011/06/17 03:02:20
try compiling from batch files/command prompt, or try my ne_q1spcompiler thing.
i seem to recall running the compilers in the editor console wasn't good for some reason. maybe someone can confirm/refute?
#11239 posted by jt_ on 2011/06/17 03:03:21
I think the options are -soft1 and -gate1.
#11240 posted by kaffikopp on 2011/06/17 04:57:11
Your compiler thing did the trick necros, that's quite a nifty tool you got there! Though I noticed I couldn't choose a map saved as .rmf to compile, and due to the oddity of maps saved as .map in Hammer turning up empty, I'm thinking it wouldn't be a problem if I just save the map (from .rmf) as .map when I'm ready to compile? Or would crucial information stored in the .rmf get lost?
jt_, soft1 and gate1 also gave the "unknown option" error. Guess the in-editor compiler isn't all that.
Also, while I'm at it - know if it's possible to list textures after which wad it appears in with Hammer, like with QuArK? At the moment every texture (1000+) from all the wads I've imported appear at once in the texture browser, which makes it quite tedious to find whatever I'm looking for.
#11241 posted by necros on 2011/06/17 05:08:34
no, -soft # and -gate # are the correct syntax.
as for textures, hammer has a filter where you can type in to just show textures with that string.
you could rename all your textures from one wad with a prefix of some kind?
i don't know much on that score-- hl2 has the filters all set up via scripts as well as filename. so you type c17 and you get all the downtown textures.
#11242 posted by kaffikopp on 2011/06/17 05:18:09
Yeah I tried adding a suffix to all the textures so I could just type in the suffix and sort them that way, but I'd have to search and replace each texture I've already used in my map with the renamed ones, which I haven't been arsed to do yet. Eh, I'll probably work it out.
#11243 posted by necros on 2011/06/17 08:29:43
there's a program out there that, i think, will batch import tgas into a wad. you could extract the wad, use a batch file renamer (google) then use the batch wad importer. i think baker made it? i just remember seeing it a while ago somewhere, probably i3d.
RE #11240
#11244 posted by RickyT33 on 2011/06/17 12:05:43
Yes - work in .rmf format, save in .rmf format. When you want to compile, export to .map and compile.
#11245 posted by negke on 2011/06/17 17:05:25
What is it that scrags are such fucking divas when it comes to the simple task of flying into a teleporter towards the player???
#11246 posted by Zwiffle on 2011/06/17 17:25:36
negke what is your problem specifically?
#11247 posted by negke on 2011/06/17 17:40:34
They are awake and fly back and forth in their closets but they carefully avoid the (touchable) teleport trigger most of the time. And then, when it's too late, they sometimes all teleport in at once.
#11248 posted by Zwiffle on 2011/06/17 17:48:47
Are you talking about teleporting in scrags? Why are they awake before they teleport in the first place?
#11249 posted by negke on 2011/06/17 19:32:04
All monsters are woken on map start. They don't have their own teleporter each to save entities and make for a slightly more random spawning effect. I might put a door behind them that slowly pushes them into the teleporter, or just leave it like that as they apprently all do spawn eventually.
\maps\smqx11_drew1a.bsp: No Such File Or Directory ???
#11250 posted by Drew on 2011/06/18 23:43:08
** Executing...
** Command: Change Directory
** Parameters: C:\Program Files (x86)\Steam\steamapps\common\quake
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.map" "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.map"
** Executing...
** Command: c:\program files\worldcraft\quaketools\nomapversion.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a"
** Executing...
** Command: c:\program files\worldcraft\quaketools\txqbsp.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a"
TxQBSP 1.12 -- Modified by Bengt Jardrup
Inputfile: C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.map
Outputfile: C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.bsp
------ LoadMapFile ------
Title: "Infiltration"
9818 faces
1621 brushes
515 entities
127 miptex
1569 texinfo
Added 26 texture frames
Building hulls sequentially...
Processing hull 0...
------ Brush_LoadEntity ------
----+----+
1487 brushes read
------ CSGFaces ------
----+----+
9010 brushfaces
7010 csgfaces
6320 mergedfaces
------ SolidBSP ------
7009 split nodes
2984 solid leafs
3888 empty leafs
138 water leafs
14284 leaffaces
13054 nodefaces
------ FillOutside ------
1548 outleafs
------ MergeAll ------
4866 mergefaces
------ SolidBSP ------
----+----+
2636 split nodes
1197 solid leafs
1341 empty leafs
99 water leafs
7706 leaffaces
5761 nodefaces
------ Portalize ------
1440 vis leafs
4711 vis portals
------ Tjunc ------
5582 world edges
20228 edge points
4337 edges added by tjunctions
0 faces added by tjunctions
------ MakeFaceEdges ------
----+----+
------ GrowRegions ------
************ ERROR ************
Entity with no valid brushes or textures on line 15942
Elapsed time : 0:04
Peak memory used : 8.2 MB
** Executing...
** Command: c:\program files\worldcraft\quaketools\vis.exe
** Parameters: -fast "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a"
---- Vis 2.31 ---- Modified by Bengt Jardrup
************ ERROR ************
Error opening C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.bsp: No such file or directory
Elapsed time : 0:00
** Executing...
** Command: c:\program files\worldcraft\quaketools\light.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a"
----- Light 1.43 ---- Modified by Bengt Jardrup
************ ERROR ************
Error opening C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.bsp: No such file or directory
Elapsed time : 0:00
any idea what is going on here? I have done very little since the last compile, when this worked just fine. Added a door with a clip brush.
#11251 posted by negke on 2011/06/19 00:03:06
It needs at least one brush with a visible texture. Clip brushes in funcs only work if the boundaries are defined by visible brushes.
The Reason There Is No File Or Directory Is Because
#11252 posted by RickyT33 on 2011/06/19 00:17:06
The TxQBSP program failed with the error:
Entity with no valid brushes or textures on line 15942
What you need to do is go to Map => Check for Problems
Then you need to scroll to the bottom and look for something like "entity with no brush". Highlight the error, then click on goto, close the dialogue and press delete. When you press 'goto' or 'mark' (i forget), it will send the 2D view to the middle of the map.
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