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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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QRadiant 1.5 
I got the program running, but it can't find my mapfile.
So I took the map that comes with the program but I still receive the error.
What is wrong with the path file?

http://members.home.nl/gimli/donkey.jpg 
 
hqbsp?

use \ instead of / ? 
 
I just used the internal build path from Qradiant. The screen says [bsp] [*.map] 
 
It seems to expect the map in id1. That's crap I think. Try compiling by hand (not using the build menu, but run the compilers in a terminal). That's what I do.

Or change the settings for the build menu. 
Right 
Thanks, I'll try it out.

I placed the map in Id/maps.
When it didn't work I chose the one in C:\Program Files\GtkRadiant 1.5.0\q1.game\id1\qr001.map
It seems the program GtkRadiant/hbsp diesn't see the map 
Spiral Staircases 
Are there any tutorials on making spiral staircases, or maybe just some advice about making them? 
I Would Make A Basic 
Spiral staircase by making a 12-sided circular room, as per the czg tutorial, Then make the wedges for the stairs. There are only 2 actually different shaped brushes they you would have to make, you can then make the rest of the staircase by copy, pasting and rotating those two. My coag3 map has an example of this. 
 
http://rickyt23.com/maps/coag3rickyt23src.zip

There's the source, the spiral staircase is at the origin of the map (0,0) 
Ricky: File Not Found 
 
 
00ps! 
Missed an underscore...... 
Where Are The Vanilla Textures For Mapping? 
Sorry to ask such a noob question, but I've been searching for hours. I just want to get started on a map using the plain vanillaQuake texture set. Quaddicted has a texture archive, but it's just a long file list and I have no idea which files just contain the plain Quake textures.

Where can I get a plain Quake texture set wad? 
 
http://www.quaddicted.com/wads/quakewad.zip.
If you use (Gtk|Net)Radiant, put quake.wad into /quake/id1 directory 
 
http://www.quaddicted.com/wads/quakewad.zip <-- removed the period that got attached to the url. :) 
Eww 
leave your period off Quaddicted please!

Also check out timfixed.wad 
Thanks 
Thanks a bunch guys. 
How Does One Make An Fgd File? 
Eg. for ne_dynamic? 
Blood, Sweat And Tears 
Just kidding. It's not that hard once you get the somewhat clumsy syntax down. There's a page on the valve developer wiki about the general syntax. Take a look at the fgd that czg (afaik) for quake. Just google quake fgd czg and it should show right up. 
Ok 
i'll figure this out i guess. but holy fuck. whoever wrote that parser is a goddamn moron. needlessly complex for something so simple. 
 
http://necros.slipgateconstruct.com/temp/ne_dynamic.fgd

doesn't work though. crashes the editor when i try to add it in the game from the game configurations tab! XD
gotta love the guy who codes up a fancy method of defining stuff, but doesn't code up any error handling.

hopefully someone who knows what to look for will take a look because i have no idea what's wrong with it. 
FGDeath 
I tried to find a way to put this delicately but...you're overflowing the error buffer which causes hammer to hang. If I cut out half of the fgd file I get errors back.

Fixes in the order I find them...

Line 26
Float isn't a valid type in old versions of hammer, you just call numeric fields "integer" and then put floats in them anyway. Change float to that and you get back "expecting identifier" - which means in this case that the colon is missing between (integer) and "search.... Change that and you get back "expecting integer" because quoting the value "512" makes it a string. Lastly I suspect that old versions of fgd don't support long descriptions, so I removed that from the line and it finally loads. Final line 26:

distance(integer) : "Search distance for autoconnect." : 512

Line 37
Mostly same problems, I think you can safely remove an empty string default. as fixed:

target(string) : "The first node."

Line 38, 39
Ditto.

By now you should be able to work your way to line 62 fixing things by rote. At line 62 I think your description exceeds some buffer length because I got a "expecting string" error which went away when I trimmed it to a single sentence. The same problem seems to cause crashes later in the fgd because trimming some longer strings took it from freezing hammer to loading without errors(once all the previous fixes has been applied).

We have to go all the way to line 94 to find something new to fix, because you want to actually have a non-integer default. It's not too bad though, all we do is change the field type to string, then leave "0.1" as quoted. When it comes to field types hammer doesn't actually care...

As a final trick, we can redefine the type of some of the target fields to benefit from the hammer dependency tracing. If you change target from (string) to (target_destination) and targetname from (string) to (target_source) then hammer can "Show Connections" between those entities. It's not necessary to make it function and it's a fringe benefit but still nice to know.

Fully fixed at
http://www.btinternet.com/~chapterhonour/ne_dynamic.fgd 
Thank You! 
I tried to find a way to put this delicately but...you're overflowing the error buffer which causes hammer to hang. If I cut out half of the fgd file I get errors back.

heh, don't worry about it! :) that's actually pretty funny.

i see there are some entries where i put in the wrong strings in so i'll have to fix those, but do you mind if i go ahead and just steal your file and attach it to the webpage after i make the modifications? 
Go Right Ahead 
n/t 
This Is Awesome 
thanks for this Preach/Necros!

Just to confirm - the above link will provide a functioning fgd for the mod? 
Yeah 
but use this one: http://necros.slipgateconstruct.com/downloads/ne_dynamic.fgd

i corrected mislabeled entries where i accidentally put in a description instead of the actual name, so you'd see the description in the entity inspector window which was usually too long.

there's nowhere to put detailed info though, so just open up the .ent file in the original archive in a text editor and you can read the more verbose entity descriptions. 
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