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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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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. 
Cool 
thanks again, might try to make a little thing with this. 
Oh Btw 
don't hesitate to email bugs to me if you find any! :) 
Mdl2map 
Does anyone know where to find this where the .map will open in hammer 3.5 ? 
 
it's in openquartz. 
NetRadiant For Open Arena. Where Do Textures Go. 
I'm doing some mapping for Open Arena in NetRadiant. Now for some reason my texture have decided not to load up in my texture browser. My question is where abouts do you put the textures once you've unpacked them from the pak file. At the moment I have them in a folder called textures in NetRadiant's baseoa folder. Thanks for any help. 
Dont Know 
But this might help you:

http://openarena.ws/board/index.php?topic=3120.0

Makes little sense to me but i never used netradiant. I did read from the link above that you shouldn't unpack anything.....

Hope this helps :D 
The Common Shaders 
Thanks for your help. That seems to have done the job.

But I often get this problem where the "common" shaders don't load properly, and whenever I fix it it seems to be by accident and I don't actually know what I did.
This is what i'm talking about...
http://i425.photobucket.com/albums/pp334/charlesr456/Untitled.jpg 
Staircase: When To Use Func_wall And When Not To 
What is the most elegant solution when building a staircase? A staircase creates a large number of triangles and shreds any adjacent faces even more triangles. But, because func_walls do not cast shadows, I hesitate to make every step a func_wall.

The solution I came up with is to have the wall and steps as regular brushes, but to include a sort of railing between them which is itself a func_wall. The stairs appear to be flush with the wall, but they are not. It also adds some nice detail.

However, depending on where the lights are placed it creates some bizarre shadows on the opposing side of the staircase. I had some success by creating a regular brush that hides inside the func_wall version, touching nothing but casting a shadow. But this is less elegant and more messy.

At this point, I�m not sure what to do. Is there a better way? 
New To Quake 1 Mapping 
Hey guys. I'm trying to use GtKRadiant for Quake mapping, but I'm having tons of trouble.

I got the vanilla id textures from Quaddicted and have GtKRadiant itself working.

I made a test box map and am compiling it with hmap2. That appears to work. But when I load it up in Quake, the textures I've chosen don't appear, instead just a placeholder checkerboard texture on every surface.

What am I doing wrong? 
OK, I Dont Know About Radiant, But.... 
When you export your .map file, you can open it in a text editor (i.e. Notepad), and at the top of the document is the Worldspawn information. There is also meant to be a line which tells the compiler where the .wad files are located. I would check that this location is correct. You can use full root loactions (i.e. "C:\quake\mywads\id.wad"). 
Success! 
Excellent! Worked like a charm. Thank you :)

Just in case, is there any particular trick to using multiple wads? 
What You Do Is 
Separate the wad locations with a semi-colon.

Example:

"wad" "C:\quake\mywads\id.wad; C:\quake\mywads\mynexwad.wad; C:\quake\mywads\mylastwad.wad" 
Stairs 
It really depends on the complexity of what you're building.

And lots of triangles probably isn't as bad as you think if its in a closed in area.

Post a screenshot so we can see what you're wanting to do. 
Yeah 
With limits of 65000 triangles (or 32000 in really old engines), then a few stairs is not really a problem. Trying to over-simplify the architecture by lifting brushes off the ground etc seems like a good idea, but in reality it often creates more portals and clipnodes. 
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