#11453 posted by negke on 2011/11/05 22:23:43
To select the entire func select one brush and press ctrl+alt+e. Don't know what mean about the other things. Shift cloned brushes, with alt+cursor key or what?
#11454 posted by necros on 2011/11/05 22:30:18
to flip the clipping plane with 3point clipping, in sikkpin's qe3, it's ctrl+enter. it's probably something similar in netradiant.
#11455 posted by anonymous user on 2011/11/06 21:06:38
I meant how to make the cloned brushes offset when you press 'space'.
Byte Packets
#11456 posted by Mike Woodham on 2011/11/13 16:42:05
FitzQuake - Warning: 1034 byte packet exceeds standard limit of 1024
What is this telling me that I have done wrong?
(Pulling the mothballs out of FMB-BDG)
Overflow
#11457 posted by Preach on 2011/11/13 17:53:58
This is the more informative fitzquake version of "Packet overflow". Fitzquake itself isn't hampered by packet overflow (in single-player, at least), but it sends the warning to let you tweak things for other engines. The usual fix still applies - reducing the number of updates at once.
Radiant And Win 7
#11458 posted by Blitz on 2011/11/14 04:45:37
Is there a version of Radiant that works with Win 7? It seems like the last couple of times I've gotten the urge to make stuff for Quake, Radiant has had funky issues where I had to change my graphical settings in Windows just to get it working.
#11459 posted by negke on 2011/11/14 09:37:56
All you need to do is disable visual themes (=Aero) in the compatiblity tab. Netradiant does it automatically - try if it works for you, I had some issues with it and stayed with 1.5.
how do you light compile a bsp model for quoth?
One Way
#11461 posted by Preach on 2011/11/19 11:12:57
There are lots of ways of doing it, if you know how to do it for hipnotic then that way still works. The external model supports allows for another way which I think is easier, and I'll explain that one now.
Create a new map file and build your rotating bsp model in it. Think about where you want the centre of rotation to be for your model, then move the brushes so that the centre of rotation is at the origin of the map (0, 0, 0).
Then compile your map as rot_mdl1.bsp. Return to your main map and add a point entity with classname rotate_object_point. Set the model field of this entity to maps/rot_mdl1.bsp and then compile and run the main map*. You should be able to find the rotate_object_point you just added and see the rotating model you built in fullbright.
All that remains is to open the rot_mdl1 map file in your editor and add some light entities around it, then recompile it. It's up to you to make the lighting believable, bearing in mind that your model will rotate, so keeping it fairly flat is advised.
* Question for the floor: Is maps/ the right folder for external bsp models to live, morally speaking? The guide puts it there because it's simple, where the compile process naturally puts maps. This makes it easy to compile it, check the lighting in-game and then adjust and repeat. But I think there's a case for these models to belong in another folder for released maps, either progs/ or a new folder like mapobj/.
Thnx Preach
I somehow forgot that you dont even need to seal the map for q1 light, unlike other games.
Preach
#11463 posted by ijed on 2011/11/19 14:02:02
I'd say maps, even though logically it could go somewhere else - just because its the standard format that the majority of editors use.
#11464 posted by necros on 2011/11/19 17:15:07
i just leave them in maps because i'm lazy.
Also...
#11465 posted by metlslime on 2011/11/19 21:44:40
id software put their item boxes in /maps
Q3map2 Issue
How to force q3map2 to keep samplesize at 16 on huge planar surfaces?
No, tessellating them wont help, it still bakes all them into one 128x128 lm texture. Cant make the slices non-planar (think of a square, it must be flat). Not using -meta is not an option (or other stuff wont work).
-samplesize 16 doesnt do anything either.
If its possible at all...
#11467 posted by metlslime on 2011/11/27 19:31:41
How about tiny differences in texture alignment? Like 0.0001 unit shifts to prevent merging?
Ikbase To Hlwad
#11468 posted by KamiKaze on 2011/11/28 03:42:50
Using worldcraft 3.3 I'm trying to convert ikbase to hlwad but I'm getting an error saying "texture too big - shrink it".
Not sure why since none of the textures are larger than 256 pixels?
Could the fact that worldcraft has to be in the program files folder which in Vista has strict rules about creation new files?
Metlslime
Tried it, doesnt work. Q3map2 assigns lightmaps coordinates regardless of diffuse textures coords or names.
#11470 posted by necros on 2011/11/28 19:57:44
maybe it's just a wonked out error message, and it's actually stumbling on the small 16x128 textures?
apart from that, are you trying to directly convert it from .wad to .hlwad or are you exporting then re-importing?
if you're doing one, try the other, etc...
i think hl wads, each texture is supposed to have it's own palette? not sure about that one.
#11471 posted by KamiKaze on 2011/11/29 03:59:10
Thanks. Exported the textures then imported them into a wad that worldcraft was already using and the textures show up fine. Didn't have to do that in my old installation of worldcraft with ikbase... but whatever :)
KamiKaze
#11472 posted by ijed on 2011/12/02 12:55:51
The error message it pops up typically doesn't have anything to do with the error - there's a log folder inside that tells you what really went wrong.
Lots of people have problems with that tool.
Worldcraft!
#11473 posted by Moon[Drunk] on 2011/12/04 08:36:12
I have a 'clean' install of worldcraft3 and wc3adaptor and when I'm opening a .map from the Quake map sources in Worldcraft I get misaligned textures! Anyone have a clue what might cause this?
screenshot
Yeah
#11474 posted by RickyT33 on 2011/12/04 13:35:28
WC uses Valve 220 texture protocol, or some jaz like that, and yeah - doesn't support standard .map texture format.
You need to find some .rmf sources, or use WC's awesome texture alignment to align the textures......
Kinda sucks in that respect, WC.
3.4
#11475 posted by Preach on 2011/12/04 14:26:05
Is there a reverse-mapconv anywhere? One that takes Q1 format maps and spits out the valve version with the added texture info?
#11476 posted by gb on 2011/12/04 21:21:47
Couldn't he use an earlier version of Worldcraft?
Hmm
#11477 posted by DaZ on 2011/12/05 00:40:10
could try select all and then open the face edit box and align all to bottom left, as a quick and dirty fix.
There might be a few faces you then have to edit by hand to get looking right, but that should fix most surfaces in the id maps as they are not too complex.
if you can find yourself a copy of worldcraft 1.6, that will load the map files with correct texture coordinates as others have mentioned.
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