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#11660 posted by banksy on 2012/02/01 11:35:31
Now i have another problem. I have been working on a map for a long time, then one time i saved it as usual, and exit radiant. Then next time i load the map, the map is empty. Like all brushes had disappeared. I was very distressed, so I made another map, making sure I saved all the time, then today I exit, and came back later, and same thing happened.
What's going on???
#11661 posted by necros on 2012/02/01 21:09:53
you're on mac then?
have you tested it by opening up finder window to your save folder, and then saving?
does a file appear at all?
if it was w7, i'd say it was a permission problem... but maybe it's saving into /library instead of /user? just guessing here...
#11662 posted by negke on 2012/02/01 21:23:49
Could also be a case where Radiant has a problem with the entity definitions (improperly configured, syntax error, missing something). Or simply filters activated?
As for the models, just try the ones that come with UT. Not sure if you just need to point the program to the right folder/pk3 or actually have to extract them. Also may need to adjust config xml.
#11663 posted by banksy on 2012/02/02 06:25:06
Yes I am on a mac.
I will describe the situation.
I was making a map. And I had been saving all day. Then i saved, and quit Netradiant and had dinner. Then I came back opened Netradiant, and both my map, and the autosave would not have any brushes or models in the map. This is really weird, as it was only this map. All my other maps from ages ago still worked fine.
Also, i save my maps to my desktop, which has worked fine in the past. This error only really happened after i updated X11
#11664 posted by negke on 2012/02/02 10:24:24
Does the map file itself have any brush data or is it just empty in a text editor?
#11665 posted by necros on 2012/02/04 04:17:02
is there any interest in a .ent/.def -> .fgd converter?
was originally going to be just a gui for managing and saving lists of entity definitions but i haven't gotten around to making the gui yet, so it's just a command line thingy.
Sure
#11666 posted by ijed on 2012/02/04 12:13:43
That'd save some time.
These files tend to get neglected when creators don't use all formats personally.
Does It
#11667 posted by ijed on 2012/02/04 12:17:13
Go forwards and back?
I'd Be Interested In One Of Those
#11668 posted by RickyT33 on 2012/02/04 18:46:02
Yes
#11669 posted by Drew on 2012/02/04 20:02:39
interested
Ok, Cool
#11670 posted by necros on 2012/02/05 00:22:39
i have some things to clean up but i'll try to get a version that works out during the week.
currently, it can (from what i've seen so far) parse a .ent and create a .fgd.
eventually it should be able to go back and forth, with probably it's own format to store everything in.
this is because there is some loss of data going either way:
.ent files tend to have nice long descriptions of how the entity works, and then descriptions for each keyval/flag, whereas fgd tends to have more abbreviated descriptions, relying more on external docs to flesh out entity functionality.
but fgd has, first, the concept of inheritance for definitions which .ent files lack and the other things like data types for keyvals (strings, integers, choices), which get lost going to .ent.
also, depending on how you document your entities, it can be more of less effective.
so, when creating an fgd from an ent, i've taken to having the thing create some standard baseclass entitites (appearflags, target/targetname, monster, player) and then having the parser try to deduce if the fgd should inherit from a baseclass or not.
eventually, when the gui is working, you'd be able to both parse pre-made def files but also just make your own in the gui itself and fix up badly interpreted defs.
additionally, i'd love to have it be able to scan through an entire qc source project looking for entity defs, matching if they have been added or modified from the current database and then updating it with only new entities... or whatever... dunno how far i'll get.
i'll have more info depending on where it's at next week.
.def -> .ent?
#11672 posted by necros on 2012/02/05 04:22:18
copy the .def file and rename it to .ent?
Def Files
#11673 posted by SleepwalkR on 2012/02/05 07:52:32
Do have inheritance I think. Doesn't quake.def contain an abstract definition for lights from which all other lights inherit?
#11674 posted by banksy on 2012/02/05 08:00:44
All i want to know is how to stop my maps deleting themselves?
.ent Files
.ent files are XML
The ones used by Netradiant atleast are.
#11676 posted by necros on 2012/02/05 17:46:40
oh then that's not what i was talking about in my previous post then.
.ent is the plain text format used for QE3, which is just QC block comments with a description of the entity.
i doubt i'll touch the netradiant one, at least until i can get gtkr/qe3 <-> fgd working.
if it's xml though, it should probably be easier than parsing FGDs since i could just use the java xml parsers, but it's beyond the scope of what i want to do for now.
Banksy
#11677 posted by ijed on 2012/02/05 20:34:57
not many mac users here, thats why there's not many answers.
Try what negke said though - open the .map file in a text editor. If there's still stuff there them your level editor is broke. Maybe try Toetag, which I think is 'the' mac level editor for quake.
If the .map is empty in a text editor then its an OS problem - no idea.
On A Phone Here...
#11678 posted by ijed on 2012/02/05 20:53:28
urban terror?
Expertise here is focused on q1, sorry.
Banksy
#11679 posted by ijed on 2012/02/05 20:54:00
not many mac users here, thats why there's not many answers.
Try what negke said though - open the .map file in a text editor. If there's still stuff there them your level editor is broke. Maybe try Toetag, which I think is 'the' mac level editor for quake.
If the .map is empty in a text editor then its an OS problem - no idea.
Yo
#11680 posted by Kinn on 2012/02/08 22:37:54
Ok, I'm trying to dust down the mapping cobwebs so I'm a bit rusty. I have but one question:
I traditionally use bengt jardrup's tools - which bsp.exe should I be using - TxQbsp, or TreeQbsp - and why?
#11681 posted by necros on 2012/02/08 23:10:38
txqbsp. he worked on that one more iirc.
also, strictly speaking, you shouldn't be using the original aguirre tools except for the bsp program.
Willem and Tuna successfully got multi threading going on vis based off his version ( http://www.quaddicted.com/tools/wvis_20100119.7z ), and MH has an excellent version that adds coloured lighting while retaining all the old light functionality (sun, outdoor minlight, attenuation5, etc...) ( http://mhquake.blogspot.com/2010/11/bengtlightcoloured-r2-is-out.html )
Quoth Minimum Pack?
Is there an official Quoth minimum package, with no maps skyboxes and all the extra stuff?
No
What would be the point?
Necros
#11684 posted by Kinn on 2012/02/09 15:12:40
cheers - Tx it is :}
i'll look into the other stuff too :}
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