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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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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. 
 
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 
 
Does the map file itself have any brush data or is it just empty in a text editor? 
 
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 
That'd save some time.

These files tend to get neglected when creators don't use all formats personally. 
Does It 
Go forwards and back? 
I'd Be Interested In One Of Those 
 
Yes 
interested 
Ok, Cool 
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? 
 
 
copy the .def file and rename it to .ent? 
Def Files 
Do have inheritance I think. Doesn't quake.def contain an abstract definition for lights from which all other lights inherit? 
 
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. 
 
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 
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... 
urban terror?

Expertise here is focused on q1, sorry. 
Banksy 
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 
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? 
 
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 
cheers - Tx it is :}

i'll look into the other stuff too :} 
Light 
so regarding mh's BengtLightColoured - do I have any reason to switch to using it over bengt's original if I'm not implementing coloured light?

Using coloured lighting in Quake is a bit like trying to "improve" a Piranesi etching with a box of Crayola. 
It Multithreads Like F*k 
 
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