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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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Tronyn 
I ran into that error when vising my coag3 map with an older version of WVIS that had a bug with the state save function - interrupting the vis process caused unfinished portals to be left 'open' instead of resetting their progress altogether. BJP then sent me an experimental build of his VIS tool which had a -finish switch that would disregard such conflicting portals and force the vis job to complete.

Now, your problem appears to be different insofar as the WVIS bug was fixed in the final version and the BSP2 tools are based on that source. Or are they - can someone check?
Problem is that, presumably, BJP's new vis won't work here, because of the different BSP version and specifications. Still, you could contact him and see if he's got an idea. 
Thanks Negke 
I doubt I will be able to contact aguirRe these days, though he formerly was one of the best guys to talk to regarding mapping. I'll try him but I'll also try RMQ team / mh who I think (?) is the major tools developer. It could be a very old, rare and gay bug. But I reserve the right to be formally offended to only find out that shit's fucked after 333 hours. It's like a relationship, except even worse (333 hours into a relationship ought to have bought you the notification that you're doomed - long ago!). 
Serverflags 
I know the engine uses the serverflags to store information about if the player has the runes or not, what is the rest of the flag used for? Can it be used to store other information that can be used between maps? 
 
The rest is not used. And if the server does not cut the value of serverflags, I think it can be used 
Re: Texture Rotation And Alignment 
The scale is the sine of the angle. Like Metlslime said, for 45 degrees this is 0.707. Instead of rotation you often actually need to do negative scaling. Try putting a texture with text (like trigger) or some other obvious left/right or up/down differences and you will see what I mean (also, it needs to be the same size as the texture you will actually use). 
Sock 
Yes, it's possible. And apparently one can store more than you would expect at first glance if done right. Kinn, and if I'm not mistaken necros and Preach, talked about it not long ago, but I can't remember in which thread. 
Thanks 
Awesome, thanks for the reply, I was not 100% sure and I did search for serverflags in this thread but could not find anything. From my tests it *seems* to work fine. The things I want to remember across map loads affects every client so I am not worried about that. I know about the parm system but I am surprised there is not more use of the serverflag solution. 
 
Parms, Yeah 
Kind of mixed it up, and still had that one "meta hack" thing in mind, too.... Whatever works, right? 
Tri Soup And Light 
I had never used the light key _anglesense for the light program (was not in my FGD for hammer).
After a bit of trisouping I found I had dark spots at the corners. _anglesense .1 cleared it up.
Good info thank you
http://necros.slipgateconstruct.com/guides/lighting-basics/

Some info on trisouping
http://www.katsbits.com/tutorials/idtech/trisouping-bsp-brush-based.php 
 
Glad that was helpful. :) 
Radiant Question 
Negke, why did you use Netradiant?
Necros, why did you use Sikkpin's variant? 
 
At this point, i want to use netradiant, but I can't figure out how to load textures in it. :P

I really like Sikkpin's variant, but there is a critical bug somewhere which prevents me from making more complex geometry. Specifically, it is rounding off vertex coordinates when I do not want it to, which tears apart multi-brush objects I've built when trying to rotate them to non-axial angles.

Currently, I'm waiting for Trenchbroom. :) 
Strictly Speaking 
the vertex rounding may not actually be a bug, but rather intentional to prevent problems when compiling, but I think off grid vertices are not the cause of compiling problems which is why I don't consider it a good thing in the editor atm. 
Ha 
I was attempting to load textures into netradiant when I asked 
 
:D

I tried all the obvious things like putting wad files in different subdirectories and extracting them as jpgs and such. Nothing seemed to work. 
Append 
At this point, I am preferring to just wait for trenchbroom instead of trying to figure out netradiant. I figure if I'm going to learn a new editor, it may as well be completely different. :P 
 
Currently, I'm waiting for Trenchbroom

sleepwalkr demoed it to me and now I am pretending to be a great mapper who so far only has been limited by the tools. I can't wait to stare blankly into a 3d editor and do stupid things with its face extrusion and non-sucking vertex editing. 
Textures In Netradiant 
I've never had any problems with textures in Netradiant other than having to manually add the texture wads to the "wad" line in the map file.

I use PSP 4.0 to create and modify the images and convert to .bmp (using a Quake pallette file), then TexMex to add them to a .wad file.

Then just put the .wad files in the \Quake\ID1 folder. 
 
yeah... that works. it seems to ignore subdirectory selection in the wad key. :\

can you change that at all? I really dont' want to clog up my id1 folder with wad files. 
Wads In Id1\ 
This is how it is. No reason to reject the editor just because of that, one gets used to it.

Drew: I didn't use Netradiant because it has some weird bug/feature that affects the change views function in non-default window layouts which makes the whole editor unusable for me. I've reported this issue to Vermeulen, but it hasn't changed for three versions, so I don't expect it will anytime soon. A pity. Therefore still Gtkradiant 1.5 (26-Apr-07 build). 
 
I have 3 different Quake folders. One for playing/keeping downloaded stuff, one for editing only, and one clean one just for testing my current map.

I just copy whatever wad files I'm using into the editing folder (I keep all my images and intermediate graphics in a folder totally separate from Quake).

I think a few hundred megs just for Quake is pretty trivial in this day of multi-TB hard drives. 
True 
 
 
did anyone ever bang out some kind of utility/script for converting valve 220 map files to regular quake ones?

it looks a relatively simple thing to do going by the syntaxes... whether simply removing the texture axis data produces the same result though i don't know 
Rj 
As far as I understood, it is possible to do it with QuArK, just by opening the map and then saving the map file using the desired saving format... 
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