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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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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... 
 
with the texture alignment intact? 
 
i tested wc .map -> quark6 -> qe3, but it seems to kill alignment. 
 
thanks, thought that might be the case.

although erm.. the question is kind of irrelevant now. for some reason thought that wc3.3 had an increased grid size but alas, it doesn't. trying to work on someone else's half finished map which is built outside the usual -+4096^3 boundary and tearing my hair out with gtkradiant (i've been using worldcraft for 10 years! it's a difficult transition)

so my next (almost completely unrelated) question is if there is any way in radiant to focus the 2d views on whatever is selected? (ctrl-e in worldcraft). the 2d zoom function is horrible to use as it doesn't follow the cursor, and selected objects don't stand out when zoomed out like they do in WC. basically i'm selecting stuff in a giant grid-wide mass of ~16,000 brushes and can't even see where it is to edit it without a great deal of hunting around...

hoping that someone experienced will be able to point me to a magical shortcut or technique i've overlooked :) 
GTK 
Object focus : Select the object and press SHIFT+TAB. This will focus all windows on a select object and also rotate window axis view.

One thing you should try is floating windows and only have ONE 2d view window. Ditch the old cad/crap 3 axis window view, you really don't need it! The shortcut SHIFT+Tab will also rotate the window axis so you see the object/maps from any axis and only have one (very large) 2d window open.

Editing large map, use func_group on large selections of brushwork and use the filters (Alt+ 0-9) Also learn the inverse hide/select commands. For example, select brushwork group/object, press I and then H. It will only leave you with what you want to focus on. 
Huzzah 
muchos gracias sock. great advice!

still unsure about the one view layout though... i did try it that way for a bit but kinda missed the old way. may experiment some more though 
 
I've always used 3 views + cam. I find it much easier to work with vertical layouts that way and also find the transition between views when switching very jarring.

Use what feels good. 
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