AguirRe
#1286 posted by JPLambert on 2004/03/01 13:59:49
Thanx for your help, but, what link(s) is(are) able to help me ?? I have no idea about what to look for...
...sorry...
Sorry, It Appeared
#1287 posted by aguirRe on 2004/03/01 14:14:18
above in your post #1276 as if you already found the Q1 Tooltips and got help from it. Anyway, look in the bottom right corner of my site or click here: http://user.tninet.se/~xir870k/tooltips.txt .
If you still need help with your HOM, you can send me the zipped map+wad and I'll take a look at it.
Shadowalker
#1288 posted by HeadThump on 2004/03/01 16:29:34
I had no idea UD has single player capabilaties. I have some older levels on my harddrive I could fix up for the mod, and I have a mindflayer model I made for the original Thief I would be glad to convert to Quake mdl format. So if you are interested I'll work them over this coming weekend.
AguirRe
#1289 posted by JPLambert on 2004/03/01 16:40:01
OK, I found the stuff... it seems to be a problem coming from RVIS... As you explain in the tooltip text file (thanks for the related link...), I try "gl_clear 1" and "r_novis 1" command from the console, and it solves me the HOM problem...
I will check all the brushes, and try to realign all textures if required... Thus I will see if HOM remains... otherwize perhaps there exists some compilation options I forgot... I'm very curious about those you currently use... I have to improve and optimize my process...
Thanx
Bye...
Biff Debris?
#1290 posted by FaTbOy! on 2004/03/01 17:16:47
This guy made a couple texture packs that fleshed out the standard base, and metal id textures. In them he used a stone texture in combination with some of the tech textures to produce a very cool looking set of hall/wall textures. Unfortunnatly it doesnt look like the actuall stone texture got included in the WAD. Id "really" like to get a matching stone texture to go with the others. Does anyone know where I can get it or maybe contact Biff Debris? Id like to use these textures in my first mapping attempt, but not having the base stone texture is a bummer.
Thanks! FaT.
FaTbOy!
#1291 posted by biff_debris on 2004/03/01 17:33:36
I'm assuming that you're referring to the rok_la* or _re* texes, and those were made by Asaki. The stone texture itself is cliff1, which I've got -- but dunno where I got it from. If you would like, I could send it to you via email -- unless someone else might know what .wad it originally resided in...
Thanks!
#1292 posted by FaTbOy! on 2004/03/01 22:49:14
garthargh@yahoo.com
I am a compulsive collector, if you've got links to, or .wad files of any interesting textures feel free to send them to me. One thing though since I am using yahoo, there is a size limit of 1 or 1.5 megs imposed on emails recieved.
Btw great texture sets! There are detail textures in them that I have been wishing for for years. Ive made several not to successful attempts to modify some of the exsisting id textures to suit my purposes. But so far I wouldnt show any of them to my parents, much less to the public.
Anyhoo, thanks again! FaT.
Cliff1
#1293 posted by nb on 2004/03/02 03:14:21
If it's the same one I'm thinking of, it came from the Rogue mission pack.
Sent =D
#1294 posted by biff_debris on 2004/03/02 05:08:11
Just fired off a little .wad with the texture to you -- ahh, technology.
Thanks!
#1295 posted by FaTbOy! on 2004/03/02 11:23:08
Yes the internet is a wonderful thing.
I looked through the rogue wad and didnt see it. I have had my doubts as to the completeness (that a word?) of some of the id and crew .wads out there.
Screwy thing now is worldcraft keeps telling me the .bsp for my level wasnt built. Its rather anoying...
Stupid Question...
#1296 posted by FaTbOy! on 2004/03/02 11:36:32
about Bengt jardrup's tools. There are alot of files with the .c extention. Would I be assuming correctly that these are source files and do not need to be installed into my worldcraft tools directory?
Yep.
#1297 posted by necros on 2004/03/02 11:40:30
all you need are the .exe files
Yep.
#1298 posted by necros on 2004/03/02 11:40:31
all you need are the .exe files
Woah...
#1299 posted by necros on 2004/03/02 11:40:44
i double posted!
Missing Texture
#1300 posted by Mike Woodham on 2004/03/02 15:42:49
I have a missing texture in the .bsp and it is not visible in the game. However, I have looked through the .map file and cannot find the name of the texture to enable me to change it.
I know I do not need to do anything... but I want to.
So, fellow mappers, is there a tool to check the .bsp to get the name of the texture. Alternatively, how can I easily locate this missing texture?
If You Have
#1301 posted by aguirRe on 2004/03/02 16:00:08
built the bsp from a map file, just check the compiler log.
AFAIK, it's not possible to see in the bsp which texture (i.e. name) that is missing, because it's ... missing.
If you can't see it in-game, it's probably some kind of a clip/trigger texture. Surprisingly many released bsps have missing textures.
SZ_GetSpace: 8098 Is > Full Buffer Size
#1302 posted by PuLSaR on 2004/03/02 16:37:43
Too many entities. Right?
But does this mean to many edicts or just too many brushmodels? Or both?
And also: Am I correct thinking that ambient sounds don't count as edicts or other bad things with low limits?
Missing Texture
#1303 posted by Mike Woodham on 2004/03/02 16:40:23
WARNING 16: Texture bodiesa3_1 not found
Thanks again, aguirRe
I usually have -verbose turned off and just did not think. (Too busy checking the �re weather whilst compiling my map file!)
Ambient Sounds
#1304 posted by necros on 2004/03/02 18:19:07
count as edicts.
It's Bad
#1305 posted by PuLSaR on 2004/03/02 23:40:45
Pretty Much
#1306 posted by necros on 2004/03/03 01:02:37
every entity, except for lights which aren't switchable or have a "style" set to them are edicts. that doesn't include torches and flames -- these are "static entities" and have a limit all their own.
Func_illusionary
#1307 posted by metlslime on 2004/03/03 02:12:35
...is also a static entity, and therefore not an edict.
What's Wrong?
#1308 posted by madfox on 2004/03/03 10:37:19
So I received a demo from a map I sended.
Unzipped it with Dzip, and placed it in my
Quake directory. Openend the map that was related to, and gave the console the option:
playdemo test1.dem
Still I receive the -can't open test1.dem-
Here's What's Wrong
#1309 posted by Fern on 2004/03/03 16:08:41
you should put it in the /id1/ directory, not the quake directory
I Did
#1310 posted by madfox on 2004/03/03 16:52:35
won't work.
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