#13284 posted by necros on 2013/10/19 04:43:24
yes, be sure to place the bsp in your progs folder.
you can use progs/map.bsp or maps/map.bsp and both will work for the model path. only sounds are hardcoded to be in sound/xxxxx
Append
#13285 posted by necros on 2013/10/19 04:44:02
in fact, it's generally good practice to put any external bsps in a subfolder so you can keep things clean. unless you want to use a pak file in which case it matters less.
#13286 posted by Rick on 2013/10/19 05:54:07
Okay, thanks. Now, how do I place the external bsp into my map?
Than
#13287 posted by Drew on 2013/10/20 01:32:00
how is the newest remake going?
BSP2/2PSB WorldCraft To Radiant?
#13288 posted by Spiney on 2013/10/23 18:03:17
Trying to open some .map files saved with WC in Radiant but keep getting.
parse error at '[': expected '#number'
The maps are also BSP2 sized.
GB, you have experience with this?
Spiney
#13289 posted by gb on 2013/10/23 18:22:00
WC uses a different .map format from Radiant.
I don't know if WC has other limits that could possibly be BSP2 related; the only thing I think I have heard is that it can't properly display maps that are bigger than 8192x8192.
There is a converter program by a person called Scrama, I believe, you might have some luck using the quakeone.com forum search. It is somewhat obscure though. You will also have to convert the texture wads between WC and Radiant. :-s
If it only needs to be done once, using some converter is acceptable, but daily WC <-> Radiant conversion in any halfway productive environment, eg in a team setting, isn't very good for the workflow. I have lovely memories of this problem from RMQ.
God Bless Standardization
#13290 posted by Spiney on 2013/10/23 18:34:10
I thought the only difference was .rmf
yay!
I Just Need The Brushes Though
#13291 posted by Spiney on 2013/10/23 18:38:06
It's for something of a spinoff map...
Spiney
#13292 posted by SleepwalkR on 2013/10/23 18:45:48
I'm not 100% and can't check right now, but I think TB will load this map fine and save it as a standard .map file. Although the texture alignment info will be fucked, naturally.
Sleepwalkr
#13293 posted by Spiney on 2013/10/23 18:54:22
Actually, I just remember I did use TB for exactly this in the past... must have been some hazy late night troubleshooting, haha. I'll try that! :)
#13294 posted by gb on 2013/10/23 19:24:52
That is good to know.
Oops...
#13295 posted by Spiney on 2013/10/23 20:00:50
Actually, it's still not working in Radiant, exact same issue... like I said, I was probably only half awake, lol.
Useless Google
#13296 posted by Spiney on 2013/10/23 20:02:59
I search "worldcraft" I get a dozen of useless pages about World of Warcraft. Sigh.
The Utility GB Was Talking About
#13297 posted by Spiney on 2013/10/23 20:22:57
#13298 posted by gb on 2013/10/23 20:28:59
So it still exists? Someone should archive that :-p
#13299 posted by gb on 2013/10/23 20:30:32
not sure how to extract textures from those rmf files though. But you probably have access to the wad3 files.
Actually That Link Is The Old One
#13300 posted by Spiney on 2013/10/23 20:32:29
Utility Is Only For HL Maps It Seems
#13301 posted by Spiney on 2013/10/23 20:55:06
I'll get out mah ruler!
That's Strange
#13302 posted by Rick on 2013/10/23 21:38:24
I have tons of maps and map scraps that were created in Worldcraft (1.6) and I've never had any problems opening them in Netradiant.
Oh Wait
#13303 posted by Rick on 2013/10/23 21:40:54
I guess you mean that Valve version of Worldcraft?
#13304 posted by gb on 2013/10/23 22:19:13
huh, IIRC I have used it to convert WC maps in the past.
Then maybe the problem is something entirely different? Now I'm confused.
Worldcraft
#13305 posted by ijed on 2013/10/24 00:53:11
Worldcraft was hacked to work on quake by varios people, the final package being assembled by Baker.
HL maps basically are quake maps, the only difference being the texture format of hlwad, and that is only used by worldcraft, the bsp still compiling with normal quake textures.
Worldcraft .maps have extra texture coordinates that allow things to be moved about more freely than other editors (at the time at least) allowed without mucking up the projection.
It sounds like the .map you're looking at is corrupt, have you tried opening it in a text editor like notepad++ or something? I don't know radiant but I'm assuming it tells you on which line it's failing.
Afaik bsp2 makes no difference to the .map format.
And
#13306 posted by ijed on 2013/10/24 00:56:25
The .rmf doesn't hold the textures, you can just extract those from the bsp using texmex.
You could also try downloading Baker's worldcraft 3.3 adapter package. Not saying you learn wc, but it could help you to fix the error and the package has texture converters inside... although I'm not sure if they'll be able to spit out a normal wad after chewing on a hlwad.
#13307 posted by quaketree on 2013/10/24 04:11:36
The Quake .bsp will not have the textures in Hlwad format. The only use for the Hlwad format is to get the textures into the editor. You still need the regular .wad to compile the .map into a .bsp because the compiling tools require them.
The biggest advantage to using WC 3.3 is that you aren't going to be violating any copyright laws as it's 100% free while AFAIK WC 1.6 (full) was never released to the public for free when Valve bought the rights to it. There's no good reason why that I can think of but perhaps they just figured that it wasn't really needed to go through that extra step due to the age of Quake.
Someone could probably write Valve and ask that they release it as freeware and they might do it if they have the time.
I Think
#13308 posted by ijed on 2013/10/24 04:23:35
That's been asked a few times actually, to the sound of silence.
I used to use Worldcraft, but Trenchbroom is better.
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