#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.
What?
#13309 posted by Rick on 2013/10/24 04:59:16
You guys didn't buy Worldcraft when it came out? I still have my original version 1.1 disk with the paper receipt from ACD Systems.
I Linked
#13310 posted by ijed on 2013/10/24 14:37:51
The full 1.6 version on another thread. Not sure about the legality of that, but it's not for sale anymore and I'm not hosting, so...
The only difference AFAIK is being able to use the prefabs system.
1.6 doesn't have the advanced texture snap that 3.3 and later provide, and there are a few glitches in there that can be annoying.
#13311 posted by Rick on 2013/10/24 15:57:35
One thing I always liked about the old Worldcraft was that it allowed you to move individual vertexes anywhere you wanted to, even if it would be an invalid brush. NetRadiant infuriates me sometimes because of the automatic checking and rearranging of other vertexes just to keep the brush valid. Sometimes to get from point A to point B you need to pass through invalid shapes.
I Still Use Worldcraft 3.3 And 3.4
#13312 posted by RickyT33 on 2013/10/24 20:24:00
It's fine! Tried Trenchbroom but it's too different, I don't feel like I get the control and precision I want with it as easily as with 2D editors.
As for 'the compilers requiring .wad to work', not true, there have been compilers that support hlwad for ages now. Haven't there?
Slander
Trenchbroom is the greatest editor of all time!
Ricky
#13314 posted by ijed on 2013/10/25 02:45:52
Nope, you still need the normal wads afaik.
TrenchBroom Is Unstable.
#13315 posted by Deagle195 on 2013/10/25 14:50:46
It crashes when I add Quake.Wad to map properties. Maybe I'm using the wrong wad? I'd like somebody to post me a working link here.
Try This
#13316 posted by SleepwalkR on 2013/10/25 15:34:42
It Worked, But I Still Have One Problem.
#13317 posted by Deagle195 on 2013/10/25 17:21:06
Vertex mode. Trying to enable it crashes the tool and gives a shithole of errors. I wonder what's the creator's mail so I could send the log here.
._.
#13318 posted by Deagle195 on 2013/10/25 17:21:49
I didn't notice your nickname, Sleepwalk. Do you need the log anyways?
Here It Is Anyways.
#13319 posted by Deagle195 on 2013/10/25 17:38:59
Go To Preferences
#13320 posted by SleepwalkR on 2013/10/25 18:32:31
And set Instancing Mode to Force Off.
Ijed - RE: Compiling With Only .hlwad
#13321 posted by RickyT33 on 2013/10/25 20:39:28
I just did it.
I opened my .map file in np++, checked the texture location in the header. It says "blah.hlwad". So I'm like 'heh - thought so!'.
So then I went into my texture's directory and renamed my .wad files to whatever_meh.wad. (adding '_meh' obv.)
Compiled again, worked! Loaded into the engine, textures intact.
WC3.3 + TxQbsp std.
+1 To Ctrl+Z-ing A Bunch Of Windows Rename Operations :P
#13322 posted by RickyT33 on 2013/10/25 20:40:47
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