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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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So it still exists? Someone should archive that :-p 
 
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 
And the new one isn't in Russian :P
http://quakeone.com/forums/quake-help/servers-coding/3997-half-life-bsp-q1-8.html#post49563

I'll put it in the wiki :D 
Utility Is Only For HL Maps It Seems 
I'll get out mah ruler! 
That's Strange 
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 
I guess you mean that Valve version of Worldcraft? 
 
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 
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 
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. 
 
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 
That's been asked a few times actually, to the sound of silence.

I used to use Worldcraft, but Trenchbroom is better. 
What? 
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 
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. 
 
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 
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 
Nope, you still need the normal wads afaik. 
TrenchBroom Is Unstable. 
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 
It Worked, But I Still Have One Problem. 
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. 
._. 
I didn't notice your nickname, Sleepwalk. Do you need the log anyways? 
Here It Is Anyways. 
Go To Preferences 
And set Instancing Mode to Force Off. 
Ijed - RE: Compiling With Only .hlwad 
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 
 
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