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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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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 
 
Also 
It's right here, near the top....

http://user.tninet.se/~xir870k/readmetx.txt

'Support for Valve WAD3 format.' 
It's Nice To Be Wrong 
(sometimes) 
It Worked Thanks! 
i've wait for 5hours with the classic converter, but with wally i made it in 5min 
Quoth2 
I want make map for Quoth2. How I can use self palette.lmp and conchars.lmp with this mod? 
I Don't Know What You're Talking About 
but I am excited about you making a Quoth map. 
Yeah 
All you need is the entity definition to make it and the mod to test it. 
Ricky 
Most compilers don't support HLWAD (Tyrbsp doesn't anyway). That's why I said that and it's probably why the docs for TqBSP specifically mention that is does support it, it's not a normal behavior for Quake BSP. I found that out when I moved the .wad files before compiling and ended up with a level that was all pink checkerboard textures. 
To Digs 
Digs: I think what you're asking is how you'd use custom graphics like console characters in the Quoth mod. I'm not clear if this is something you want to do personally or it's something that you're planning to go with your map (replicating the trick zerst�rer pulled to get the � character in quake is a potentially valid reason to need this).

What makes it difficult is that Quoth already has a custom character set in order to display e.g. the flashlight meter graphics. From a creative point of view it means you need to preserve the quoth characters in your custom set. There's a practical side too: Quoth has the custom characters in its pak files, which gives them highest priority.

So the ways of overriding that pak file priority are:
1) Opening the pak file and deleting the file, then placing your custom file in the directory.
2) Opening the pak file and replacing the conchars with your custom set directly.
3) Adding a pak file with a higher number (pak3.pak) having the custom conchars file within it.
4) Create a new mod directory, then run that mod using an engine that supports the "-quoth" command line command to import files from both your mod and Quoth.

Options 1 to 3 would be fine for personal use. 3 has the downside that sometime in 2016 Quoth 3.1 will come out and overwrite your pak3.pak file. 1 and 2 would need to be performed manually if you reinstalled Quoth. If you're planning this feature for the map release then 4 is probably the right approach, but bear in mind this still makes it a bit more effort for people to play your map, so you need to weigh that against the value of the custom conchars. 
Preach 
Yes, the fourth option a little more difficult for the users. But he is the best in my opinion. I will use it. Thank you! 
Quaketree 
Just because you're driving around in a mini-cooper doesn't mean that cars cannot travel above 200mph.

What version of TyrQBSP are you using (!?!?!)

I just compiled a map using tyrqbsp and .hlwads and it compiled just fine, textures intact.

Apparently this feature has been supported by tyrqbsp since April.

Not wanting to put any compilers down (past or present) I shall just say also, FYI, that there are a lot of Quake maps that would not exist today where it not for TxQBSP. IMO it had been the standard (i.e. the best) for a very long time, and was included with Worldcraft3.3-Quaked if I recall http://quakeone.com/qadapter/.

So, basically, I don't understand where you're coming from.... 
QuArK Pipes Tutorial 
For those who use QuArK, here is a pipe building tutorial link made by Felikkz7

http://felikkz7.free.fr/tuto_pipes.html

This is awesome... 
Yeah 
You�ve posted this already i think...
but its great! 
Shame 
that there isn't an easy option like UnrealED's 2d shape editor. You could do this with only a few clicks, literally takes less than a minute. 
 
While this is nice, patch meshes and Darkplaces probably get the job done too. I'll never understand why people don't use that stuff more to make Q1 levels. The results can look identical to those images. 
GTKRadiant With Q2 Mods 
I've always been a BSP guy, but I figured I'd give GTKRadiant another shot. I'm trying to get it to work with my Paintball2 mod (base dir: pball), but GTKRadiant seems dead set on using the baseq2 directory, even when I try to manually load a texture directory or set the base path in the project settings.

How do I make it uses textures from a mod dir other than baseq2? 
Possible Help 
I don't know about Q2 or GTK, but with Netradiant and Quake you put all texture wads in the id1 folder, nowhere else, and it finds them automatically. 
 
How do I make it uses textures from a mod dir other than baseq2?

Under "Project Settings", select "Custom Quake 2 modification" and enter the name of the mod's gamedir. 
 
"Custom Quake 2 modification" is not an option. The mods are all "Quake III" related. I set it to "Quake III modification" and set the fs_game to "pball", but it still keeps trying to use baseq2. 
 
Never mind. I guess it just had to be restarted in order to take effect. 
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