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		#13477 posted by RickyT33  on 2014/01/09 05:13:20i think you have to still set the 'wait' '-1' so the door stays open though, for key doors.  
		 Wait -1 #13478 posted by quaketree  on 2014/01/09 07:47:03I think that the Wiki entry means that it stays unlocked (open for passage) otherwise it acts like any other door does from the point that it was unlocked onwards.  
		 Nope They stay open by default ricky  
		
		#13480 posted by -  on 2014/01/09 09:40:30wait doesn't need to be set, the qc code of func_door sets the door's wait key to -1 if it requires a key.  
		 Dayum! #13481 posted by RickyT33  on 2014/01/09 17:52:18  
		 Doors #13482 posted by Rick  on 2014/01/09 18:07:22You may need to check the "don't link" spawnflag. Doors in Quake can be weird. I think I have a test map that shows "lip" being completely ignored for some values, and using a door, you can push items through solid geometry (only in certain directions though).  
		 The Doors Are Triggered And Toggled, But Won't Open #13483 posted by Breezeep_  on 2014/01/09 21:50:35  
		
		#13484 posted by necros  on 2014/01/09 23:17:39check for cross connected doors.  these are doors who's bounding boxes touch.  There is some code that groups doors together if their bounding boxes touch and they can override settings on other doors.  
		 I'm Just Wondering... #13485 posted by Breezeep_  on 2014/01/11 01:39:16Anyone know of a quake texture wad containing every single quake 1 texture? (Wizard,base,metal,rouge,etc.)  
		 Yes #13486 posted by mfx  on 2014/01/11 01:43:11Mine!
 Look at quaddicted.com! Quake.wad should be it,
 
		
		#13487 posted by mfx  on 2014/01/11 01:43:30or quake101.wad?  
		 Link, MFX? #13488 posted by Breezeep_  on 2014/01/11 01:46:57  
		 All? #13489 posted by Rick  on 2014/01/11 01:48:29If you mean everything, not just the id textures, then I don't think so. It would be huge. I think there's one called id base ultimate, or something like that with all the base textures from Quake plus the two expansions.  
		 Here, Knock Yourself Out :) #13490 posted by Rick  on 2014/01/11 01:49:47 
		 Rick... #13491 posted by Breezeep_  on 2014/01/11 01:52:49I ment the original quake's textures.  
		 Google, RoQ? #13492 posted by mfx  on 2014/01/11 01:56:24Look there roq, its the 2 files i told you.  
		
		
		This one...
https://www.quaddicted.com/files/wads/quakewad.zip  Has all the stock textures I believe.  
		 Disregard That, #13494 posted by Breezeep_  on 2014/01/11 01:58:01I found one called id.wad it has every texture imaginable in quake. I'm fine now.  
		 As Mfx Said #13495 posted by Rick  on 2014/01/11 02:00:05At the link in my previous post, look for quakewad.zip, inside is quake101.wad, I think it has all the original Quake textures.  
		 Adquedit V13 #13496 posted by Ranger on 2014/01/15 04:15:03 I want to edit the ents and textures of a map with adquedit but the program can't seem to open bsp?  
		 Adquedit #13497 posted by quaketree  on 2014/01/15 07:30:05Is so old that the map that you're trying to get into might not be supported. Does it meet ALL of the vanilla Quake requirements (Size, entity count, not BSP2 and so on)? If not then that's probably your problem. If not then I have no idea why it's not working.
 If the above is true:
 
 Without a .map file then you are probably not going to do much. With a map file you can change what you want re: entities and recompile the bsp using -onlyents and it won't mess with the vis or lighting.
 
 For the textures you will also need the .map file but you will probably have to re-vis the level. To swap out textures you can open the .map in a text editor and do a find - replace to quickly swap textures. Just keep in mind that if the 2 textures being swapped are different sizes you may not like the results.
 
		 Ranger #13498 posted by madfox  on 2014/01/15 20:38:27You can use winqbsp.
 program allow you to decompile *.BSP ready in the original format *.MAP
 
 It's not the original map file you obtain, but it can help you to trace the ents and tex.
 
		 Adquedit V13 #13499 posted by Ranger on 2014/01/16 00:22:17 How do I use Adquedit? 
Maybe I didn't set up/use it correctly
 
		 Adquedit V13 #13500 posted by Ranger on 2014/01/16 00:23:51 Forgot to mention that the maps I'm trying to edit are: the stock Q maps and DOE & SOA maps  
		 Adquedit Manual Download Link #13501 posted by quaketree  on 2014/01/16 00:56:54 |