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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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All? 
If 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 :) 
Rick... 
I ment the original quake's textures. 
Google, RoQ? 
Look 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, 
I found one called id.wad it has every texture imaginable in quake. I'm fine now. 
As Mfx Said 
At 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 
I want to edit the ents and textures of a map with adquedit but the program can't seem to open bsp? 
Adquedit 
Is 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 
You 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 
How do I use Adquedit?
Maybe I didn't set up/use it correctly 
Adquedit V13 
Forgot to mention that the maps I'm trying to edit are: the stock Q maps and DOE & SOA maps 
Adquedit Manual Download Link 
http://www.atomicgamer.com/files/20132/adquedit-v1-25-manual-by-cable-hicks

It's for v1.25 but it should cover what you need to know. 
Texture Replacements Bsp 
What other texture replacement programs are there?
I've tried Adquedit and TexMex and they both don't seem to work 
 
I connected the func_door with the func_button. The door has a "message" property. But if I open the door once, then I will not see the message. How to avoid it? 
It's Not The Right Thread, I Know... 
...but it's a tech related question for ya eggheads.

Point is, I bought Rage+DLC and Doom3 BFG on steam and tried to run them both on parallels 8(no dual boot for me, thanks) and they just don't start giving back a supposed card driver issue. Any idea or workaround?

Keep in mind that I played on parallels Batman Arkham Asylum, Necrovision, Dishonored from Steam w/o problems on win7.
Plus, not from Steam, DN4ever and Wolfenstein 2009 and everything went smooth as possible.

I even played RAGE (mac version, w/o DLC) on the same rig.

Can anybody lend a hand?
Puh-leeeze!!! 
 
Just a guess but Rage and Doom3 are OpenGL games, I think most of the others you mentioned are DirectX. It's possible that has something to do with your driver issue. 
 
"Point is, I bought Rage+DLC and Doom3 BFG on steam and tried to run them both on parallels 8(no dual boot for me, thanks) and they just don't start giving back a supposed card driver issue. Any idea or workaround? "

Dual boot. :) 
System Time 
When the console is dropped down all QC functionality is stopped, but there seems to be a system clock running with Fitz clients. Is there anyway to check the system clock from QC? 
 
I connected the func_door with the func_button. The door has a "message" property. But if I open the door once, then I will not see the message. How to avoid it?

A message set on a func_door is only used when it's touched, and then when it actually is opened by any means, it sets it's message field to ""... so you'd need to do something else, like put the message on the button, or maybe on a trigger_once slightly behind the door that opened. 
 
meant to post the qc...

void() door_use =
{
...
self.message = ""; // door message are for touch only
...
}
 
Scampie 
ok, thanks 
 
if there's a system clock, it is completely disconnected from qc. qc is only aware of game time (without engine extensions at least). 
 
if there's a system clock, it is completely disconnected from qc
The console being brought down pauses QC, I want to know how much time has passed. I was hoping I could query a system clock (engine level). I know the engine is maintaining a clock because I found the MarkV engine shows time passed with the "status" console command. 
ARG 
I'm getting strange leaks in my map and I don't know how to fix them. I feel like my map is broken again and I won't even bother to fix it or continue it! sorry for the disappointment guys... 
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