Scampie
#1452 posted by JPL on 2004/03/19 08:20:58
All right, I will make the test this evening... Thanks for the info...
Newline
#1453 posted by aguirRe on 2004/03/19 08:44:04
is \n and if the map is SP, you shouldn't use them because then save games might not work.
Need Registerd EntEd
#1454 posted by Gunter on 2004/03/19 14:16:38
I have a program called EntEd for Quake which is supposed to allow me to edit the entities in a Quake map...
Unfourtunately, the unregesterd version will not edit .bsp files... only .map files.... and the home page for the program is long dead, and I'm sure it's no longer being developed... Does anyone have a registration key for it or know where to get the registered version?
Or, any other *small* uncomplicated program that will allow me to edit entities in a .bsp file?
Gunter: Adquedit
#1455 posted by Preach on 2004/03/19 14:29:44
ftp://ftp.sunet.se/pub/pc/games/idgames2/utils/graphics_edit/resource_browsers/adquedit_v13.zip can extract the entities out of a bsp, and into a file that can be edited in notepad. The interface is a little clunky, but it's managable. It's pretty small too : - )
Or...
#1456 posted by metlslime on 2004/03/19 18:35:02
you can just open the bsp in wordpad and copy out the entity data -- it's in plain text near the end. Then save it as .map and recompile the bsp using -onlyents.
(or edit the bsp in wordpad and save it -- this shouldn't work, but i've tried it before and it seemed to work anyway. I don't know why :)
Or Better Yet,
#1457 posted by necros on 2004/03/19 18:35:21
use quark (any version).
it will allow you to open up a bsp file into the editor. you cannot actually modify any geometry, including bmodels, but you can edit all entities.
Necros
#1458 posted by HeadThump on 2004/03/20 21:59:02
metlslime is going hard core, man. Next he'll forego editors all together and write out the coordinates of his next level by hand ;)
Well...
#1459 posted by metlslime on 2004/03/20 23:18:58
I did have to use wordpad to align textures on my first map, since Thred didn't have texture alignment.
And I Dare
#1460 posted by HeadThump on 2004/03/21 05:26:18
pat myself on the back for being able to align three point bevel cuts with GTKRadiant. False pride.
Strange Error
#1461 posted by JPL on 2004/03/22 01:52:18
Hello,
I have a strange error during holes creation... I use a platform where I add some holes whith an Hollow Maker entity. I've created 6 holes and the TxQBSP tool compiles the map without any problems... When I had the 7th hole, here is the error message I found:
SubdivideFace: Didn't split the polygon near (5112 1083 -992), metal2_5
I don't understand why this error appears, furthermore there is no polygon at these coordonates !!
Is there anyone who have an idea about it ??
Thanks...
JPL
#1462 posted by Vondur on 2004/03/22 02:47:17
Do not use hollow tool! EVER!
About Hollow Tool
#1463 posted by JPL on 2004/03/22 03:08:48
So how can I create hole(s) in wall(s) without using Hollow Maker ??? This is described like this in QuArK user guide...
JPL
#1464 posted by VoreLord on 2004/03/22 03:45:37
You can, like build the wall around the hole if you get what I mean. If your wall is to have a square hole, you would create your wall with 4 brushes, more complex hole(s) would require more complex construction
JPL
#1465 posted by Vondur on 2004/03/22 03:46:00
You can use hollow tool but onlu on the simple brushes and with care. Try making holes manually. That's much more safer.
For Example...
#1466 posted by JPL on 2004/03/22 03:52:57
I'm currently trying to build a platform with at least 10 holes in order to have a pentagram-like top view.. This very hard to perform a good texture alignement with at least 4 angles values (36, 54, 18, and 72 degrees !!!) I have to use hollow maker with cube and wedge to build this... So what is the good method ?
PS: I found the answer about my first question in AguirRe Quake Tool Tips.. Thanks AguirRe !!!
JPL
#1467 posted by Vondur on 2004/03/22 04:27:57
the only good method is making it all manually using edge & vertex manipulation and manual texture alignment. otherwise you'll die fighting compile errors.
#1468 posted by gibbie on 2004/03/22 04:39:26
jpl do yourself a favor and learn a proper editor
Vondur
#1469 posted by JPL on 2004/03/22 05:03:50
OK, thanks for the advice... It's going to be very long to build my "pentagram platform" but if it's the only way to build it, there is no other choice for me....
Bye...
"jpl Do Yourself A Favor And Learn A Proper Editor"
#1470 posted by . on 2004/03/22 05:18:29
it's not what you use it's how you use it.
Gibbie & Phait
#1471 posted by JPL on 2004/03/22 05:30:19
Yes, sure that I make some big mistakes with my mapping tool (QuArK today) But I'm pretty young with this "job"... and like beginner, I'm less experimented than all of you... so please, don't be cruel with me... I'm just looking for advices to improve me...
Perhaps my questions are stupid (for you), but just remind when you start to build maps... Didn't you used the "getting started" file and made (lot of) trys before becoming "pros" ??? I discovered QuArK at the beginning of February... so please be tolerant...
Thanks...
Yes
#1472 posted by Vondur on 2004/03/22 05:49:36
gibbie, fek off u meanie basid! :)
Jpl
#1473 posted by Vondur on 2004/03/22 05:50:41
btw, join #terrafusion channel on irc.gamesurge.net and get hotline mapping support from all of us :)
Vondur..
#1474 posted by JPL on 2004/03/22 05:59:21
... YOU ARE A NOBLE MAN ....
Good That You
#1475 posted by aguirRe on 2004/03/22 06:30:41
found the answer to your SubdivideFace question, try looking first in the ToolTips before posting. If you can't find the answer, just post here and maybe we can improve the contents to cover more ground.
And there's nothing wrong with QuArK, I've been using it myself for a long time. It's got its fair share of quirks and problems just like most other editors (or software in general).
AguirRe
#1476 posted by JPL on 2004/03/22 07:11:25
You are right, It must be a reflex to have a look at the tool tips before posting some questions.. I'm going to print it... ;-)
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