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Scourge Of Armagon Soundtrack Copyright?
#18142 posted by Newhouse on 2017/01/25 15:41:18
Is it right to use Scourge of Armagon soundtrack for custom maps? What about Dissolution Of Eternity soundtrack? Quickly googling, I just see links where to download them but nothing about copyright. Even files I downloaded through steam, don't mention about copyright at all.
I'm just asking, because some of those tracks aren't that bad I would like to use them, but only if it doesn't create some kind of copyright war or something like that.
Careful Lad
#18143 posted by ayy lmao on 2017/01/25 16:11:18
I imagine there's a team of copyright sleuths working round the clock trying to hunt down guys like you who are trying to put a game soundtrack file from 1997 into a free user-made map from that game.
Ten years at least if you get caught. Better edit your post, stat.
There Is Nothing Wrong With Asking Tbh
#18144 posted by Newhouse on 2017/01/25 18:06:27
What's Tbh?
#18145 posted by brassbite on 2017/01/25 19:06:01
Trenchbroomhelp????
Tbh = To Be Honest
#18146 posted by Newhouse on 2017/01/25 20:14:59
I Knew My Guess Was Crap
#18147 posted by brassbite on 2017/01/25 21:37:06
More FGD Woes
#18148 posted by sevin on 2017/01/26 17:56:10
I'm trying to pare down my JACK setup to just base id Quake and I can't get entity models to show up. I am using only the quake.fgd that came with JACK, id1 base game directory, no mod directory, and only base Quake WADs. The FGD's entities seem to list models with them, but they do not show up in JACK. Do I need to unpack the pak files for them to show up or something?
Maybe Just Try Daz's Erictools .fgd
#18149 posted by damage_inc on 2017/01/26 18:43:48
Damage
#18150 posted by sevin on 2017/01/26 18:48:59
I'll give it a try, thanks! The JACK FGD seems to be pretty limited and actually doesn't include some of the entity model definitions, had to add them myself. I wonder what id worked with in the beginning...
Damage 2
#18151 posted by sevin on 2017/01/26 18:52:43
Just had to add the info_player_start model and everything else looks pretty good. Thanks!
Unbutchering A .map File
#18152 posted by PRITCHARD on 2017/01/28 05:42:19
So I wanted to convert a .map from Quake's standard format to Valve 220, mostly because some of the details I wanted to achieve are simply impossible in Standard format as far as I can tell.
There are a few editors out there that seem to load standard format and then save it in Valve 220, like J.A.C.K, but when I try and use the resulting .map in my compilers it spews a long stream of errors/warnings and fails, and loading it up again in TB2 crashes the editor...
So, my question is, is there a better way to convert a .map? Or, alternatively, is there a way to un-fuck all the brushes after converting it?
I'm uploading the "fucked" version of the map:
https://dl.dropboxusercontent.com/s/9rygba032vxyl7l/it%27s%20fucked.zip
Also feel free to let me know how I'm dumb for not starting the map in Valve 220 in the first place.
Open In A Text Editor, Do A Find/replace Of '\' With '/'
#18153 posted by czg on 2017/01/28 11:43:14
#18154 posted by PRITCHARD on 2017/01/28 12:50:29
That fixed the errors at the start, but it still won't compile due to all the suddenly malformed brushes.
Do You Have The Original .map
#18155 posted by damage_inc on 2017/01/28 16:56:08
Before the 220 format change attempt?
#18157 posted by topher on 2017/01/29 01:33:41
after 42 days of using an editor i can say this:
a) i have no problems with the technical aspects, or making relatively complex brushes
b) i have problems making sense of the scale and size of things. i'm checking maps and taking notes, so it's not that bad, i will get all this by my self.
c) i have problems with actually making good rooms, good gameplay, have consistency, etc. in other words, i know how to make things, but not when or why to use them to make a good map.
i'm not asking tutorials or tips. i just want to know if this is tipical.
i just need more practice right?
i was expecting that in 1 month i could make a decent (5/10 stars) map even when i don't get some technical stuff, and it's happening the opposite.
Really Weird Issue With Jack
#18158 posted by sevin on 2017/01/29 03:36:37
I'm using JACK 1.1.1064 and I'm having a really weird WAD issue. If I install a WAD and try to single it out in the texture browser, none or only a few of the textures show up. However, they do show up in the 3D viewport, so they're not missing. I've also recently noticed that they appear to show up in other WADs. I have the 5 part Quake set of WADs and I've noticed the entirety of the Knave WAD showing up in one of the Quake WADs. I've also noticed Sock's Egyptian pack in another of the Quake WADs. I'm so confused. Has anyone had this issue before?
Here's what it looks like when I click only knave.wad in the texture browser. You can see only a few of the hundreds of textures in the pack.
And here's some more of the Knave textures showing up in quake.wad.
What gives?
@damage_inc
#18159 posted by PRITCHARD on 2017/01/29 05:47:43
https://dl.dropboxusercontent.com/s/410j5skkwoo9byj/pritchard1.map
Here's the current version of the map in standard format. If you can figure out a way to achieve what I could not, I'd be eternally grateful. :p
@Pritchard
#18160 posted by damage_inc on 2017/01/29 07:31:59
You are using TB?
I imagine since you are not talking about the .jmf format.
Anyway, even your regular .map has errors in it when I load it in JACK[invalid solid structure(tiny edge)], and a few others.
Now, in JACK... what about a "select all/copy" then a "File/new map/paste"? Followed with: Save/Save as, which will be a .jmf file and lastly, an Export map?
That's what I did. And as far as I can tell, I got a 220 map format version.
In Worldspawn there's this:
"mapversion" "220"
If I paste the differences(the actual brush text) of the .map files it won't make sense here on func_. I'll just say it looks like 220 stuff is in there?
I don't have a dropbox account, sorry:
http://www.quaketastic.com/files/misc/pritchard1_test.zip
I don't know a whole lot about the .map format differences though, tbh.
Hope this works for you, fingers crossed ;)
@Pritchard: I Forgot To Mention
#18161 posted by damage_inc on 2017/01/29 07:54:57
How could I forget this darnit :(
I couldn't get it(regular .map version) to compile without attempting to fix the brushwork errors.
I use tyrutils-ericw v0.15.9 and get stopped with a convex brush error message. I have no idea how it compiles for you!
#18162 posted by damage_inc on 2017/01/29 08:07:05
Also, if that works when you try, make sure texture lock is on when you do it. Otherwise your textures will possibly get misaligned
Pritchard
#18163 posted by SleepwalkR on 2017/01/29 09:02:59
Corrupt Brushes
#18164 posted by PRITCHARD on 2017/01/29 10:58:45
@SleepwalkR Yeah, I figured that the 220 format map had busted brushes, since it complains about non-convex etc. when I try and compile it.
@damage_inc it's strange that you can't compile the normal version, I know it might have some funky brushes in places but it only complains about leaks in my compiler. I've attached a build log as proof: http://pastebin.com/B1RJAqHK
Also, the map file in your link still crashes/fails to compile - what did you do exactly? It still has non-convex faces.
I Believe...
#18165 posted by damage_inc on 2017/01/29 15:24:33
All I did was give you a version 220 of your map which contains the same invalid brushwork as your regular .map!
My mistake was assuming your .map compiled(it doesn't for me) and subsequently uploading something worth nothing :( Apologies, I figured this out after it was to late.
I believe all you need to do is fix your invalid brushwork and save your map. Then start a new version 220 map and copy everything over to it?
Your problems start with the original .map regardless of how you can compile it! Which is crazy considering we both use the same version of tools.
Here's my log file output: http://pastebin.com/jd6e68PR
Pritchard
#18166 posted by khreathor on 2017/01/29 17:59:39
try Alt + P in JACK and see if it can fix your problems.
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