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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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And 
qedsamp is another one.
This one is slightly larger (2.48Mb).
qedsampq.zip = 1.752Mb 
@-madfox 
Thanks for the help! Alas, the files do not seem to be compatible with what the app needs.
Just to clarify, the app I'm porting is the very, very old QuakeEd written in Objective-C for NeXTstep machines.
Somehow, the app expects a WAD file whose first lump is called precisely PALETTE and contains palette data, followed by many miptextures (and *only* miptextures). I'm not sure that qed, or any of the modern map editors, would have (or generate) files following such a strict sequence and format. 
@-izhido 
I only have the light version of qED as it was a commercial programm, but thereĀ“s a work around for it.

With adquedit_v13 you can manage to extract the wadfile into specs for *.lmp and *.mip textures. But there's glitch, it will show the texture files in 16bit only and that's really bad.
Solution is to export your texture files to *.bmp 256bit and export them to *.pcx.

From there you can import them in adquedit again and export them to *.lmp. Then import them back again and export them to *.mip files.
I know, it's a bit complicated, but it works. One good thing is that adquedit has the quakepal.lmp stored.

So let's say you've got your directory with quakepal.lmp first, then you start adding the others to it and when you use quake101.wad you'll be able to import them in Wally and compose your own wad file for research.

I know it is quiet a lot of hussle, but as I suspect you're a tester it shouldn'ty be that much work. 
Monster_damage 
There is a little overvieuw which counts the maximal damage versus ammunition towards monsters.
I'm eagerly searching for it to finish my level.
Does somebody has it close at hand? 
 
This is probably not what you are looking for but it's helped me in the past.

http://www.celephais.net/board/view_thread.php?id=61262&start=26&end=26#26 
Sure 
it's a close goal to reach.
thanks! 
Missing Textures In Darkplaces 
Hi all. About three years ago, I started on my first ever map and got a long way into it before real life got in the way.

I'm coming back to it now and finding that some of the textures seem to be missing in Darkplaces:
https://i.imgur.com/qeL3pUp.jpg
(maps works fine in Quakespasm).

In those three years, I replaced my PC and thought I'd copied the entire Quake directory across so I'm not sure what's gone wrong.

I've tried reinstalling Darkplaces but the textures are still missing.

Any ideas gratefully received. Thanks. 
Re: Missing Textures In Darkplaces 
If only I could delete my previous post.

I found the problem. A .shader file in the ID1/scripts folder. I removed it and bingo! All textures display properly again.

Now to get round to finishing my first ever map ... 
Questions About Csaddon For Quake3 
Questions About Csaddon [EDIT]
Posted by FTE terrain editor, csaddon on 2019/05/15 14:48:19
Hello!
I was making map with landscape for quake3 and when I decided to make landscape with q3 patches I remembered about the csaddon in fte engine. Yesterday I tried it and it works pretty fine but I have some questions about it.

First of all, which type of heightmap is it using? Is it a kind of format which some terrain-editors like worldmachine can use or it is a format which was made only for csaddon editor? And where is it saved? I cant find any heightmap files in maps or in any other folders.

The second question is can I make a lightmap from the sun (q3 shader light) or can I make lightmap for terrain without using any realtime lights? And if I can do that, what exactly should I do?

Thanks, and sorry for my poor English... 
 
its some private sparse format, split over multiple files (which allows for some massive terrain).
losslessly exporting it to a raw heightmap would take 16gb.
the texture blends (and granularity) is unlikely to be compatible with other programs, and would be about 16 times bigger, and it would still be missing data.

the sections get written into some 'maps/FOO/block_XX_YY.hms' files, which you'll generally find in some annoying homedir location somewhere that everyone forgets about etc.
use the 'path' command at the engine's console and you'll see lots of paths, files usually get written to the first one listed.
or `dir maps/*/*.hms` should include the system path info too (and can list dupes if you have the same file in multiple places - a red colour shows inactive entries). 
Landscape Works With Csaddon In FTE 
Hello, I copy this question from my thread which was deleted for some reason. I have some questions about terrain editor in FTE.

First of all, where are all those terrain files saved? I checked maps and other mod folders, but nothing is there.

The second question is which format is used for terrain in that editor? Is it some kind of format which can be used in other editors like worldmachine, or is it format which was created only for FTE?

I wonder how can I make light for terrain on my map. I am making map in q3 format and I would like to use only lightmaps without any rtl lights. But if there is no other way than use rtl lights is there any possibilitiy to make directional rtl light? I mean not pointlight but something similar to sun light shader in q3.

P.S. Nice editor. It is pretty convinient to use and in my opinion it is the simpliest way to make landscapes in quake forks. Thanks for that. 
Sorry For Coping This Here 
Sorry, I didnt notice, that Shambler already copied my question here 
Lightmaps 
What about adding the lightmap. Is it possible to make lightmap "from the sun" for terrain which was created with csaddon? And if it is possible how can I do that? 
Light Sources 
Quick and stupid question: Is there a limit on the amount of light sources one should use in a map? I've kind of gone overboard in my very first room, which has +1000 light sources by now... 
Arkngt 
Your light compile times should let you decide what's too much for your map. If the compile becomes intolerably time-consuming, then consider ways of simplifying your lighting. 1000 in one room does sound a bit crazy (how big and complex is the room?)

Light times for 1/x and 1/x^2 lights will be massively influenced by how much vis-blocking you are doing. If your map is very open without much vis-blocking, lighting will be exponentially more time-consuming than in a room-corridor-room type dealio.

In desperate times, for 1/x and 1/x^2 lights, the "gate" variable can be played with - this sets a hard cutoff on the area of influence of your light, but the light will just visibly "cut off" if the value is too high, so use this with care. 
 
Thanks, much appreciated! Yes, I have six walkways in a room and decided to have small lights on the sides of them, which multiplied the light sources ridiculously. I can probably cut it in hald - every single small light texture doesn't need its on light source I guess.

Nice to know the issue will be compiling time rather than some technical limit. 
 
*half* 
 
So basically six walkways like this, although they weill extend to different rooms:

https://i.imgur.com/P1r1Obn.jpg

If nothing else, tinkering around with Trenchbroom makes me look at other Quake maps with different eyes, checking for neat ideas. 
@-arkngt 
Did you know about surf_light?
It can be helpful with many lights for the same texture. Add one light with the argument surf_light light1 and all light1 textures receive this light without adding one.
Of course this do count as light and goes on for every light1 texture you use. So carefully before you reach the 625 entity count. 
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