#2290 posted by distrans on 2004/08/05 20:21:34
...and smearing everywhere with clip brushes
Hehe, just struck me as funny.
 Kell
#2291 posted by aguirRe on 2004/08/06 07:48:06
Did you get my last two emails?
 Aguire
#2292 posted by Kell on 2004/08/06 11:04:57
Yes indeed. It just takes me time to reply, cos I have to go home and extract stuff and walk back to the 'netcafe then remember I need to visit an ATM and...you get the idea :P
Mail imminent, btw.
 Compiling Help Plz
#2293 posted by h20ryder on 2004/08/11 11:00:17
I was looking for a GTK q1 map compiler
that dosen't use java. I thought i saw a
version which didn't require java.
Any help.
thanks in advance.
 GTK
#2294 posted by Kinn on 2004/08/11 11:02:49
I believe GTK 1.5 supports q1 "out of the box".
 Ummmmm.....
#2295 posted by h20ryder on 2004/08/11 11:07:40
GTK 1.5?
I only see 1.4.
 GTK
#2296 posted by Kinn on 2004/08/11 11:11:15
 GOD BLESS YOU!!!!!!!!!!!
#2297 posted by h20ryder on 2004/08/11 11:18:33
Life is good....
Now if i can only learn to map like others.
Thanks for the HELP.
-water
 ...
#2298 posted by necros on 2004/08/11 11:26:30
what's the deal with 1.5?
when you say "much has changed" how much is much?
i realise the chief change in 1.5 is that you can load q1 .maps and load q1 .wads, but what about the controls? are they the same?
i still use 1.4 because using batch files and converting the q2 map files into q1 before compile really doesn't bother. how much am i gaining by switching over?
 GTK
#2299 posted by Kinn on 2004/08/11 11:32:17
necros - well, hehe, I'm a Hammer user atm, so I don't actually use GTK, but I follow its development because I will be using it to make my next map - which will be a Q3BSP for DarkPlaces. I'm sure there are plenty of 1.5 users here though that will be happy to explain the changes.
h20ryder - you're welcome!
 Question For Necros
#2300 posted by h20ryder on 2004/08/11 11:35:36
Your using 1.4?
What do you use for compliling may i ask.
That was my original question..
Thanks.
I'm going to try 1.5 anyway.
 .
#2301 posted by necros on 2004/08/11 12:01:02
well, i map as normal in 1.4, saving the map file as a q3 map.
since the file format difference between q3 and q2 is practically zero, i use sleepwalkR's mapconv utility to convert the .map into a q1 map file.
then i use aguire's compile tools ( http://user.tninet.se/~xir870k/ ) as i normally would on a q1 map.
all of this is up in a bunch of different batch files, so i just type "quick map" and it does all the stuff to map.map :)
 Monsters
#2302 posted by necros on 2004/08/11 15:42:08
sorry for the double post.
i've got a map with 32unit thick bars every 32 units, so there are gaps in between these bars of 32 units. on the floor.
monsters won't cross over these gaps when running/walking. even if there is a clip brush which overlaps these bars and gaps.
what gives? i thought the clip brush basically added the collision data to hull1 and hull2... so why do the monsters still treat the area as if there were gaps in them?
 Necros
#2303 posted by Kinn on 2004/08/11 15:51:00
Yes! I've been meaning to ask this very same question - I noticed it in Bastion, and other maps and it has always bothered me.
 A Guess
#2304 posted by Kinn on 2004/08/11 15:54:43
it must be something to do with tracelines in the movetogoal code only using hull0 or something.
 Answer:
#2305 posted by metlslime on 2004/08/11 20:57:28
Part of the code that monsters use to do pathfinding uses hull0, i think.
 D3
#2306 posted by GibFest on 2004/08/12 01:12:51
Could anyone point me to some basic tutorials on D3 mapping preferably non video ones as my poor 56kb wouldn't like it.
 Actually
#2307 posted by GibFest on 2004/08/12 01:29:43
Could someone tell me how to open the texture window with actual textures in.
 3rd Post :(
#2308 posted by GibFest on 2004/08/12 01:32:21
Scrap that, got it all working, yes I suck.
 Gib,
#2309 posted by HeadThump on 2004/08/12 01:38:36
I've seen some really good tutorials on map scripting (like how to get custom machines to animate properly) at doom3world.org.
Also, http://www.splashdamage.com/index.php?name=pnPHPbb2&file=index , has a forum to help level designers specifically on multiplayer matters.
 Gib
#2310 posted by VoreLord on 2004/08/12 02:59:18
Have a dig around this site/forums, you should find some useful stuff.
http://www.doom3world.org/index.php
 Hmm
#2311 posted by VoreLord on 2004/08/12 03:00:36
sorry, didn't see it already above in HT's post
 Anyone Using GTK 1.5 Texture Select Problem
#2312 posted by h20ryder on 2004/08/12 09:47:37
I like being able to load wads into the editor without all the fuss. However in 1.5 i am unable to select a single face to change the textures. Is this a bug? Or is it me.
Thanks in advance.
-water
 RE: Anyone Using GTK 1.5 Texture Select Problem
#2313 posted by Jago on 2004/08/12 10:56:01
 Well...
#2314 posted by necros on 2004/08/12 12:50:20
i hacky way to get monsters to cross gaps in the floor is to make an invisible func_wall entity (like hipnotic's func_togglewall)
that way, you still can't see it, but tracelines *will* impact on it's surface.
the downside is that you can't shoot through the gaps anymore, and gibs will land on them as well...
i suppose it could be possible to make an entity somehow toggle on and off depending on if a rocket was touching it or not, but i doubt that would work well...
|