Duplicate Plane
#2637 posted by aguirRe on 2004/10/04 19:10:58
AFAIK it's an editor error; you shouldn't be able to produce such a thing. Therefore I doubt that you can fix it manually in the editor other than deleting/recreating the entire brush and hoping the editor won't do it again when generating the map file.
Also, at the time of discovery, the location of the brush isn't known yet. The extra plane will just silently be dropped with no side effects.
Ah Cool
#2638 posted by Kinn on 2004/10/04 19:32:03
so I can safely ignore it?
Yes
#2639 posted by aguirRe on 2004/10/04 20:00:32
and I forgot to mention that if you can enable some brush numbering scheme in Hammer that will add line comments to each brush/entity, you might be able to backtrack from line number to editor brush that way.
In QuArK I can do that and I guess GtkRadiant has something similar.
Btw Kinn, your choice of emoticon is a bit odd ...
AguirRe
#2640 posted by Kinn on 2004/10/04 21:20:13
and I forgot to mention that if you can enable some brush numbering scheme in Hammer that will add line comments to each brush/entity, you might be able to backtrack from line number to editor brush that way.
Hmmm...I don't think I can do that. Can any other Hammer users confirm this?
your choice of emoticon is a bit odd ...
lol, the wink? I dunno, it kind of makes sense to me, almost as if qbsp is taunting me with a wry "I know something you don't know" warning, without actually telling me the source of the problem.
^_~
Winking?
#2641 posted by HeadThump on 2004/10/04 22:18:22
I thought the little guy was leaning down to his left side to snort a line. I guess your interpertation makes more sense.
Interpretation
#2642 posted by HeadThump on 2004/10/04 22:20:10
er, I was humming 'dosey dotes' while writing that.
Kinn
#2643 posted by aguirRe on 2004/10/05 07:00:28
The classic examples of that would probably be Mixed face contents or Bad contents.
Somewhere in your 10k brush map, there is something bad. Go figure ...
GtkRadiant
#2644 posted by Mike Woodham on 2004/10/10 06:09:38
I've just downloaded the latest version and it seems to have support for Quake1. It loads .map files and shows the Quake1 entity list. I haven't tried the compile routines as I cannot get the editor to show the textures.
Does anyone know how this is done - there is nothing in the Help files on Quake1 texturing.
If Memory Serves Me Correct
#2645 posted by VoreLord on 2004/10/10 06:57:09
Place the .wad file in your id1 folder. I think that's it, I don't have it installed anymore. Unlike the earlier versions, 1.5 will read the textures straight from the .wad file.
For what it's worth, I would use GTK 1.4 or earlier rather than 1.5, a bit more messing around to get it set up, but far less buggy etc, and IMO, just better to use.
FMB
#2646 posted by Zwiffle on 2004/10/10 11:14:21
I have a similar problem with GTK1.5. I have the .wad files in the id1 folder, but when I compiled the map nothing showed up.
When I asked about it, they said to include the path to the .wad file in theworldspawn, but that did nothing either. So, I still dont know how to get it to work.
GtkRadiant
#2647 posted by Mike Woodham on 2004/10/10 12:17:59
Thanks, that's a start anyway.
Zwiffle: are you compiling from within GtkR or are you using some sort of 'tweak'?
I am still using BspEditor with BspBuild and have no problems apart from using the 3D view, which is extremely slow (I have a decent system). Also, you have to be careful not to hold your finger on the forward/backward key because the keyboard buffer fills faster that the screen can draw and there seems to be no way of stopping it moving once it's started.
Hence, I am looking at changing editors.
Is There A Function For That????????!!!!!!111111
#2648 posted by frogegg on 2004/10/13 10:18:32
Ok, i'm using quark and don't know how to get a "quake" key to turn into a key card.
Bleh
#2649 posted by Vondur on 2004/10/13 10:23:09
do not use quark
Froggeg
#2650 posted by JPL on 2004/10/13 10:36:28
It depends on worldtype value into the worldspawn of the map ... see below.. So to have a jey card instead of a key use value 2
"worldtype" "#" // Describes time of environment (changes appearance/name of keys)
// 0 == Medieval (medieval)
// 1 == Runic (metal)
// 2 == Present (base)
You can take a look at http://www.gamers.org/dEngine/quake/QDP/qmapspec.html for further details about QuakeC specifications..
Worldtype
#2651 posted by metlslime on 2004/10/13 20:10:55
Medieval (medieval)
really medieval?
Metlslime
#2652 posted by JPL on 2004/10/14 02:41:53
really medieval?
Yes, I guess it can be considered as really medieval... but for sure it depends on the mapper's creativity...
Only Von Can Do...
#2653 posted by distrans on 2004/10/14 02:49:40
...medievile
Distrans
#2654 posted by JPL on 2004/10/14 03:07:25
I didn't know that Vondur map for medievil game... it's a big surprise... Does he map with QuArK for this game ???
Cough
#2655 posted by Vondur on 2004/10/14 03:51:34
/me murders jplambert
Vondur
#2656 posted by JPL on 2004/10/14 04:09:44
So Quark or not Quark ???
Bleh
#2657 posted by Vondur on 2004/10/14 04:31:29
/me destroys jplambert
Vondur
#2658 posted by JPL on 2004/10/14 04:42:20
You didn't answer Von !!! ;))
Pfft
#2659 posted by Kinn on 2004/10/14 08:10:45
I do all my mapping in Notepad, except near the end, where I finish it with a praxinoscope.
It still produces better results than QuArk.
^_~
Cough
#2660 posted by Vondur on 2004/10/14 08:11:57
/me finishes Kinn with proctoscope dammit
>___<
.
#2661 posted by Kinn on 2004/10/14 08:13:29
/me gives Vondur a "wink"
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