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"
Just A Basic Question
#2662 posted by JPL on 2004/10/14 08:32:21
Why many of you are hating QuArK ?? I use this tool and it seems not to be bad as far as you say, so wtf ??
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