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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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Speed 
Could you be more vague? We wouldn't want anyone actually understanding what you mean now, would we? ^_~ 
Speed 
Well if you're into looking at code, you could try looking at the changes that were made in the Q1 and Q2 compilers that stopped the light from "leaking" into adjacent rooms. Otherwise, I really don't know how to help you with your problem. Try programming some anti-lights, maybe? 
#2692 
Import textures in Wally. Made them 64x64, 8/256 colours. Load them in Quark and start game. Q3bsp won't compile, but as soon as I change my own texture for the ones in Quake everything goes fine?

What goes wrong? I just wanted to add some Q1 textures to Quake2.
Or is it already done before? 
Deathmatch Maker? 
I'm a little confused. I bought DM-Maker for Quake1. Now opening the program it leads to a texeditor for Q1, but the submaps are all Q2 submaps.
Then compiling a Q1map it wants to export Q2 md2 maps.

Strange behaviour for a good editor program.
The site for the program is down. 
MadFox. 
Oh please God no.

Don't tell me you paid money for that.

Strange behaviour for a good editor program.

Somewhere, someone has your money right now and is laughing. At you. Sorry if I sound blunt, but just download GTK (it's free!) and be done with it. 
Neh1m4 Source 
Does anyone have the Damaul neh1m4 (Grind Core) source map for Nehahra? I've tried to download it from his PQ site but the links don't seem to work anymore. 
And I Quoth 
"...DMM is the shit of my life" - QMD - RIP 2004 
AguiRe 
has the Neh1m4 source matter been resolved? 
No, 
I'd appreciate any help in the matter. 
Okay, 
when I get home tonight, I'll hook an old hard drive up that should have it. 
#2719 
hm... 
Sorry, AquiRe 
The Damaul map wasn't on my old drive. Would a decompilation be acceptable? BSPC, which I use, only mangles some of the liquid brushes touching non liquid surfaces. Otherwise the .maps are accurate. 
Thanks 
for trying. I'm aware of the decompile alternative but it won't help me; it's the original entity section I'm after. 
Arguire 
I swear there is a bsp compiler that has a command line argument that dumps all the ents in the .map to a seperate file if thats what your after? Unfortunately I cannot for the life of me remember which compiler it is :/ Sorry I cant be more helpful... 
Err 
that would be, "dumps all ents in the *BSP* file" 
Grabbing Ents 
Adquedit will export all entities from a bsp into a text file(and will import them back afterwards if you wanted to do the equivalent of a -entsonly compile without the original map source) 
Thanks For The 
suggestions, my own BspInfo utility can extract entities also, but it won't help in this case. The original entity section is lost if I can't find the map source. The current ent section in the bsp is crippled compared to the original. 
EntEd 
*tries to help, but probably makes an ass of himself*

Erm... EntEd ?
http://www.quaketerminus.com/tools/EntEd.zip 
FOUND THE BUG ....Not All Parts Of The Map Get Lit 
Its in all clients. See screenshots of day\nite cycling in action. Fix for this
is on website in news

http://www.angelfire.com/pe/skunkworks/free4all.html 
Holy Shit. 
holy shit. 
Holy Shit 
holy shit 
Wholly Shit 
Uh, I mean, Holy Shit! 
OMG 
Airquake!!!!!!!!! 
Nehahra Engine 
Would there be a general interest in me releasing an updated Nehahra engine?

It would basically contain a merge of the original 2.54 engine and my Enhanced GLQuake features, i.e. hardware gamma support and general increased capacity/robustness. 
RE: Nehahra Engine 
LordHavoc was one of the coders responcible for Nehahra and his Darkplaces engine has full Nehahra support. 
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