|
Posted by - on 2003/12/06 18:37:36 |
From now on, this thread will be the place to discuss speedmapping issues. This will also be where all speedmapping events will be annouced. This is just an effort to keep General Abuse on it's topic of 'anything' rather than being about speedmapping every weekend. |
|
|
JPLambert
#251 posted by Vondur on 2004/02/11 10:55:18
yes, under proper i meand that supports opengl/directx, if your puter is rather modern, there is big chance it supports these both api properly.
BTW,
#252 posted by HeadThump on 2004/02/11 11:07:06
and it may be related to Zwiffle's problems with GTKRadiant compatability, what methods do WindowsXP users use to get the dos specific apps (Qbsp, mapconv, etc) to function with WindowsXp? Is there an emulator out there?
I use Windows 2000 on one system and Windows ME on the other, so I don't have compatability problems like Vondur mentioned for good ol' DosQuake :(
In fact, the only problem I really have with GTkradiant is remembering to resize the texture rendering from 1.0 to .5 for Quake.
VonDur
#253 posted by JpLambert on 2004/02/11 11:23:13
Yes, I know there is a DirectX installed (9.0 ?? I'm not sure) ... I will make a try as soon as possible...
I Use
#254 posted by Zwiffle at school on 2004/02/11 11:53:20
the MSDos Prompt. Works fine. For gtkradiant i just screw up the steps somehow and don't know what I do wrong, so whenever I try I usually give up.
Just
#255 posted by inertia on 2004/02/11 12:04:56
USE LUNIX
<Asaki> LOL!!
Hm...
#256 posted by necros on 2004/02/11 13:59:08
my guide is pretty crappy compared to Tigger-On's. i've been meaning to redo it for a while but i'm just too lazy...
Inertia
#257 posted by HeadThump on 2004/02/11 15:46:09
I probably will switch back (to Linux) eventually. My bro tells me it is much more difficult now to custom build a system and add WindowsXP to it because of all the compliance issues (and my brother is not the kind of guy to pirate anything, and he runs into trouble).
Zwiffle -- if you have mapconv, you just write out 'mapconv -toq1 mymapnameq3.map mymapnameq1.' in the console, and it should process a q1 map for you, as long as you haven't used any Q3 mesh editing in the map.
Necros
#258 posted by HeadThump on 2004/02/11 15:50:12
I learned how to set it up properly using your guide, way back when you posted it, so a big thanks, even if you think it is crappy. One addition I would add is the handling of I guess you would call 'em sector like brushes. I mean water, lava, slime and the like, given the trouble you run into when you try to save a file with the '*' in it. The solution is in the mapconv readme, but a newbie would not know where to look.
See, That's Why It Sucks.
#259 posted by necros on 2004/02/11 16:38:01
i actually took that for granted when i wrote it. :P
but, your welcome anyway. :)
QuArK Try...
#260 posted by JPLambert on 2004/02/12 04:53:57
I've made a try yesterday evening with QuArK 6.4.0.. It's a very great software, very usefull to import BSP, MAP, WAD files, etc.. ... and to create these one also... (I made a little try with the default starting map, and a test using some differents brushes..)
I also try to import a BSP file, but a warning appears during the importation.. there was some missing WAD texture into my library..
So, is there a turnaround to avoid this problem and obtain the full WAD texture file from the imported BSP map ??? Or do I need to create myself the missing brushes and add them into my WAD texture files ???
JPLambert
#261 posted by Vondur on 2004/02/12 06:02:04
Use Mapping Help thread for such questions please.
http://celephais.net/board/view_thread.php?id=4
Well...
#262 posted by - on 2004/02/12 08:29:53
Not that I don't enjoy discussion in here... but let's get back on track with Speedmapping!
Speedmap #67
Saturday, Feb. 14th at 4pm EST
Theme: Quanity over Quality... Build maps with tons of brushes, lots of enemies, huge areas, or whatever. This doesn't mean spam junk all over, but try and just make LARGE maps, without regard for making nice looking architecture.
The meeting place on irc is #speedq1 as normal, but as a reminder, irc.gamesnet.net is no more, it's now irc.gamesurge.net, so connect there. If you're not into IRC, you may email a map to me before/during the event at scampie@spawnpoint.org.
Er... Also...
#263 posted by - on 2004/02/12 08:31:19
4pm EST is 9pm GMT, which is 9pm UK time.
Hmm...
#264 posted by xen on 2004/02/12 08:57:43
I like that theme idea :-)
Xen
#265 posted by R.P.G. on 2004/02/12 09:30:19
You'll have to make two maps to make up for Starbuck's absence.
Huge Maps?
#266 posted by HeadThump on 2004/02/12 11:09:30
Will there be time for -vising? I'm not working this weekend, I may attempt a map this time.
Hm...
#267 posted by necros on 2004/02/12 11:50:50
this one sounds interesting as well!
Excellent...
#268 posted by jacek on 2004/02/12 17:57:22
...I feel so priviliged that the first speedmapping session I will be involved in is exactly the kind of thing I was looking for. Tons of brushes. And messy ones, at that! I look forward to it. Thanks, Scampie.
Zwiffle
What exactly goes wrong for you with gtkradiant (other than the textures not loading right?)
There's a few things I can suggest, I don't know if any of this will help, but...
- try using an older version of gtkradiant (the setup guides were written a while ago and the newer versions might not work, certainly you might have problems with any version of GtkR which supports WAD file loading - you want to use the textures as TGA's in the editor, at least if you follow the Tigger-on method). I use gtkradiant 1.2.13-update and it works fine. To be honest I'm scared of trying to update to one of the newer versions.. : )
- If your textures aren't available in the editor (I'm assuming you're trying to load the textures as TGA or JPEG and not in a wad), try adding the directories to shaderlist.txt file. Also realise that Radiant will not load them unless they are 24-bit TGA files.
- Riot's qonverge is available at http://www.orbiter-productions.com/alchemy/ and it provides an easy way to get your WAD files exported to TGA's in the right format. Also note that TexMex (at least the version I have) exports TGA's upside down or something like that, so if that is happening, don't use texmex :D
- Quake compliers cannot except the Q3 .map format directly, so you need to use either DuBSP (again available at http://www.orbiter-productions.com/alchemy/ ) or use mapconv (from http://rem.fov120.com/rem/ ) to convert the .map file first. I personally prefer using DuBSP (even though it has some 'issues') because I don't like the extra step of using mapconv.
- If you're following Tigger-on's guide, follow it to the letter, because there are some things which are important to get right (eg even making sure you're using forward slashes instead of backslashes in some of the config files is important.. bah!)
I can't think of too much else, but if you are more specific with your problems Zwiffle, someone here might be able to help.
Mine's In...
#270 posted by jacek on 2004/02/12 22:08:45
I won't be able to attend the session on Saturday, so I went ahead and made one, and it should be in Mr. Scampie's possession as soon as he wishes for it to be.
Well...
#271 posted by Zwiffle on 2004/02/13 00:04:35
It's just really my fault for screwing up the instructions, both times. I'll probably try to re-setup GtKR for quake, maybe quake 2 and possibly quake 3, i'm interested in mapping for all 3. Or i just may stay with Hammer for until doom3 comes out then learn d3radiant. But if I do try to re-setup GtKRadiant I'll just make sure I'm focused. But, come to think of it, it may have been that I didn't add the texture directories to the shaderlist.txt... Hmmmm...
Giant maps you say?
Yep
#272 posted by - on 2004/02/13 08:21:41
got it jacek, thanks!
My Second One's In
#273 posted by jacek on 2004/02/13 23:20:07
I decided that this is the first speedmapping pack I'll be taking part in, this pack is something special to me. So, I made a second map. It's a lot smaller than the first one, but I managed to pack in about 108 monsters. If anyone can beat it without using any cheats, I would really love a demo. But that's for when it's out *hushes up*
Once again, it's in your box, scampie.
Here's An Idea For A Theme
#274 posted by inertia on 2004/02/14 00:02:30
Limit yourself to an area of 1024x1024x1024. Use this space to make the coolest room or set of rooms that you can DREAM of. No restrictions, except greyflash sucks, so keep the polys manageable. In general, it would be cool if the whole thing was not a playable level, but more of an art piece. 1024 may not sound like such a restriction, but you (I was) might be surprised just how hard it is to fill up 1024^3 = 1073741824 cubic pixelly-units with cool architecture! Maybe limit this to 512x512x512 to make the whole thing doable. Call it the GoodFun Room theme.
Quake Is In The Air
#275 posted by HeadThump on 2004/02/14 08:54:03
I'm sending that little someone special a Valentine's Day Present <kiss> <kiss> as I write this. Yeap, Scampie, it is my first participation in Speed Map. It isn't huge, as much detail as I can eek out really in the time it took to build, but I hope you think its fun.
|
|
You must be logged in to post in this thread.
|
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
|
|