Well Yes.
#2851 posted by czg on 2004/12/08 04:52:02
But if you're feeling insecure just take a backup of your old one before you replace it. (Or just make your Quake configuration in Worldcraft use the new fgd.)
Ankh
#2852 posted by Kinn on 2004/12/08 14:14:52
I do it constantly in Hammer with no ill effects, older versions of worldcraft may be different.
BspEditor
#2853 posted by Mike Woodham on 2004/12/08 15:34:51
I have a problem.
I was trying to make a map for the 1000 brush pak and was therefore using the Dkte3.wad. However, after saving the unfinished map whenever I tried to load it, I got a 'Couldn't load wad file...' error, which crashes the editor.
By trial and error over several days I found that the map file was(still is) being saved with an empty line immediately following the line '//BSPFAVORITES0010'. On older maps, I notice that listed on the line should be the texture names of ten favourites e.g.
//BSPFAVORITES0010
//A_LAVA1;A_WATER1;A_WATER2A;ARCH01;ARCH02;ARCH04;ARCH05;ARCH1;ARCH1_B;ARCH1_R. I am assuming therefore, that the editor 'knows' that as the commented line says there are ten favourites, their names will be found on the following line, which will enable the editor to display said favourites in the textre window. On not finding them, it gives up the ghost.
Does anyone know what setting I may have inadvertantly changed? Has anyone seen a similar problem in other editors? Can anyone help?
It has taken so long to discover this that I have missed the 1000 Brush Map deadline. I now have to save my work less often, which for me means less compiling, and then edit the map file in TextPad before I can re-load it into the editor. Most frustrating and begining to wear a bit thin.
The editor was written by Yahn Bernier.
I Don't Know
#2854 posted by aguirRe on 2004/12/08 15:55:57
the answer, but after inspecting some other maps made by BSP, the favorites line doesn't seem to require 10 items, they could be less.
I believe Tyrann is the expert on BSP here. I have the editor installed so I could see if I could reproduce the behaviour if you send me the map.
Good Start AguirRe...
#2855 posted by Mike Woodham on 2004/12/08 16:49:36
Favourite/favorite: bloody hell!
At least I can now see the FavoUrite setting in Bsp.ini that I could not find before - our friends across the water use American whereas I stick to plain English!
What this has shown me is that regardless of the setting, Quake101.wad works fine as do plenty of other wads. Dkte3.wad appears to be the culprit: I have found several other wads that give the same problem.
What I cannot see at the moment is what the difference is to BspEditor as far as these two example wads goes.
The display of textures in the Favorites List is set in bsp.ini (show_favorites=1), and regardless of how it is set (along with 'numfav' to set how many textures to show), Dkte3.wad causes a blank line to be saved. This happens even if show_favorites=0 and numfav=0. Also, what is not clear is why, when these are set to zero, the map is still saved with
//BSPFAVORITES0001
//ADOOR01_2
It may be to do with the format of the commented lines: these lines are not needed for the building of the map but tell Bs[Editor things about how the editor itself is set-up.
So, concentrating on the wad files for a minute, I can see that Dkte3 has no * prefixed textures (no moving water, sky or lava), and only a few + prefixed textures when compared to quake101. Am I getting warm?
I will send aguirRe two simple maps showing the problem but don't let that stop anyone else coming up with the answer :-)
Hmmm,
#2856 posted by HeadThump on 2004/12/08 17:13:42
you could open the wad up in Wally or TexMex, select the textures you intend to use and then add those to your basic Quake101 wad.
PS Sorry you missed the Pak. Wont be the same without you.
Mike
#2857 posted by aguirRe on 2004/12/08 17:49:04
You're filling my mailbox! What are you sending me?
AguirRe
#2858 posted by Mike Woodham on 2004/12/08 18:03:18
Sorry. You usually ask for the map and wad file in a zip file?
But it seems as though OE split it into 14 parts and this has caused a problem at both ends: I didn't realise anything actually got through. Once again, sorry.
I have subsequently sent two simple map files only, via Hotmail (attachment<1k), showing the problem.
HeadThump
#2859 posted by Mike Woodham on 2004/12/08 18:05:28
I'll try that in the morning. Thanks.
I Thought
#2860 posted by aguirRe on 2004/12/08 18:21:46
it was just the map file that was the problem. I've received 22 emails totalling over 11 MB. My poor modem ...
It appears as if the split file is incomplete so I don't know if I can put it together. If you have such big attachments, please upload somewhere and offer a link instead.
OK, Managed
#2861 posted by aguirRe on 2004/12/08 19:02:04
to puzzle out the important parts of the MIME message. On my system, I get the same problem opening 123.map. After manually changing the line
//BSPFAVORITES0010 into
//BSPFAVORITES0000,
opening and saving in BSP then seems to heal the map file. Repeated opening and saving after that seems OK.
Hm...
#2862 posted by necros on 2004/12/09 21:03:30
any place i can learn how to use custom textures in hl2?
HL2 Custom Textures
#2863 posted by VoreLord on 2004/12/10 01:02:13
Antilight Use
#2864 posted by JPL on 2004/12/10 05:28:52
While I'm not use with antilight, can somebody help me an explain how antilight are declared (field in light entity, color, etc...) in a map ?? I supposed it's done like light entity, but what are the differences ??
Thanks
Antilight
#2865 posted by czg on 2004/12/10 05:41:33
Is just a normal light but in the "light" field (Or Brightness field if you're using WorldCraft) you put a negative number instead of a positive one.
I'm not sure how you make negative colored lights. In good old arghrad you could make both the brightness and the color components positive and negative, so if you had a light with "light" "-200" and "color" "255 -128 0" you'd end up with a light that sucks up red light (negative * positive = negative), emits green light (negative * negative = positive), and leaves blue light alone (negative * 0 = 0).
Also, antilights only affect lights of the same "style", so a flickering antilight won't have any effect in an area where there are just normal styled lights, but it will suck up light from other similarly flickering lights.
And last but not least, read the readme for the light util, these things are usually explained pretty well there. RTFM! ;)
Jpl
#2866 posted by Vondur on 2004/12/10 05:49:56
what czg said and RTFM indeed!
Czg
#2867 posted by JPL on 2004/12/10 05:50:17
Thanks !!! In fact antilight are no more than "negative brightness" light... BTW, I've read (perhaps too much quickly) the readme file of my light tool, and I didn't find the stuff.... perhaps I missed it... Anyway, thank you very much for these important precisions....
RTFM ???
#2868 posted by JPL on 2004/12/10 05:51:46
Could you explain please... I think it's a quick short cup like IMHO, or soething else, but I didn't understand this one (AFAIK not more by the way... )
Hmmmm
#2869 posted by VoreLord on 2004/12/10 06:25:38
Something along the lines of
READ THE FUCKING MANUAL
Jpl
#2870 posted by Vondur on 2004/12/10 06:27:03
from http://www.thinkgeek.com/tshirts/frustrations/3239/
What is RTFM?
RTFM is not having to say you are sorry. RTFM is a big chromatic dragon with bloodshot beady eyes and fangs the size of oars. RTFM is me screaming at you as fireballs come out of my mouth to get off your precious no-good tush, march down to the local bookstore or MAN page repository, and get the eff off my back because I'm trying very hard to get some freakin' work done. Jeez.
RTFM - read the fucking manual ;)
Thanks...
#2871 posted by JPL on 2004/12/10 07:34:49
... I understand the stuff now... ;D
AguirRe
#2872 posted by Mike Woodham on 2004/12/10 11:24:01
Thanks for the last message re .map file problem (only just back to my desktop today).
Interesting. I did as you did and found it would now load. Looking at the new map though, the line that I had changed to 0000 now says 0001 and includes one texture on the following line even though the bsp.ini file clearly states that I do not want Favourites.
However, it works so I will leave well alone. I still don't understand why it inserted the blank line in the first place but if it happens again I will do a 'repair' and carry on.
Aguirre
#2873 posted by Vondur on 2004/12/14 15:27:20
is it possible to make lava emit light as sky does? but w/o angles etc, just imitation of the loads of point lights ;)
Aguire
#2874 posted by Kell on 2004/12/14 15:46:24
my esteemed russian friend means: surfacelight
Vondur
#2875 posted by aguirRe on 2004/12/14 16:21:08
Heh, do you remember this:
AguirRe
#493 posted by {Vondur} [213.247.187.250] on 2003/09/30 01:21:59
is it possible to make lavalight?
i mean the light that generates by lava surface as it generates by sky, but with delay.
Vondur
#498 posted by {aguirRe} [62.127.45.40] on 2003/09/30 06:20:48
I guess lava light should be possible using a similar technique, but I doubt the extra coding and processing time would be worth the effect.
Lava is relatively scarce in maps (I'm not so fond of it either) and the lava light would be rather local and diffuse. That makes it very different from sunlight which is more difficult to simulate with point lights.
Hrimfaxi actually had the same suggestion a while ago. He also wanted the lava light to be slowly pulsating.
To add to that, the closest thing I can see is something similar to the 2nd sunlight which is also diffuse. However, 2nd sunlight is non-attenuated and generated by automatically positioned extra suns in a grid, the amount depending on oversampling level (-extra*).
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