Jago
#2938 posted by R.P.G. on 2004/12/24 10:36:01
He linked to Tigger's industri Radiant tutorial in his previous post.
LOL Beaten
#2939 posted by R.P.G. on 2004/12/24 10:36:24
^_____^
Like A Child In Thailand!
#2940 posted by czg on 2004/12/24 10:37:11
ohno!
Ah
#2941 posted by Jago on 2004/12/24 10:37:59
Well in that case...
That tutorial is of no use to you if you are using GTKRadiant 1.5, because that branch supports Q1 natively without the need to fuck around with texture and mapfile conversions and whatnot.
Thing Is..
#2942 posted by cant map on 2004/12/24 10:46:51
GTKRadiant is for somewhat clever ppl
so dont bother madfox
That's The Thing
#2943 posted by GibFest on 2004/12/24 11:01:46
There is no documentation regarding quake in there but it does have help topic on every other game supported :S
But saying that, putting the was into /quake/id1/ worked, I had them in /quake/id1/textures for some reason.
It Would Save You A Whole Lot Of Time
#2944 posted by HeadThump on 2004/12/24 12:32:19
if you used or learned to use batch files. Don't be a slave to the GUI.
Gtkradiant 1.5 Question
#2945 posted by Jago on 2004/12/24 22:16:35
How do I select ALL faces that use a specific texture?
Jago
#2946 posted by - on 2004/12/25 00:37:35
don't think the option exists... but if you're trying to change them all to something else, there is find/replace in the textures menu.
Scampie
#2947 posted by Jago on 2004/12/25 03:59:23
Actually, I am trying to properly align the texture, on some of the brushes the texture is offset by multiple units.
Gtkradient
#2948 posted by dakza on 2004/12/25 17:04:51
is there a way to select all the brushes on a map at once in gtkradiant 1.4? im trying to mirror the entire thing.
Sure.
#2949 posted by necros on 2004/12/25 17:32:54
make a huge brush in the top view that covers the whole map. click on the button for 'select partial tall'
and voila, all the brushes will be selected.
press space and it's copied.
^_^
Necros
#2950 posted by dakza on 2004/12/25 18:02:42
thankyou
To Select All Faces With A Specific Texture
You can kind of do it by selecting the texture (or one face with that texture) and pressing SHIFT+A. This is not the ideal solution though, as it selects all brushes with that texture, rather than all faces...
Depending on your needs though, that may be ok.
SHIFT+A is usually used to select all entities of the same type as the selection.
Heh,
#2952 posted by necros on 2004/12/25 19:42:11
i learn something new about gtkr everyday. :P
thanks, that will come in handy in the future. ^_^
WARNING:
#2953 posted by GibFest on 2004/12/25 19:45:09
When I try and compile my map with c:\..\qbsp gibmap1.map
I get the warning: no wadfile specified, any idea what could be causing this?
Gib
#2954 posted by Jago on 2004/12/25 20:03:12
AFAIK, GTKRadiant still doesn't add the WAD files you use to the map worldspawn. You have 2 solutions for this:
1) add the WAD files manually to the worldspawn entry of your map.
2) open the map in another map editor and re-save the map. I've done this with WorldCraft.
.
#2955 posted by GibFest on 2004/12/25 20:04:43
Thanks I think I'll do it via wc.
Aguire
#2956 posted by dakza on 2004/12/25 20:29:42
Im trying to use your TreeQBSP to compile a Q1 map. If i understand correctly all i have to do is add "-q2map" to the command line for it to spit out a Q1 map. However when i try this i get an error message "***ERROR 54: Line 6: Line is incomplete". I've tried googleing but no luck. Theres no entities in the map and i havint modified it in any way other then with gtkradiant. also theres no wad file specified.. not sure how to go about doing that
Any suggestions?
Well,
#2957 posted by necros on 2004/12/25 22:14:03
the first thing i'd do it open up the .map file and see what is on line6.
there is something wrong with that line. if it's not obvious, then copy it and paste it here and i'll take a look.
Dakza
#2958 posted by HeadThump on 2004/12/25 23:05:23
I sometimes get that message if I have converted the map back and forth between .map formats a few times.
Take a look at the worldspawn entity, does it look like this,
"classname"" "Worldspawn"?
just do a find "" and replace with " in a text editor if this is the source of the problem.
Lines 1 Through 12 Or 13 I Think I Forgot
#2959 posted by dakza on 2004/12/25 23:23:29
Ok below are lines 1 through 13. with it like this i get the error "line 7 is incomplete.
// entity 0
{
"classname" "worldspawn"
"wad" "egyptsoc.wad"
// brush 0
{
( -320 320 320 ) ( -512 320 320 ) ( -512 -448 320 ) egypt/block06a 0 0 0 0.500000 0.500000
( -512 -448 352 ) ( -512 320 352 ) ( -320 320 352 ) egypt/stone01c 0 0 0 0.500000 0.500000
( -512 -416 328 ) ( -320 -416 328 ) ( -320 -416 320 ) egypt/stone01c 0 0 0 0.500000 0.500000
( -320 -448 328 ) ( -320 320 328 ) ( -320 320 320 ) egypt/stone01c 0 0 0 0.500000 0.500000
( -320 -192 328 ) ( -512 -192 328 ) ( -512 -192 320 ) egypt/v128-01c 0 0 90 0.500000 0.500000
( -512 320 328 ) ( -512 -448 328 ) ( -512 -448 320 ) egypt/stone01c 0 0 0 0.500000 0.500000
}
I Tested The Map Text
#2960 posted by HeadThump on 2004/12/26 03:32:46
you have there with the latest build of txbsp because I'm more familar with it as a basis than treebsp. It has the same support base as treebsp however.
I saved it as a test map, adding only a brace at the end to enclose the worldspawn entity, like so:
// entity 0
{
"classname" "worldspawn"
"wad" "egyptsoc.wad"
// brush 0
{
( -320 320 320 ) ( -512 320 320 ) ( -512 -448 320 ) egypt/block06a 0 0 0 0.500000 0.500000
( -512 -448 352 ) ( -512 320 352 ) ( -320 320 352 ) egypt/stone01c 0 0 0 0.500000 0.500000
( -512 -416 328 ) ( -320 -416 328 ) ( -320 -416 320 ) egypt/stone01c 0 0 0 0.500000 0.500000
( -320 -448 328 ) ( -320 320 328 ) ( -320 320 320 ) egypt/stone01c 0 0 0 0.500000 0.500000
( -320 -192 328 ) ( -512 -192 328 ) ( -512 -192 320 ) egypt/v128-01c 0 0 90 0.500000 0.500000
( -512 320 328 ) ( -512 -448 328 ) ( -512 -448 320 ) egypt/stone01c 0 0 0 0.500000 0.500000
}
}
and I ran it without the -q2map option and it compiled without a problem. It would seem that the option is no longer necessary to compile q2map builds, but that is just my inference from this test.
Dakza/HeadThump
#2961 posted by aguirRe on 2004/12/26 04:54:50
You must use the -q2map option for maps in Q2 map format. However, from what I can see in the excerpts above, the face format seems to be mixed Q2/Q1.
There are paths in the texture names like in a Q2 map, but the additional values after the tex name are missing (like in a straight Q1 map).
Something seems wrong in the generation of this map file. As for the wad, you must either include it in the "wad" key in worldspawn (like you already do, but check file position) or have a wad file with the same name as the map file in the same directory (the default wad logic). E.g. "mymap.map" and "mymap.wad".
Dakza: If you wish, you can send me the zipped (unconverted) map+wad and I'll take a look at it.
Cheesey Workaround
#2962 posted by dakza on 2004/12/26 13:20:11
I used the replace feature in wordpad to deleate the texture paths... then i saved it in worldcraft.. for some reason if i didint some of the brushes went missing when i went to compile. then i just run it like a normal quake map. Works, but its an awful hassle. Plus i have some consern re not knowing whats going wrong.
ALso, how do you go about modifying entities in gtk? eg. adding targetnames and spawnflags and such.
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