.
#7 posted by necros on 2003/01/15 19:20:26
<quote>Or am i just being dumbass cos i havent mapped since god knows when?</quote>
it's possible... ;)
seriously, make sure the info_teleport_destination has enough room for the player, and make sure the target/targetnames match up.
it would be nice to know a little more of your problem though, dude...
2 Questions
#8 posted by Snaga on 2003/01/18 07:24:20
1:
To bring more contrast in a map using Q1rad I'd like to change the radius of an ordinary light without changing the brightness.
(Sort of like the _cone2 function for a light_spot)?
Is this possible?
2:
When starting up the map I get: edict.. yada yada... 'pitch' is not a field.
As far as i know I fed in proper values for the pitch of the light source and it displays correct in the map so no nead to worrie or..?!
Is it a question or my .fgd file not being able to handle this pitch function for Q1rad?
But 'pitch' ISN'T A Field!
#9 posted by metlslime on 2003/01/18 10:25:28
it really isn't a field, in Quake at least. Most custom light compilers make their extra field names start with underscore so that the engine will ignore them. Example: _wait, _color, etc. If q1rad has a 'pitch' field added, then you're going to have to put up with the in-game warnings, unless you remove it from the bsp after running q1rad. I think this can be done with a program that tyrann wrote that remove everything except the 'classname' and 'light' fields from a light entity. Or maybe it's 'classname' and 'origin.' Look around for it.
For Lights In A Bsp,
#10 posted by necros on 2003/01/18 17:45:06
only the classname is important. (and any target/targetname fields too). the actual entity is not even needed (i think) if the light is non-switchable, since all the lighting is already pasted onto the walls from the light utility. if you don't have tyrann's program, just go in edit.exe, (or notepad) and replace 'pitch' with '_pitch'.
Sounds Interesting!
#11 posted by Snaga on 2003/01/20 05:59:43
Thanks, I'll try to get my bsp-act together :)
No way to change the radius (question1) I guess!?
Yea
#12 posted by Wazat on 2003/01/21 14:37:42
I'd like to know this too. It's quite difficult to light an area correctly if that light that will do it has to be blindingly bright... :(
More Contrst With Radiocity
#13 posted by Spee on 2003/01/22 00:58:08
lower -bounce #
Well Yes..
#14 posted by Snaga on 2003/01/22 19:27:24
but that is like -scale: lowering the range of all the lights in the map...
Ere
#15 posted by re on 2003/01/23 00:54:36
its not really
lazy to explain, just try it
less bounce - more contrast
Netvis For Q1
#16 posted by [Jimbo] on 2003/01/24 20:17:29
Is there a netvis version for quake?
I saw it there ->>
http://www.bluesnews.com/archives/nov97-1.html
but the link is dead.
anyone have this util?
Hmm
#17 posted by Vodka on 2003/01/25 00:07:25
You could run Beowulf or some distributed computing software if you want to run vis on many PCs
Refering To #15
#18 posted by Snaga on 2003/01/25 16:07:53
lazy to explain, but it's not the answer to Wazat's and my question.
Win Xp And Worldcraft
#19 posted by :=) on 2003/01/25 23:54:29
In case you missed the thread I posted...here again is my desperate plea for help...
I am having a lot of trouble getting Worldcraft v1.6a to work properly with Windows XP. I did not have these types of problems when running Worldcraft on Windows 98. The problems generally result when trying to compile a map.
Here is an error that I am currently getting:
A window pops up after attempting to run the map: �The file C:\QUAKE\ID1\maps\Test1e was not built, do you want to continue�
______________________________________________________________________
When I click �Yes� I get a new window with the following error:
�The command failed. Windows reported the error: �Invalid Argument� Do you want to continue?�
______________________________________________________________________
So I click Yes again and I get the following Error:
Quake Error: �W_LoadWadFile: couldn�t load gfx.wad�
______________________________________________________________________
A separate �Process Window� is also open from the time of the first error message and the following is diplayed:
** Executing...
** Command: C:\wc\Q1Tools\LIGHT.EXE
** Parameters: C:\QUAKE\ID1\maps\Test1e
----- LightFaces ----
************ ERROR ************
Error opening C:\QUAKE\ID1\maps\Test1e.bsp: No such file or directory
** Executing...
** Command: C:\wc\Q1Tools\Vis.exe
** Parameters: C:\QUAKE\ID1\maps\Test1e
---- vis ----
************ ERROR ************
Error opening C:\QUAKE\ID1\maps\Test1e.bsp: No such file or directory
** Executing...
** Command: Change Directory
** Parameters: c:\quake\winquake.exe
The command failed. Windows reported the error:
"Invalid argument"
** Executing...
** Command: C:\QUAKE\winquake.exe
** Parameters: +map Test1e
** Executing...
** Command: Copy File
** Parameters: "C:\QUAKE\OURMAP~1\Test1e.map" "C:\QUAKE\ID1\maps\Test1e.map"
** Executing...
** Command: C:\wc\Q1Tools\QBSP.EXE
** Parameters: C:\QUAKE\ID1\maps\Test1e
outputfile: C:\QUAKE\ID1\maps\Test1e.bsp
************ ERROR ************
Token too large on line 3
______________________________________________________________________
Can anyone offer some help with this problem and get me back on track with my map making hobby?
I am most grateful
:=)
I would also be grateful to learn if anyone is using a better editor for making Quake 1 maps, or if they have a program(s) that can compile and/or decompile maps.
Dude
#20 posted by Vondur on 2003/01/28 05:38:38
try this
place in the directory where your .map file is all the idutils, i.e. qbsp.exe, vis.exe, light.exe
open dosprompt, and go to that dir
and run all the compilers manually, i.e.
qbsp.exe yourmap.map
vis.exe yourmap.bsp
light.exe yourmap.bsp
if there will be any errors, report
and of course, youse gtkradiant to make q1 maps (www.qeradiant.com)
Thanks I'll Try It!
#21 posted by :=) on 2003/01/28 13:39:02
Vondur,
Thank you, I will try it and see what happens.
I have been trying very hard to obtain information from the internet as to how to learn to make Quake-1 maps with either QERadiant or GTKRadiant, but have been largely unsuccessful. I understand that some modifications must be made to these programs in order to make Quake-1 maps, but I do not understand what they are.
I did find this link [url]http://www.qeradiant.com/?data=games/quake[/url] but it states there that a Quake game editing pack for GtkRadiant has not been released :(.
Do you (or anyone else) have information on how to modify GtkRadiant or QERadiant to make Quake-1 maps. If not, can you point me toward sources on the internet where I can find such information? In your response please bear in mind that I am only a novice.
Thanks Again,
:=)
:=) Go To
#22 posted by Hrimfaxi on 2003/01/28 13:53:13
Http://www.planetquake.com/necros/gtkrq1.html
#23 posted by necros on 2003/01/28 16:15:11
Help On Terrain Mapping
#24 posted by Levelworm on 2003/01/31 06:50:43
Is there tutorials on mapping rocks or mountains?
(just in map editor)
thanks!
Help On Terrain Mapping
#25 posted by Levelworm on 2003/01/31 07:11:47
Is there tutorials on mapping rocks or mountains?
(just in map editor)
thanks!
Terrain Mapping
#26 posted by R.P.G. on 2003/01/31 14:08:45
Texturing Question
#27 posted by pushplay on 2003/02/02 03:22:39
When you want a damaging liquid there only seems to be three choices: red lava, green slime, brown toxic waste. And even the toxic waste is rather unusual. Are there any other options out there? Particularly for Q3.
It would be cool to have some sort of non-transparent blue liquid with lighting arcing acorss it, but that's well beyond my skills to do. :)
Hmm
#28 posted by nonentity on 2003/02/02 13:03:02
Well in Q1 it's easy, just create the texture and call it something with either *water *slime or *lava at the front of the name.
Q3 you can do it, just mess around with the shaders.
Scrags In The Void
#29 posted by distrans on 2003/02/03 01:38:47
Quake, WC1.6 full
I don't want unlit scrags pounding players from out in the void.
I understand the level of monster illumination is a function of the light level of the surface beneath the baddie.
Possible solution: "sunlight" = 100 with an a mangle of 0 90 0 in the worldspawn then use neg lights around the columns descending into the void.
Does this sound right? Don't want to place a gazillion neg lights if it ain't gonna work.
You Can Also
#30 posted by czg on 2003/02/03 04:51:31
make sure the sky is black, then make a func_illusionary brush of black that hovers a few units above the sky floor, then make a spotlight with light value of 150-200, no falloff and angle of 180
But...
#31 posted by metlslime on 2003/02/03 06:40:30
sky surfaces don't have lightmaps.
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