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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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Ham 
haha, don't i know it. ;)


:P 
Fitzquake HUD 
I keep losing it: it's there when I start but as soon as I move, it disappears. Drop the console and it comes back, press escape and it comes back. But as soon as I move in-game it goes.

I haven't knowingly changed anything. Any ideas? 
Mike? 
gl_clear is on? although fq is supposed to fix that, and it does on my computer... 
Necros 
Thanks, if I type 'gl_clear 1' at the console my HUD remains on.

Anyone know why it changed or how to fix it permanently? 
Mike 
did you try different vidcard drivers?
or maybe different fq resolution/bpp? 
Vondur 
Interesting: I changed the bpp from 32 down to 16 and the HUD stays on. So my .bat file now reads, quake.exe -width 1024 -bpp 16.

I wonder if it's been missing all the time but I've only just noticed it? Nah, surely not. 
But 'ang On A Mo'... 
...now when I no_clip, which I'm allowed to do when creating maps, I get this awful reflection/banding/graphic interference on the outside of the playing area. And it goes if I use bpp32.

So, does this mean I can't have my cake and eat it? 
Mike: 
it must be that your drivers clear the screen even if gl_clear is 0. That explains why the hall of mirrors effect you describe in #3089 is new to you, and it explains why fitzquake isn't redrawing the statusbar every frame (becuase it thinks the screen isn't being cleared every frame.)

Solution: gl_clear 1. That way you can keep all your other settings, like bpp and stuff. 
Metslime 
Thanks.

I changed my video card settings on Open GL to Application Preference and hey presto, all OK.

Perhaps they got changed when playing HL2 or Doom3 recently? 
Hrimfaxi 
Have you received my last two emails? 
PuLSaR 
Have you managed to fix the GLQuake problem or have you sent me any info? 
AguirRe 
Yes! I hope you get my reply! 
D3 Sound Question 
I thought to create a ambient sound you simply used a speaker entitie and assign it a sound within it's property. Appearantly thats not it, any clues how to properly implement ambients? 
Texture Question 
I've never been a huge fan of using textures from other games in Quake but I want to use some from Unreal 1 and Quake 3.

The map is mean to be able to run on any engine. So I'll be using standard wads.

What, if any limitations are there to converting Unreal 1 and QUake 3 textures to Quake?

I've seen both used and I assume they turn out ok. Are there any that just look shit?

To make things easier on me, has anyone already converted those game's texture sets to Quake wads? I'm doubting it due to the legality of posting the wads online. 
some look good, some don't. it's a matter of converting them all and removing the ones that look ass.
in general though, unreal textures tend to look worse than q3 ones do, but only in general. some unreal textures convert over nearly perfectly.
it all depends on the colours used in the original texture and quake's palette. 
 
technically, it's illegal to use any other game's textures and release them in anyway in your maps... but most often, it's completely ignored in q1.

only thing I have to add is to remember that q3 textures are double sized, so you'll need to size them down before converting to q1. 
Q3 Textures 
Importing Complex Brushes From Maya / 3DS Max 
I am wondering if it's possible to create mapobjects in Maya / 3DS Max and then proceed to import them as brushes into a Q1 or Q2 map? I recall seeing some screenshots of Darkplaces showing off some uber-complicated brush objects in Q1, how was that done? GTKRadiant also seems to be only able to open .map, .reg and .xmap files. How would I go about importing something from a 3D design app? 
... 
well, you can easily export from 3dsmax as .dxf, or .3ds both of which are easily importable into a .mdl file via qme and i know there is a conversion tool that can convert .mdls over to .map format.

i don't really see the point of this though... most likely you'll get funky compiler errors in q1bsp format.
you may as well just keep mapobjects as models and go from there. 
Mdl2map 
Can anyone point me to a working download?

Also, Tri2map and Raw2map. Like Jago, I want to explore the possibilities. 
Sound In Doom 3 
I'll ask again, how exactly do you implement an ambient sound in Doom 3? I thought you simply used a speaker entity and assigned a sound to that, however it doesn't seem to work. Help anyone? 
Legality Of Textures 
I know it's technically illegal which is why I've avoided it up until now. But since a lot of mappers use them in Quake I'm tempted to as I think there are some that are do look good and I wouldn't mind using 'em.

I'll just dump 'em all and make a little project out of converting them. 
Prod: 
Tho I've not touched d3 for awhile, I think you need to set a sound shader to the speaker. Exactly how you do that I'm not sure... I'll try and poke around abit later on tonight with d3 and see what comes up. 
Jago 
if you have 3ds Max you may find this plug-in useful.

http://holodeck.st.usm.edu/vrcomputing/vrc_t/tutorials/max2map/max2map_contents.shtml

another possibilaty you may want to look into is the splashdamage forum http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewforum&f=8

There is alot of discussion on using q3map2 in using .ase's (3ds ascii model format) to accomplish what you are asking.

However, for nonterrain models, Necros is likely correct 
Addedum 
q3map2 is for quake3 Arena of course, but if you can successfully decompile a bsp using ase (I believe spawnflag 6 on the misc_model entity will cause an .ase surface to be treated as a regular brush in terms of collision and lighting), you should be able to further convert it to a Quake1 map file. 
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