Zwiffle
#3195 posted by Jago on 2005/01/19 18:03:38
Have you recently installed a newer version of GTKRadiant? I've heard of something similar to this cropping up in newer builds, try the most recent build and see if SPOG has fixed it already.
HeadThump
#3196 posted by Mike Woodham on 2005/01/19 18:24:56
No sweat.
#3197 posted by Zwiffle on 2005/01/19 22:51:43
I did download the latest version, I still have a problem. :(
Texture Misaligns During Compilation
#3198 posted by bambuz on 2005/01/20 20:37:58
Argh! Textures are fine in Worldcraft 1.6, but when I compile with aguirre's utilities, some small textures are out-of place. (They are textures that have offset and scaling.)
Check shots from:
http://www.hut.fi/~tmaja/temp/
This must be a bug. And there must be way to correct it.
The map is Czg's terra6, I've modified it a bit. The original has the textures perfectly, but if I just open the given rmf or map in wc and save it again to map, it's fucked up when compiled. (Of course i can't compile the original .map because I don't know where Czg keeps his wads or their names, so I can't test if its Wc's or qbsp's fault.)
I've extracted the textures straight from the map using bsp2wad so that should not be a problem either, they should be identical.
All the material is here.
http://www.hut.fi/~tmaja/temp/
Ok It's Aguirre's Qbsp
#3199 posted by bambuz on 2005/01/20 20:59:30
Seems compiling works allright with old id utils (and iklite)... (see _oldutils.png at the same address)
What's the best qbsp to use? Or should I have some wacky options in treeqbsp so it would work right?
Hrm
try -oldaxis? or -alternateaxis, or whatever the hell that option was renamed to
Worked
#3201 posted by bambuz on 2005/01/20 21:26:40
It worked! Huge thanks!!
Worldcraft 1.6a
#3202 posted by generic on 2005/01/22 12:55:37
Does anyone know how to get this sucker up and running in Windows XP? I got it once on an old machine but it is behaving like a bitch on my new one :(
Thanks in advance :)
Do Not Use
#3203 posted by Vondur on 2005/01/22 16:39:40
it...
there are better solutions like gtkradiant...
WC 1.6
#3204 posted by Jago on 2005/01/22 18:01:42
Install it and run it except it won't run, but rather it will crawl on any medium to big sized map (unless you have a monstrous CPU). What Vondur said, use GTKRadiant.
Oh Jago
Thats what visgroups are for.
Yes.
#3206 posted by necros on 2005/01/22 18:29:24
but it's a pain to be obligated to use them. if i wanted to load up a big map in gtkr and glance at everything at once for last minute checks, i can. it's nice to have the capability, even though you may not use it very often.
Eh?
Obligated to use them? I choose to use them, as they make adding new brushes and finding what the hell you're looking at in any 2d view much easier. To each his own, I suppose.
...
#3208 posted by necros on 2005/01/22 19:30:59
well, in response to Jago's comment on wc running terribly slow on medium to large maps, you said that you can use visgroups, thereby reducing the amount of stuff on screen.
the point i was trying to make was that gtkr doesn't slow down to a crawl as jago was implying so that, you can still map even on large or medium maps without having to use visgroups to overcome slowness.
in wc, you can choose not to use visgroups yes, but the implication is that the program will run too slow to map properly without them.
thus, you are, more or less obligated to use them if you want to be able to use wc without slowdown.
So...
#3209 posted by generic on 2005/01/22 19:35:37
No one has Worldcraft 1.6a up and running in Windows XP?
That sorta sucks :(
No One Said That.
#3210 posted by necros on 2005/01/22 19:43:01
and it would probably help if you described in more detail what was wrong with wc, instead of just 'behaving like a bitch' which tells us nothing.
Eh
well, in response to Jago's comment on wc running terribly slow on medium to large maps, you said that you can use visgroups, thereby reducing the amount of stuff on screen.
I probably should have mentioned I havent had this problem since along time ago using my old old p3 550 box. Then again, these days I have a somewhat beefy cpu and lots of memory. Use what you want. I just see alot of digs against worldcraft for *rad, and almost all of them I've never encountered or seen. Maybe I'm just lucky.
--
No one has Worldcraft 1.6a up and running in Windows XP?
Err, what? Lots of people do, myself included. What the problem is?
Wc1.6a
#3212 posted by GibFest on 2005/01/22 19:51:15
I have windows xp and run it fine.
NoRay Or Gib
#3213 posted by generic on 2005/01/22 20:05:12
My maps won't compile correctly under the Normal run map settings -- I finally got them working in Expert though :)
Also, do your toolbar buttons lose their images after a compile? Thanx.
Heh.
Yeah, don't compile through worldcraft. Open a dos box and run the commands from there. Its much better.
Oh.
Obviously you have to export to .map first.
No Shareware
#3216 posted by Mikko on 2005/01/23 09:33:27
Any idea where to get the non-shareware version of WorldCraft (for Quake)?
Also - if I wanted to import a bunch of jpg files into Quake editor (WC) what would I have to do? Put them all into one pack using Wally or something?
Make A WAD File Using TexMex
Terrain Generator Use
#3218 posted by JPL on 2005/01/25 02:47:50
I made a test with GenSurf (not really impressive) and Nemesis' Terrain Generator (wich is really impressive...), but it generates me an amount of compilation errors (like textures/poly misalignment) during TxQBSP process that crashed the BSP elaboration... (no VIS, no Light...) so... so playable BSP...grrr...
I know that some of you guys (Mike Woodham for example if I remember well) are currently using Nemesis' terrain generator tool, so the question is: how do you avoid errors in order to build the BSP ?? Is there a turnaround (without making hand-made terrains) to be able to increase confidence for this tool ??
JPL
#3219 posted by Mike Woodham on 2005/01/25 04:46:16
I have not experienced the errors you mention.
But given that NTG works on a grid system and in my editor (BspEditor) the imported NTG file always lines up with the editor's grid, I would suspect you may not have 'snap-to-grid' or something similar in your editor.
I don't see why you should get poly misalignment errors otherwise. I have had up to 32,000 brushes in the editor and although I have had issues, it has never been poly connected.
If you want to e-mail me a small section of a map that is giving this error, I will try it in my editor and see if I can spot anything?
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