Yay!
Got it aguiRe, will see if I come around working on it tonight...
Just A Question
#312 posted by here on 2003/07/03 15:33:06
How to make ladder on q2 ???
Ladder
#313 posted by . on 2003/07/03 16:21:13
Create the ladder brushes as you want but edit their surface attributes and give them the 'ladder' attribute..
that's about all I think is to do, it's been awihle.
QMap Mapping Help
#314 posted by aguirRe on 2003/07/04 03:55:36
archived thread is now available for download at http://user.tninet.se/~xir870k .
Zip contains both full and split versions. Just unzip and you can use it immediately.
Thank You
#315 posted by Abyss on 2003/07/04 05:06:37
Very much kind sir !!
QMap Mapping Help
Will prolly set up a searchable database of the Mapping Help Thread at the weekend.
Refers To 301:
#317 posted by necros on 2003/07/04 14:10:39
Tyrann, that new version wouldn't happen to be done before qexpo, would it? :P
Necros
#318 posted by Tyrann on 2003/07/04 20:30:02
I'll mail you my current version, since there's a little more I want to do before the next release.
Oh Great!
#319 posted by necros on 2003/07/04 21:25:17
thanks a lot! i really wanted to have the made done for sp day on qexpo. :)
Archived Mapping Help Thread
I have all posts of the archived Mapping Help thread in a database now (God bless regular expressions).
Since I'm already working on some new stuff for my page, I'm going to add a frontend to search through all those posts or just browse them. If everything works as planned it will be online someday of the next week.
Is There A Way
#321 posted by necros on 2003/07/07 22:24:10
to replace a single texture in an already compiled bsp file?
i really don't feel like recompiling...
I'd Love A Tool To Do That
#322 posted by Tyrann on 2003/07/07 22:43:11
I found some texture misalignments in my coagula map, but there's no way I'm re-compiling that!
Doesn't QuArK...
#323 posted by metlslime on 2003/07/08 00:22:10
allow you to do that?
To Replace A Single Texture In An Already Compiled Bsp
#324 posted by Vodka on 2003/07/08 00:28:50
You can do that with texmex (then import to bsp), but you absolutely have to keep the size of the original. Also there is a tool that unpaks .bsp - might be usefull, not sure where to get it. Ask in #qc or inside3d forums.
If you mean changing the coordinates of a texture on a face - never heard it was possible with in quake.
GTK Radiant + Q1. Textures.
#325 posted by Fst on 2003/07/08 10:18:52
Greetings, great mappers ;) i just wanna ask how to compile a q1-map made in gtkr. i used a tutorial from an 'industri' site (http://ray.onemoremonkey.com/industri/howto.php): everything works perfect, but when i start map quake crashes with a following message: 'Host_error: texture is not 16 aligned'.
Here is console log:
]/map q1room
*Loaded clogic.dat occupy 12k.
*Loaded progs.dat occupy 400k.
*Loading wad data 'textures/metal.wad'
W_LoadTextureWadFile: Wad file textures/metal.wad doesn't have WAD3 ID
*Loading wad data 'textures/counterstrike.wad'
W_LoadTextureWadFile: Wad file textures/counterstrike.wad doesn't have WAD3 ID
Host_error: texture is not 16 aligned
]_
'metal.wad' is a standart quake WAD, i've downloaded it using a link from tutorial. 'counterstrike.wad' works fine in qoole. so i don't know what's my mistake. could you help me?
that's all ;) tanks a lot.
Thanks, Speedy
#326 posted by necros on 2003/07/08 12:35:20
.
Um... Wait... What?
#327 posted by necros on 2003/07/08 12:38:59
this is what i do...
in texmex, i open up the compiled bsp, delete the old texture, replace with the new texture (same size), but the 'save to bsp' option in the file->save copy menu is greyed out.
how do you do it?
Fst:
#328 posted by metlslime on 2003/07/08 15:52:45
You're trying to load a quake wadfile (WAD2.) I think you're using a plug-in that can only read halflife wadfiles (WAD3.)
The Same
#329 posted by Fst on 2003/07/08 16:49:34
2metlslime: plugin? what plugin? i've made a small map in gtkr, then i've converted it into a q1-map file and compiled it using standart tools. i tried to use wad3 but in this case map loads with no textures. could you tell me please the right way to organize q1textures for gtkr (how did you do it?). thanks anyway.
2speedy: ?????, ??????? ;) ?? ?? ? ??? ???? ?? ?????????, ???-?????? ;))
Oops...
#330 posted by Fst on 2003/07/08 16:52:07
2speedy: muzhik, vyruchay. ty zhe u nas spetz po texturam, kak-nikak? ;))
Fst:
#331 posted by metlslime on 2003/07/08 19:21:50
I've never used Gtkr for quake1, but i don't think Gtkr can read WAD2 files -- i think you'll have to convert your textures to jpeg or tga.
Hmm
#332 posted by Vodka on 2003/07/08 22:45:40
necros: u have to click on the texture (opens detail mode) then paste the one you want (ctr-v)
fst: haha. I dont know whats wrong with your compiling.
I`v never tried to compile from gtk myself
Get sleepwalker`s map converter and convert to q1 map, then open in your normal q1 editor, cleanup any errors and them compile (thats if you can map without compiling and checking everything in game every 5 minutes).
Also check necros (pq/necros) guide on quake1+gtk mapping, might help.
If you want it explained in russain - email
Quake1/GTK
#333 posted by Abyss on 2003/07/09 02:44:53
First you got to have your textures extracted to a folder in your Quake/id1/textures/xxx folder, where xxx=the name of your .wad file. Use texmex. This is so GTK can read the textures and show them in the editor. You must also have the texture .wad file in the same directory as your compile tools. Also, the texture .wad file you are using must be added to the worldspawn of the map, otherwise they will not show in game. Also, you cannot compile the map with the GTK tools (not for use in Quake1 anyway) you must use Quake compile tools, just incase you didn't know.
qbsp, vis compile tools can be found here
http://user.tninet.se/~xir870k/
and tyrlite here
http://www.planetquake.com/tyrann/
Let Me Explain Myself....
#334 posted by Fst on 2003/07/09 10:48:26
I have textures extracted in the correct folder in .jpg format.
I have map converter and regular compile tools.
I don't use (omg!) gtkr compile tools for q1.
I've read necros' guide and industri guide to (see post #22,#23).
I've filled the 'wad' key in worldspawn properties.
So i think there's something wrong with .wad files (2Abyss: it is in the same folder as compile tools).
Could you tell me what is the right format for quake .wad files and i'll convert my wads to this format (texmex? wally?).
2Speedy: thanks. your way isn't ideal but it does work.
One more question: what is the correct syntax for 'wad' key of worldspawn: 'textures1.wad;textures2.wad' or 'd:\textures1.wad;d:\textures2.wad' ?
Thank you.
Texes
If the .wad's reside in the same dir as your .map file 'texes.wad; texes2.wad' will be ok, otherwise you have to use the full path afaik.
To create a .wad file you can either use TexMex or Wally, iirc there are options in the save dialog to set the game you want to use this wad with.
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