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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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Necros 
I'll mail you my current version, since there's a little more I want to do before the next release. 
Oh Great! 
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 
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 
I found some texture misalignments in my coagula map, but there's no way I'm re-compiling that! 
Doesn't QuArK... 
allow you to do that? 
To Replace A Single Texture In An Already Compiled Bsp 
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. 
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 
Um... Wait... What? 
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: 
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 
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... 
2speedy: muzhik, vyruchay. ty zhe u nas spetz po texturam, kak-nikak? ;)) 
Fst: 
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 
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 
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.... 
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. 
Sky Lighting? 
how do you guys do it? sure there is tyrlite's skylight feature, but that only lights from one direction for the entire map. if you need sky light coming in from more than one direction, you're screwed.

I've seen some people place a bunch of small lights along the sky-ceiling of their map, which seems like a good idea. My question is, what values are appropiate? and how many lights? 
Sky Lighting 
The intensity and quantity of lights will of course vary between rooms and their sizes. Normally if I'm not using Tyrlite's skylight, then I use just one light for the sun, with a light value of around 200, and a wait value that's usually around .2, but sometimes more or less. Smaller, low-intensity lights (and anti-lights) get placed around to add ambience and enhance the shadows cast by the "sun" light. These smaller lights usually have a light value of around 75 (or -75 if it's an anti-light) and varying wait values, but generally .25 to .4.

Now here's the part where someone comes along and tells me how oddly I go about lighting outdoor rooms. 
The Secret To Lighting: 
play with it until it looks good. (This sometimes takes a while.) 
 
(This sometimes takes a while.)
And the award for 'Understatement Of The Week' goes too...

:D 
 
"delay" "3" lights have no falloff (just like sunlight) - might try that.

But the real thing is to use radiocity sunlight 
You Might Want 
to check out the enhanced sunlight feature of my Light at http://user.tninet.se/~xir870k .

It makes an attempt to make outdoor sunlight more realistic and specifically doesn't require an excessive minlight value to balance the hard shadows of the normal sunlight. 
Hm... 
if all you want is different sunlight mangles in different rooms, you could use q1rad, put the bounce to 0 (effectivily disabling the radiosity stuff) and then use the env_sky or what ever the ent is to do different lighting in each outdoor area.

erm... did that make sense? 
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