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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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Sounds Interesting! 
Thanks, I'll try to get my bsp-act together :)

No way to change the radius (question1) I guess!? 
Yea 
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 
lower -bounce # 
Well Yes.. 
but that is like -scale: lowering the range of all the lights in the map... 
Ere 
its not really
lazy to explain, just try it
less bounce - more contrast 
Netvis For Q1 
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 
You could run Beowulf or some distributed computing software if you want to run vis on many PCs 
Refering To #15 
lazy to explain, but it's not the answer to Wazat's and my question. 
Win Xp And Worldcraft 
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 
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! 
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 
Http://www.planetquake.com/necros/gtkrq1.html 
Help On Terrain Mapping 
Is there tutorials on mapping rocks or mountains?
(just in map editor)
thanks! 
Help On Terrain Mapping 
Is there tutorials on mapping rocks or mountains?
(just in map editor)
thanks! 
Terrain Mapping 
Texturing Question 
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 
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 
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 
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... 
sky surfaces don't have lightmaps. 
So... 
under the sky floor, have a real floor. and forget about the func_illusionary. 
I Guess That Is What I Meant... 
I just need people to translate my invalid suggestions first... 
And The Illusionary... 
was suggested to be placed there because ...use neg lights around the columns descending into the void. implies that there will be columns going down there, and if one puts a spotlight by them then you'll see one or two lightmap-units of brightness on said columns... 
Eh 
And right now I understood what was meant in post #32, so I'll just STFU and go sit in the corner for a while 
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