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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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Bambuz 
Add the wad information to your map's worldspawn with the following key/value:

"wad"
"c:/blah/textures.wad"


Unless you already did this and it still isn't working, in which case I'm not sure what's up :/


Also: the line length limit on this forum is a fucking joke. 
Sounds 
I looking for new sounds for Quake 1SP. Explosions, breaking glass, avalanches, anything new and ready to play.

I do not know if there is a special format of if I can use wav files without change.

Is there sites that can help can somebody tell me please. 
There Is A Special Format 
As far as I know, the .wavs have to be 8bit/11khz/mono/PCM

You can convert any .wav you find to that fidelity as long as you have a proper audio editor...I'm sure there are freeware programs out there that can do it. 
Marcher Fortress 
Is the monsters in Ben Woodings Marcher Fortress in the public domane?

Do you know were to get them?

Please. 
For God's Sake, Please!!!!!! 
PLEEEEEEEASE! 
The Imp Mr. Kinn Used 
is on this page if I am not mistaken

http://www.gamers.org/pub/idgames2/quakec/monsters/ 
HeadThump 
Great thank you. Do you know of the gauroch.qc?

I think metslime and me want the same thing so I try to get my map finished first. 
I'm Sorry 
I'm drawing a blank. I don't recall what the gauroch is, from Necro-Kell's project maybe? Where is Necros these days anyway? 
Gauroch 
He is a two leg creature that throws blue things at you in Marcher Fortress. There are two types. A white one you see first near the tree when you get up the stairs. And a brown one that is under the bridge. The brown on is harder to kill and he runs at you fast and he throws gold bombs at you. He is good and would like to yous him in my levels. 
Yes, I Recall It, I Just Didn't Know The Name Of It 
regardless of its origin, I'm sure Kinn coded the QuakeC for it so you'll need his permission though you could simply have the end user download the map into their Marcher directory so there would be no need for rebundling the pack file. 
HeadThump 
Thank you for trying but when I place a monster_gauroch in the map it does not appear in the game.

The monster spawning works but exploding walls do not. I have other THINGS in my map that are not in Marcher Fortress. I have built my own progs.dat file from things I have found in the public domane.

I must try to talk to Kinn.

Kinn, are you there? 
BlaGGer 
The Marcher Gauroch, Imp and Spider are models originally from Hexen. Kinn reworked the skins and wrote entirely new code for them.

As a n00b mapper you can't always expect experienced members of the community to deliver their content on request.
Custom code is made available only at the discretion of the author, so unless it is explicitly stated somewhere - in a readme, webpage or tutorial - it is unlikely they want it available for other projects.

If you want to try making your own monsters by the same method - i.e. taking an existing model from a Quake-engine game ( such as one of the old mission packs or Hexen ) and writing new code - you'll get some help here from coders etc.

If you haven't made and released a map before though, it is adviseable to make your first project using only id content i.e. the stuff that originally comes with Quake. You'll avoid tripping up on a lot of technical problems and the like. Once you are more familiar with the basics you'll be in a better position to seek detailed assistance or, better yet, to start working on your own custom content :)

HTH 
Kell 
I understand your explaining.

I will take the monsters from Hexen and will write the code and will ask for help here if I stuck on code. I have demo of Hexen2 and will take it apart now. Thank you for patience with me. 
BlaGGer 
IIRC, out of the custom monsters seen in Marcher Fortress, only the Imp is present in the Hexen 2 demo. You'll have to "take apart" the original full game to get the others. 
Jago 
Thank you. I could not find the gauroch so thought it may not be in the demo. I will not buy the game so I will not get the gauroch. The imp is in the public domane already also the spiders. I am looking at the archer as he might be good for throwing different missiles but I would need to take the bow away or maybe change it.

I have to learn qME first and I have to learn coloring. Does anyone know of sites to learn about converting Hexen to Quake - Google knows nothing. 
Lightwave Vertex Color / Weight Map + Q3map2 
Does anyone know how to get lightwave's vertex color or weight map into q3 maps via q3map2 and use them for rgbgen vertex or the like ? 
I Tried That... 
With ASE models with vertex alpha and vertex colour. I don't think it works. 
Essobie... 
...I'm not sure anyone got back to you, but why not use two target_speaker, one that stops then one that starts? 
Vertex Color Stuff 
anyone one interested should look here http://www.quake3world.com/forum/viewtopic.php?t=4764

thanks for the input shallow. 
Quake Mdl 
I using 3dMax7 at work to make models for Quake1SP. They good I think. When I load those into qME I get a "numbers of triangles" not matching error message.

Can any one tell me how to convert from 3dsMax7 to qME? If no can you tell me the best ways to make new models or do I have to use the qME. 
Easy Fix (and Then 4 More Paragraphs For Good Luck) 
I suspect what you're doing is using the import frames command, which isn't what you want to do when starting a new model. There are two commands for importing into QME, "import objects" and "import frames"

Import objects adds the triangles in another file to the current model. It takes the pose it reads from the file, and puts the triangles in that pose in every frame in the model's animation.

Import frames takes the pose it reads from the selected file, and creates a new animation frame in the model. It then moves the triangles that are already part of the model to match the pose that it has read. Obviously, this will only work if there are the same number of triangles in the current model as there are in the file.

So, when you create a new model, there are no triangles, and so you'll get the error message you mentioned if you try to use import frames. Use import object and it should work.

However, be warned, QMe will not import any animation or UV mapping that you did on the max model, just the triangles and the pose at time 0. To get the rest of the animation in, export each frame to a seperate .3ds file, and use import frames(not import objects) to load them.

The UV mapping is another matter, QMe has no support for importing a UV map, and only allows you to create 2 sided planar mappings in the editor. This is because that's the way the original quake models were made, and when QMe was written nobody knew .mdl supported anything else.

So, how do you get a model with a nice UV map into quake? Well, it's a bit more complicated. Track down a copy of the pop'n'fresh MD3 exporter for max(polycount is a good place to start). Now, rather than export the finished model from max to .3ds, export to md3. Finally, open it in the latest version of quark and save it as a classic Q1 model. You should end up with one mdl, with identical skinmap and animations as the md3.

I make the last step sound easier than it often is, Quark seems to have immense difficulty loading the skin with the md3 if you don't set up the directories exactly right. I've been intending for ages to write a detailed tutorial on making this md3 to mdl conversion, so if you get stuck here just say and I might actually get round to it! 
Preach: 
so .mdl DOES support more than just two-sided planar mapping of a speciall-deformed baseframe?

Hmm, if you set every edge to be a border edge, i guess that means you could map each triangle seperately... would that work? 
Md3 -> Mdl 
From what I understand of the .mdl format through my own recent fiddlings, the UV map will appear in Quark because it must be splitting the verts on the model for each actual animation frame in order to correspond to the pseudo-UV map. The .mdl stores not only the location of the verts for each frame, but their relationship to each other in the mesh as a whole ( which is why changing an existing model cause the .ms2 to look utterly screwed ingame ).
What I suspect you're left with is a .mdl with many more verts than it actually appears to be made of, because any vert that has been split for the UV map must be made of 2 or more verts occupying the same coords in the animation frames as well.
I think.
Preach, would this be the case? 
Kell 
go finish what should be finished

^_~ 
Kell 
ya, what vondur said 
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