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Thanks
#3658 posted by aguirRe on 2005/05/19 11:44:01
I noticed that your earlier maps used brush based ones and the later point based. My guess is that the WC fgd file suggested a brush based and that's why most WC created maps have brush based counters.
Old, But If The Shoe Fits...
Linux is only free if your time is worth nothing.
What Frib Said
#3660 posted by Vondur on 2005/05/20 07:51:20
and it's only good for servers, not for usual home puter...
AgiurRe
#3661 posted by PuLSaR on 2005/05/20 11:10:24
how to fugure out what brush causes a problem in terrain built by triangle method? Is is extended instead of its original size and covers all the floor in the room. It also wrote *** WARNING 03: Line 20930: Brush with duplicate plane.
But how to find that line 20930. I don't want to count from the top
.
#3662 posted by necros on 2005/05/20 12:10:27
i use textpad.
you can skip to a line number. then look at the brush entry to find out what brush # it is, and then go into your editor, search for that brush number and delete it (or erase the brush entry yourself in the text editor).
PuLSaR
#3663 posted by aguirRe on 2005/05/20 12:41:49
What necros said; use a text editor with line number handling like TextPad ( http://www.textpad.com ) and find the offending face and brush.
Some map editors include comments in the map file that can help you backtrack to the editor, otherwise you'll have to use the tex info and (if you're up for it) three-point face definition to find the brush in the editor.
However, I doubt that this particular face causes any trouble as it's just a duplicate plane and discarded by qbsp. It shouldn't cause any infinite planes.
Well
#3664 posted by PuLSaR on 2005/05/20 13:09:23
after 5th attempt I found that problem brush and deleted it. Though I still have no idea what was wrong with that brush.
And thanks for pointing me at textpad, downloading it right now
The GTKRadiant Team
#3665 posted by HeadThump on 2005/05/24 21:38:16
has a genius, nay, a profound genius for creating bugs for Radiant that did not exist in previous packages.
I use 1.4 (I wont use 1.5 becaues it requires downloading and installing a WinXP .dll that screws up my system), and I've had minimal problems with 1.4 working on maps previously.
Tonight, I reset it to use the Quake2 settings, and the surface inspector does something really off the mark. Pressing 'S' to bring the surface inspector up works like a Control-Z combo reversing my previous texture work. This is, of course, less than useless to me.
I've never seen this happen before, so I assume it is unique to their Quake2 settings. Any suggestions?
Hopefully A Simple Question.
#3666 posted by Morfans on 2005/05/25 04:03:24
Y'know Quake, right?
Y'know e2m6, The Dismal Oubliette, right?
Y'know the room that lead down to the exit with the pillar in the middle and the slowly sinking floor where stuff teleports in as you go down?
What kind of thingy is the slowly dropping floor. Is it a slow lift/platform? or a "train"? Or some other kind of thingy entirely?
Thanks.
I'm Pretty Sure It's A Func_door.
#3667 posted by czg on 2005/05/25 04:07:43
Since it makes a door sound and all.
Morfans
#3668 posted by Vondur on 2005/05/25 04:29:21
i'm more than sure it's func_door
since it makes a door sound and all
(it might use negative 'lip' key to move that far)
Thanks Guys.
#3669 posted by Morfans on 2005/05/25 05:04:08
Yeah, it's a door.
It didn't occur to me that it might be a very big, very slow moving vertical door. :-)
Cheers, I owe you both one. (one of anything you desire...)
Tron
#3670 posted by Trinca on 2005/05/31 10:15:02
hey good to see you man!!! will you finish tromdm3??? doom3 suck :) finish the map...look like will be a great one!!!
Rats On The Run
#3671 posted by madfox on 2005/06/03 07:00:16
finally got it working so far. Adding new monster, but now...
they only appear when I use a brush substraction. Otherwise I can hear them, but they are invissible. In an empty map they squeek but are probably stuck in the groundbrush.
When I put in one brush, they come out of the brush, and dissappear(?)
When I use notarget in a brush substraction, they just sit and wait, untill I press notarget again, then they're gone.
http://members.home.nl/gimli/Quake00.jpg
help ! sinking ship !
Quake101.wad
#3672 posted by Ciprian Caraman on 2005/06/04 03:56:32
I search for quake101.wad or qoole.wad ALL the Net for the last weeks but I can't found that files. I found some links but they are obsolete. If you can help me, please, answer.
Thanks,
Ciprian
Quake101.wad
#3673 posted by R.P.G. on 2005/06/04 06:14:25
Thanks Quake101.wad
#3674 posted by Ciprian Caraman on 2005/06/04 10:01:51
Also I post messages on almost ten forums. Finally, with your help, I found it. Thanks a lot.
Best regards,
Ciprian
Lost Rats
#3675 posted by madfox on 2005/06/05 08:17:10
then I posted the wad the same time on the Quake forum, Ciprian.
Those rats, could it be something with the MoveBox_Solid. As they vanish "into" the brushes?
Kell
#3676 posted by aguirRe on 2005/06/06 07:15:00
Is your email working? I haven't received anything from you for a very long time.
AguirRe
#3677 posted by Kell on 2005/06/06 12:27:03
It is, I just haven't been checking it for a long time, since Chapters dominated my communications, my sleeping patterns and my deteriorating mental state for several months ( I can't remember the actual penalty for seeing a polyp in the Call Of Cthulhu RPG, but I reckon both necros and I lost 1D6 Sanity Points just trying to make the damn thing fly )
Will check and respond.
Rats On The 2nd Run
#3678 posted by madfox on 2005/06/06 18:34:32
How can it be a model sinks in the groundbrush,
and when this brush is substracted it becomes visible?
Q1 Tools Update
#3679 posted by aguirRe on 2005/06/10 02:57:20
at http://user.tninet.se/~xir870k . All engines are updated with several features/fixes, e.g. improved demo playback handling. Light now includes multi target support and improved trigger checks. There's also a new demo conversion/validation tool; ConvDem. Please also see readmes for details.
Any comments are welcome.
Hl
#3680 posted by drew on 2005/06/10 10:32:42
does anybody have half life textures converted for Quake?
Zaka
#3681 posted by bambuz on 2005/06/10 14:15:58
used something in his maps i think, you should be able to rip them. http://www.saunalahti.fi/zakaa/
Arhg
#3682 posted by Blitz on 2005/06/13 23:04:34
OK, Quake question.
I have a very small map, < 150 brushes total, and yet I am having an issue where a brush is greying out in software/Winquake, and turning into sky in DP/GLquake.
The brush is a simple, 6 face rectangle, seen here: http://blitz.circa1984.com/fucking.jpg
I am using Tyrann's compile tools as well, if that helps.
Thanks for any help you can give.
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