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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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Jesus... 
You guys made me cry. Why won't anybody answer me? 
Drew 
Have you tried right-clicking on the texture you want to change and using the Adjust Brightness control? You'll also find Remove Brites in there.

However, it tends to leave one pixel(255) as a fullbright. If that is a problem you will have to export that texture to a graphics program i.e. Photoshop, and adjust by hand. 
Drew, 
I prefer doodling around with Wally than TexMex -- a simple trick with Wally, just set brightness at -1 and contrast at +1 with the Q1 pallete loaded and it adjusts non palleted textures pretty accurately. You can even set up a wild cards that automates the process. I have never had a fullbright survive that sort or smack around before, so I say, give it a whirl -- as for TexMex, some swear by it, but I for one do not trust it. 
Oh Btw, 
#3877 belongs in the drunk thread, but in case it is to any degree helpful . . . 
Drew 
I believe this question was asked very recently and the answer(s) are posted above. Use TexMex. It has a function for adjusting the brightness of a texture once loaded ( and so converted to the quake palette ) which basically shifts each color up or down its respective color bar on the palette by however many places.

Two solutions were offered for removing fullbrights:
also using the Adjust Brightness dialogue, hit Remove Brites
or
go to View -> Preferences -> Workspace -> Color Conversion and uncheck Use Full Brites

Both of us who answered said that the other method didn't work properly. Try both and see which does. 
And 
The second method for removing fullbrights only affects textures when they are imported, not if they are already in a wad. 
Nice Timing Guys 
 
Lol 
that was kinda weird 
Drew 
Your question was answered at least twice, before you started whining about nobody answering you. 
Dxf2bsp? 
I'm searching it for days now, having chequed mdl2map, dxf2map etc.

Is it possible to compile a bsp from a dxf file? Such as using a frame of a model to compile it to a bsp for bmodel.
It would be a nice sculpture.

otherwise I could construkt it again from polyhedrons, but then again I wondered;
is there a way to import dxf to Quark, or do I need another method for this? 
MadFox 
You could import .dxf into Qme, then save it as a .mdl, which you can then convert to .map in Mdl2map. And then compile the map as normal... if you wanted to?

But I don't know of a way to compile a .dfx file directly: the .dfx format is nothing like .map format. 
Yeah, There Is A Way 
If you have Blender you can load the .dxf up and using this script

http://outpt.co.uk/files/USM%20Export%201.0.py

convert it to .ase format. Place the model in a Q3 Arena map as a misc_model with spawnflag 6. Compile with q3map2 http://www.shaderlab.com/ and then run Q3map2 again with the parameters -convert -format map and it will convert the mesh into brushes.

From there, use AquiRe's latest version of Txqbsp with the parameter -q2map (it will retain the q3 map level of accuracy - thnx AquiRe!) and you should have no problems, unless I missed a step.

A few things to note. The Nexuiz team wrote to ID about the legal status of using Q3map2 since they were using it for maps with a Quake based engine and not as the EULA intended, and Tom Hollenshead wrote back to them that for non commercial use, consider it it as GPLed until they formally release it under that license. 
AguirRe 
I'm interested in reproducing the crash, do I only need the gfx.wad and do you have a d/l link?

Thanks for your generosity :) http://www.phait-accompli.com/q/s4/s4pak.zip 300 something KB.

One other problem (I hate posting all my problems in the midst of other's, but bear with me) -- I recently full VIS'd a map, which has no critical errors. It runs fine, I can quicksave and normal save. But when I quickload or normal load my point in the map - it gets stuck at "Loading" and I have to go to the console. In the console it says:

Loading game from e:\games\quake/id1/quick.sav...
couldn't spawn server maps/systkills:__0/__4____.bsp
couldn't load map


What sticks out here is the slashes - both \ and / is used... this problem occurs in FitzQuake 075, 080, and even WinQuake - and my friend experienced the same problem. I've never seen anything like it! You would think there is some map name problem, but the BSP is s4m1.bsp - and the title is something like:

Storage Facility E9

System 4
By Phait
 
It Might 
be the old "newlines in title" issue; take a look at my ToolTips document, Engine section. My engines can load such a savegame but the general solution is to remove the newlines from the title.

Thanks for the pak, I'll check it out. 
Ok 
I'll look into the newlines stuff, that was one of my suspicions but didn't make sense as I've played maps w/ such titles and had no save/load problems. Thanks. 
Thanks... Twice, I Guess. 
Thanks for the help, sorry I missed it before. I guess I deserve a spanking or something. 
AguirRe 
Reading the Q1Tooltips, I'm confused as your advice regarding the BSPInfo. I've extracted the .ENT file just fine, but: and then rebuild using qbsp with the "-onlyents" option.

How does the BSP update with the edited .ENT file? I tried qbsp -onlyents map.map map.bsp - but that didn't update it. 
Also AguirRe 
I searched up the error, and found this in the Quake source:

/*
=============
Draw_TransPic
=============
*/
void Draw_TransPic (int x, int y, qpic_t *pic)
{
if (x < 0 || (unsigned)(x + pic->width) > vid.width || y < 0 ||
(unsigned)(y + pic->height) > vid.height)
{
Sys_Error ("Draw_TransPic: bad coordinates");
}

Draw_Pic (x, y, pic);
}


/*


That may help. Also, while testing this error again I clicked somewhere outside of the dialog box, I believe and got this error: Double Quake error: R_RenderView: called without enough stack - whic you can find in http://www.meowfishies.com/code/quakeforge-patches/files/r_main.c 
Phait: 
I'd love to check it out, but I'll have to wait until monday when I'm back at my apartment.

But: 1. What is the error message when it crashes? 2. Does it work in GLQuake? 
Metl 
GL Quake just freezes after "CD Audio Initialized", I can't access any menus or type anything.

Here is the Fitzquake error:
http://www.phait-accompli.com/q/fqcrash.jpg

I am certain it is the same problem I'm experiencing in WinQuake, except FQ doesn't display the 2 errors I get in WinQuake - just a cryptic crash. 
Ah... 
I just re-read your thing that answers #1.

BTW, I think your problem with winquake is that the graphic is so big tht it goes off the screen. Winquake can't handle that situation, if i recall correctly. 
Okay.... 
well i'll try to reproduce it next week. It might be an access violation that windows is helpfully generalizing into "an error." 
Hmm 
Well, the thing is I am not changing the original graphic's dimensions, only the look. 
#3885 #3886 
I thought it would work so, but by making one dxf frame in QMLE and saving it to mdl gives a rather strange map that won't load in Quark.
I tried the AC3D studio, and this made a Quake map.

Thing is that all the polyhedrons-strings were after each other, while in a quake map there are just 6 strings to define a polyhedron.
So I diveded them in 6 but still Quark crashes.

Thanks HeadThump. That could be a solution. Fact is that I only can work with Quake1.
Q2 and Q3 I never compiled for, so if I would try that I should make myself convienent with those compilers. And I once made some things with blender, but I can't say I can work with it. 
Phait 
The engine crash bug loading the System4 gfx.wad is caused by a texture anum_0 with invalid dimensions. You can see this also by loading the wad in TexMex; it will refuse to load that texture. Many GL-engines will crash in this situation, but DarkPlaces (Oct 2004) reports correctly.

I've now added checks and messages with texture name to my engines.

As for the onlyents issue; just run:
qbsp -onlyents mapname.ent

If you don't specify extension, qbsp will look for the default extension .map and in this case, it doesn't contain the new changes.

OTOH since I assume that you have the map source, I'd recommend change that instead and rebuild, instead of using the BspInfo method. Use that only if you don't have the source. 
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