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Drew
Your question was answered at least twice, before you started whining about nobody answering you.
Dxf2bsp?
#3884 posted by madfox on 2005/07/16 09:42:50
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
#3885 posted by Mike Woodham on 2005/07/16 10:04:32
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
#3886 posted by HeadThump on 2005/07/16 10:51:18
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
#3887 posted by . on 2005/07/16 10:56:23
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
#3888 posted by aguirRe on 2005/07/16 11:35:56
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
#3889 posted by . on 2005/07/16 11:45:23
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.
#3890 posted by drew on 2005/07/16 12:00:19
Thanks for the help, sorry I missed it before. I guess I deserve a spanking or something.
AguirRe
#3891 posted by . on 2005/07/16 12:09:15
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
#3892 posted by . on 2005/07/16 12:40:15
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:
#3893 posted by metlslime on 2005/07/16 12:46:59
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
#3894 posted by . on 2005/07/16 12:59:42
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...
#3895 posted by metlslime on 2005/07/16 13:09:19
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....
#3896 posted by metlslime on 2005/07/16 13:12:26
well i'll try to reproduce it next week. It might be an access violation that windows is helpfully generalizing into "an error."
Hmm
#3897 posted by . on 2005/07/16 13:13:30
Well, the thing is I am not changing the original graphic's dimensions, only the look.
#3885 #3886
#3898 posted by madfox on 2005/07/16 13:49:00
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
#3899 posted by aguirRe on 2005/07/16 14:27:11
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.
AguirRe
#3900 posted by . on 2005/07/16 14:54:35
Thanks very much for your help :)
Actually AguirRe
#3901 posted by . on 2005/07/16 15:07:13
Are you sure? Because I loaded the wad in Tex Mex, and anum_0 shows just fine. It's CONCHARS that never loads (whether in my wad or id's original wad).
Nevermind
#3902 posted by . on 2005/07/16 15:15:57
I replaced my modified anums with the original and it now loads. I won't doubt you ArguiRe ;)
No, You're Right
#3903 posted by aguirRe on 2005/07/16 15:35:46
I misinterpreted TexMex' behaviour a bit. The wad is still invalid (including the anum_0 tex report from the engine) but as you say, it's the conchars tex that's not loaded.
After checking some more, I think I have an idea what the problem is. I read somewhere that the original gfx.wad is in fact invalid because they made some hackish addition to the wad and patched the header. This is why TexMex has problems loading the wad. You can check loading e.g. the Hipnotic gfx.wad instead and it will load properly.
However, there's also another problem. You seem to have created these new objects as mip textures (with mipmaps) and that's wrong. They should be StatusBar Pictures instead and definitely without mipmaps.
I've tried to figure out how to convert an existing mip texture to a StatusBar object (i.e. remove the mipmaps) but haven't had any success yet.
Maybe someone else knows how to do this?
MIPs
#3904 posted by . on 2005/07/16 15:51:26
That my graphics have become MIPs is involuntary. What I did was export all the graphics to .PCX, opened in Photoshop and edited there. Then, whichever ones needed to be .LMP were converted. The ones inside GFX.wad were merely imported .PCX files. How they got turned into MIPs, dunno. Must be automatic.
There Was An Old Program Called QArt That Would Do That.
#3905 posted by czg on 2005/07/16 15:52:38
Dunno where one would get that nowadays tho...
The Adquedit Solution
#3906 posted by Preach on 2005/07/16 16:19:52
Use the evil folder deleting tool (or Adquedit) for importing into your gfx.wad. It should always save it correctly, it accounts for the wierdness of the conchars file and all that automatically.
Preach
#3907 posted by Mike Woodham on 2005/07/16 17:00:08
I have decided to use the 'sinking' monster route to get rid of my corpses.
I have created a simple SUB_Corpse_sink that lowers the origin_z value a unit at a time and lowers my corpse until it is out of sight. I then use remove(self). It works so far.
However, if I quickly no_clip to the floor below, I can see the corpse appear through the ceiling before suddenly disappearing altogether.
I am thinking that if a monster is on a walkway above the player and is then killed, the player could see all this happening. Is there a way to get the player to sink into the 'ground' by (effectively) removing it in layers. I have in mind a pack of cards that I keep removing the bottom card until the pack has gone.
I have seen this sinking effect in Lost Chapters although I do not know how it is achieved there.
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