Netvis For Q1
#16 posted by [Jimbo] on 2003/01/24 20:17:29
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
#17 posted by Vodka on 2003/01/25 00:07:25
You could run Beowulf or some distributed computing software if you want to run vis on many PCs
Refering To #15
#18 posted by Snaga on 2003/01/25 16:07:53
lazy to explain, but it's not the answer to Wazat's and my question.
Win Xp And Worldcraft
#19 posted by :=) on 2003/01/25 23:54:29
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�
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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�
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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
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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
#20 posted by Vondur on 2003/01/28 05:38:38
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!
#21 posted by :=) on 2003/01/28 13:39:02
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
#22 posted by Hrimfaxi on 2003/01/28 13:53:13
Http://www.planetquake.com/necros/gtkrq1.html
#23 posted by necros on 2003/01/28 16:15:11
Help On Terrain Mapping
#24 posted by Levelworm on 2003/01/31 06:50:43
Is there tutorials on mapping rocks or mountains?
(just in map editor)
thanks!
Help On Terrain Mapping
#25 posted by Levelworm on 2003/01/31 07:11:47
Is there tutorials on mapping rocks or mountains?
(just in map editor)
thanks!
Terrain Mapping
#26 posted by R.P.G. on 2003/01/31 14:08:45
Texturing Question
#27 posted by pushplay on 2003/02/02 03:22:39
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
#28 posted by nonentity on 2003/02/02 13:03:02
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
#29 posted by distrans on 2003/02/03 01:38:47
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
#30 posted by czg on 2003/02/03 04:51:31
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...
#31 posted by metlslime on 2003/02/03 06:40:30
sky surfaces don't have lightmaps.
So...
#32 posted by metlslime on 2003/02/03 06:41:07
under the sky floor, have a real floor. and forget about the func_illusionary.
I Guess That Is What I Meant...
#33 posted by czg on 2003/02/03 08:20:27
I just need people to translate my invalid suggestions first...
And The Illusionary...
#34 posted by czg on 2003/02/03 08:23:30
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
#35 posted by czg on 2003/02/03 08:24:55
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
Aaaah....
#36 posted by distrans on 2003/02/03 18:07:45
Sky surfaces don't have lightmaps That's a very handy piece of info to know. Thanx metl and czg (get out of that corner man!) I'm using a starfield so the "real" floor under the skytexz will do the trick.
Oh...and the way I'm building should stop the annoying horizontal skytexz warping.
<beer> all round
What If You Put
#37 posted by necros on 2003/02/03 19:45:20
a brush inside the skybrush? would the lightmap of the brush work, or would the skybrush's lightmap still be used instead...
Texturing Question Redux
#38 posted by pushplay on 2003/02/03 22:24:09
I'm aware that with a little shader manipulation I could make a plaid sea of death, but I was wondering if anybody else has already come across/made any interesting alternatives.
Batch Files? Batch Files? We Don't Have No Stinkin' Batch Files!
#39 posted by :=) on 2003/02/04 00:18:38
Thank you Vondur, Hrimfaxi, and Necros for the replies. I tried your advice Vondur but I end up with error messages still.
Can someone explain what a batch file is and how to implement it? Or can you at least direct me to where I can read about this?
Again My Thanks
Well...
#40 posted by necros on 2003/02/04 10:28:03
an batch file is just a text file which contains bunches of commands, one after another in order.
say, you wanted to open the windows/temp folder, backup everything, then delete everything in thee.
you would write in the batch file:
c:
cd\windows\temp
copy *.* c:\backup
deltree
making a batch file for compiling is very similar.
if you wanted one to compile a map, you would put in your qbsp, vis and light commands in there.
a handy thing you can do, is use %1 %2 %3...%9 to pass on commands from the prompt.
%1 is simply the next string of text after the batch program's name.
example: if the program is called n.bat
you type:
n var1
if you put %1 anywhere in your batch file, it will be replaced with var1
ex:
qbsp %1.map
vis %1.bsp
light %1.bsp
copy %1.bsp c:\quake
all the '%1' would read as 'var1' instead, giving you:
qbsp var1.map
vis var1.bsp
light var1.bsp
copy var1.bsp c:\quake
if you still are unsure, check out my guide again (http://www.planetquake.com/necros/gtkrq1.html). the blue text at the bottom is an example of my batch file. the lines starting with 'rem' are remarks. (and don't do anything. sort of line comments in qc (//) or qbasic (') or whatever)
finaly, to make a batch file, you must either: go into dos prompt (or command prompt if your using XP) and type 'edit'. write all your stuff and save, or use notepad (or similar text program) and replace the '.txt' or '.doc' with '.bat'.
not sure if this will make it totally clear or not. i'm considering adding this type of explanation to my guide, btw...
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