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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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Sorry 
my picture was wrong in shot #1

here's a corrected version (repalced the old file):

http://www.qwplayers.org/inertia/problem1.jpg

and am using aguire's latest treeqbsp and txqbsps, each gives me these results 
Inertia... 
Not sure, but - is the player going to be able to go behind that wall? I mean as you have it built, you can go on the outside and the inside. If that isn't the case, why not just make a brush and clip it at 45 degree angle? Poor example but you may get the idea (# = solid)

___
|##\
|###| 
Inertia 
I don't think this can be solved in qbsp, I think it's an engine bug. I think they had a fix in QuakeForge for a short while, but it had other side effects which made some levels unplayable. I don't understand the engine side of it fully. 
Ah 
i see that it is a rediculously complex issue! anyway i found workarounds using external clip brushes and other humdickery, but i aprpeciate all the help i got anyway. 
 
inert: clip clip it 
I Just Want To Say 
I enjoyed inert's unhappy guy immensely. 
Pushplay 
clarify? 
More On RtCW 
I have found a whole lot more map models in WolfToolsSDK.zip so this part is getting better. However, there are still many mapobject dirs that have only the model file (textures missing) or only have the texture and not the model. I am puzzled. 
It Could Be A Matter Like In Quake 3 
that there is one grey marble like seamless texture used to wrap around a generic 'statue' model. To save space the internal reference for the models may be to one lonesome texture you just have not spotted yet. I'm guessing since I don't have WolfToolsSDK installed, but I remember noticing that in a game pack that came with the GTKRadiant install before. 
Toot 
I think there are a few RTCW models that don't show up correctly in the editor but do in game. I can't remember if the models' shader files are listed in shaderlist.txt by default, adding it might clear up a few missing textures if it isn't. Or it might not but trying won't hurt :)

there are still many mapobject dirs that have only the model file (textures missing)

Some models may have shaders which point to textures stored somewhere other than the model's directory. Or they might just be broken unused content that got included accidentally.

or only have the texture and not the model.

Like I said before, static mapmodels get baked into the BSP when the map is compiled and are loaded from there not the model file at runtime, thus there was no need to include all the models with the game. Alternatively, some folders might just be textures that are referenced by models in other folders.

There's a fair amount of usable custom models that have been made as well, hunt around for those. Custom models made for Wolfenstein: Enemy Territory will generally work in RTCW as well, although you may need to rewrite the shader. 
Clarification 
Frum yur drauing. 
1930s House Textures 
Might I be missing anything? So far I've got about 8 or 9 thumbnails sketched for interior wall designs, and with variations it comes out to about 27 - for interior walls. Here's the full list though:

Interior Walls:
wallpaper, concrete, panels (wood), tile

Exterior Walls:
wood, concrete, brick

Interior Floors:
concrete, wood, tile, carpet

Materials:
wood, stone, metal, porcelain/glass (think toilets/bathtubs

Furniture:
chairs, couches, stools, file cabinet, cupboard, cabinets, dressers, bed, shelves, armoire, bookshelves, desk

Outside:
grass, earth, mud, road, sidewalk, rock-brick, sky, water, trees, foliage, stonebeds, gravel, floral

Miscellaneous:
sewer covers, typewriter, clocks, phone, stove, fridge, phonograph, lamps, lights/sconces, picture frames, broken mirros, bathtub, sink, roofs, windows, doors 
Um 
Don't you have a map in the works already? It's bad to derail your mapping progress... like reading more than one novel at the same time! 
Nope 
 
 
You forgot the potty! 
Nope 
It's on the list just under materials. I actually have it written down, but not under miscellaneous on the list here :P 
Qick Confirmation 
Hunk_Alloc: failed on 1346914400 bytes means a map is too big to load, right? The solution is adding...what to the command line? -heapsize? For a mac G4 powerbook with 512 megs of ram. I'm assuming FitzQuake is the engine being used. 
Mac Powerbook? 
There is no fitzquake for mac os x I don't think, unless metl's been keeping something from us. It would have to be either pOx's builds (macglquake.sourceforge.net) or the Cocoa version from fruitz of dojo (www.fruitz-of-dojo.de). I am skilled in the ways of Macness....

But as far as I know, -heapsize should work the same there as it would on any pc engine. You might try increasing -zone also, to 8192 or so. 
Grahf 
Thanks. Despite being scottish, I know this -><- much about Macs. And it shows >_< 
FQ Mac 
Would be nice. The gamma is wanked on my Mac port. 
Grahf / Powerbook 
What is this about quake on osx? I want to get a fuhquake port working on my powerbook... if anyone knows whats up with that, let me know!

/me wants to watch demos of people playing my map ;) 
Uhoh, I Just Nominated Myself For Macquake Tech Support 
phait: you mean the brightness slider in the options and the console command "gamma" don't work for you? which macglquake build are you using? what gfx card you got? Perhaps darkplaces would solve that, see below...

inertia: fuhquake, is that some quakeworld thing? Not likely I recon. But there are several normal quakeworld builds, what's the diff?

There is Darkplaces for mac actually, but you have to download (hehe) Nexiuz to get it. Open up the Nexiuz Mac application package (right or ctrl click, show package contents), browse to the "MacOS" directory in there, and pull the "darkplaces-sdl" file into your quake dir and run it from the commandline.
To take it a step further, look in the "sources" directory of the nexuiz install, there should be an application package called "darkplaces." Put the "MacOS" directory from Mac Nexuiz (it should have libvorbis and libjpeg as well as darkplaces-sdl) into the "Contents" directory of the Darkplaces app package. Now put your new beefed up Darkplaces package into the proper quake base directory, and wee! It runs just by doubleclicking now, no Terminal access need! Works exactly the same as PC Darkplaces as far as I can tell. Downside: As far as I know, you would still have to run it through the cmdline if you wanted to pass it cmdline options.

You could compile your own Mac Darkplaces apparently, Lordhavoc told me there are directions on the nexuiz forums, but why would you want to do that when this is so much easier? 
Grahf 
fuhquake is a very enhanced version of qwcl.exe. I could never go back! 
Hall-of-mirror With No Brush Errors... 
Grahf -- the slider works, but maybe it's just my monitor, it is a Powerbook after all - but I don't get decent contrast. My PC's Samsung, on the other hand... (despite it's 'negative' black instead of true black)

Hall-of-mirrors...
I'm working on some terrain and there is a HOM patch up in the sky for some reason. Worldcraft reports no invalid solid errors and it compiles without error. What might be causing this? I'll prob. just have to redo a few brushes up there, but I'm curious why it happens.

Crosshair pointing at it: http://www.phait-accompli.com/q/s4/pre/hom.jpg 
PHAIT 
IT LOOKS FINE KEEP MAPPING

;< 
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