My Engines Also
#4203 posted by aguirRe on 2005/09/03 02:19:46
support more than 256 unique models (1024) and you can use the mcache command to see what they are. It's usually the amount of bmodels (triggers etc, listed as running numbers, e.g. *89) that gets you over the limit.
Thanks
#4204 posted by Kell on 2005/09/03 06:42:01
for the comprehensive replies, guys.
Preach: aye, I wouldn't consider a custom progs as an option since this is an issue unique to a particular map and therefore I consider it my responsibility as the mapper to sort it out, instead of shunting the problem elsewhere.
The trick with using bmodels multiple times is...interesting, but tbh with the number, variety and complexity of what many of my trigs etc. are doing, I think I'd be teetering on the brink of mapper's madness before resolving the issue while preserving the gameplay satisfactorily.
aguirRe: yes, I've employed your GL engine many times with this map - 'tis a vital tool :) Good to know about the mcache command.
So it turns out my problem was a misconception - I wasn't taking bmodels into account because I'm still used to thinking models -> .mdls
That's a big fat D'oh! for me >_<
I'm modifying the map to get the bmodel count down, and also shaving out a few superfluous mapobjects ( how many corpses did I make? o_O )
/me retreats unto the void
Another Thing
#4205 posted by aguirRe on 2005/09/03 07:12:52
is that I think some editors sometimes attach brushes to point entities, e.g. trigger_counter. If your editor does that and you have many such ents, removing the redundant brushes might help getting under the limit again.
I forgot to mention that when using my engines, you'll also know how many models you actually have (you'll get a warning), thus hinting how much you need to shave off.
Rotation
#4206 posted by inertia on 2005/09/03 17:20:15
I want to make a rotating room that starts slowly rotating but then accelerates... and eventually spins fast enough to be a convincing deadly force upon the player (if he were to touch it). Are there preexisting accelerating rotation entities?
Well
#4207 posted by necros on 2005/09/03 21:11:21
you could make a func_rotate_train or whatever that moves to pathcorners with increasingly fast rotation speed at nearly the same position. (the path corners need to be at least 1 unit apart otherwise it doesn't work)
I Would Recommend Checking Out
#4208 posted by HeadThump on 2005/09/03 22:05:16
Proxy's Extra's QC; it adds a number of useful functions without much overhead -- a room like that may need a switch that rotates with the room!
You Mean...
#4209 posted by metlslime on 2005/09/04 01:21:13
Pox's extras?
Oops
#4210 posted by HeadThump on 2005/09/04 09:58:12
late at night/drinking/STD's acting up
Wad File Gfx.wad Doesn't Have WAD3 Id
#4211 posted by Troy on 2005/09/04 10:58:07
WHAT DO I DO? : Wad file gfx.wad doesn't have WAD3 id
Troy:
#4212 posted by metlslime on 2005/09/04 13:02:28
sounds like you're trying to load the quake gfx.wad into half-life, or something like that.
Crash
#4213 posted by madfox on 2005/09/04 15:39:04
missing frame0 of +1basebtn
what's wrong, I loaded the right wad-file before compiling.
another one:
ED_ParceEntity: closing brace without data.
MadFox
#4214 posted by aguirRe on 2005/09/04 16:22:15
1) AFAIK animation frames begin with 0; make sure you're referencing the first one and that all frames are in the wad. Qbsp will fix the rest.
2) Either the entity section is corrupt or you're using an engine that can't handle .cfg/.rc files that are not properly terminated with CRLF. QuArK often generates such files. You could try using this updated DataQ1.qrk file: http://user.tninet.se/~xir870k/DataQ1.zip .
It's for QuArK 6.3 and later, I don't know if it works for earlier versions. There are also numerous improvements for Q1 entities.
Allright...
#4215 posted by madfox on 2005/09/04 17:49:51
I am using old compilers versions with new ones to gain my profit out of the maps I recompiled.
Some turn out right, others give the strangest errors I could forsee.
But thanks for your advice.
Wad File Gfx.wad Doesn't Have WAD3 Id
#4216 posted by Troy on 2005/09/04 20:25:52
I just DOwnloaded Steam and counter strike and when i go to play Counter-Strike i get this Error
Wad file gfx.wad doesn't have WAD3 id
I have no Clue what to do...can someone please try and walk me through this...
My AIM screen name is Troythepooh14
it would be so helpffull...
Wad File Gfx.wad Doesn't Have WAD3 Id
#4217 posted by Troy on 2005/09/04 20:27:06
I just DOwnloaded Steam and counter strike and when i go to play Counter-Strike i get this Error
Wad file gfx.wad doesn't have WAD3 id
I have no Clue what to do...can someone please try and walk me through this...
My AIM screen name is Troythepooh14
it would be so helpffull...
Troy
#4218 posted by inertia on 2005/09/04 23:19:25
Ask these and other level design questions and hopefully have them answered.
What the hell does that problem have to do with level design?
If you must ask, ask in General Abuse.
Zer FGD Again.
#4219 posted by Drew on 2005/09/05 02:27:20
The file is zer.fgd.x, but it in explorer it is recognized as zer.fgd, an x file. It isn't recognized in my computer ( or worldcraft, for that matter) as an fgd file, and I don't know how to change this association.
Sorry if I'm being a pain in the ass, but I just can't get it.
thanks again
...
#4220 posted by Drew on 2005/09/05 02:29:45
I also tried opening it with text editor and saving the file as zer.fgd. Although this is the name of the file, it is now considered a txt file. If I'm being a dumbass, please take it easy on me. thanks
You'll Have To
#4221 posted by aguirRe on 2005/09/05 02:48:47
type the filename within quotation marks, i.e. "zer.fgd" when saving in NotePad.
Akk
#4222 posted by metlslime on 2005/09/05 13:56:18
You must turn off "Hide extensions for known file types" in Windows Explorer's Tools->Folder Options menu if you want to play with the big boys.
Renaming Files
#4223 posted by bambuz on 2005/09/06 02:23:27
One can also select the file and hit f2 (shortcut for rename in windows) and retype it a nice name like zer.fgd.
Mapping For Q1 In Radiant
#4224 posted by method on 2005/09/06 02:27:45
hey can you use radiant to map for quake 1, as the new engines now support q3 maps i was wondering if it possible to make a map in radiant for quake 1, to get all the nice textures and that. cheers
Mapping For Q1 In Radiant
#4225 posted by method on 2005/09/06 02:28:09
hey can you use radiant to map for quake 1, as the new engines now support q3 maps i was wondering if it possible to make a map in radiant for quake 1, to get all the nice textures and that. cheers
Method
#4226 posted by Jago on 2005/09/06 02:37:03
#4227 posted by method on 2005/09/06 03:05:04
thanks jago, will i be able to use hi-res textures in my map or is it just the old ones in wads?
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