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?
You Can Compile What You Want
#4228 posted by HeadThump on 2005/09/06 04:45:22
into the .bsp; however, there is really no need to put the high rez textures directly into the map. Custom engines that handle hi-rez read them automatically from an external folder.
#4229 posted by method on 2005/09/06 06:06:48
yeah thats cool, i was talking about hi-res textures that arent remakes of the q1 ones, like from the evil 6 texture pack for q3 is this what u mean?
if this is what u ment then how would u go about setting up the folders in he quake dir.
cheers again.
I Think
#4230 posted by necros on 2005/09/06 09:21:12
for that you would need to first make a wadfile and convert all the textures you want to use down to 256 colour and shrink them by half. you use those to texture the map in the editor, but then you use the original textures in the external folder and they'll be replaced in-game at the proper size.
Cheers
#4231 posted by method on 2005/09/06 11:33:40
I thought that myself but wanted to check if there was any other way, hopefully it will be implemented into some level editors soon :-)
anyways i'll give it a go and see what i can do with it.
Q1 Tools Update
#4232 posted by aguirRe on 2005/09/08 04:52:23
at http://user.tninet.se/~xir870k . All engines are updated with several features/fixes, e.g. autobright handling of selected models, eliminated cache meshes and improved flame animations. Tx/TreeQBSP and ConvDem has minor additions and Q1 ToolTips has been expanded with a new QuakeC section. Please also see readmes for details.
Any comments are welcome.
#4233 posted by Spirit on 2005/09/09 05:51:29
I had this question earlier today:
What's the difference between TxQBSP and TreeQBSP?
I'm a QuArK user (never managed to switch :( ), as far as I heard TreeQBSP is better for QuArK?
Thanks for your work on these tools!
This Is A Question I Also Ask Myself Sometimes
#4234 posted by Ankh on 2005/09/09 06:02:02
Probably The Most
#4235 posted by aguirRe on 2005/09/09 07:09:22
common question, here are some answers from earlier in this thread:
http://www.celephais.net/board/view_thread.php?id=4&start=2076
Basically, they're both nowadays very similar (almost identical in results) and you can use whichever you prefer. I use Tx myself.
Thanks AguiRe
#4236 posted by Spirit on 2005/09/09 10:15:02
I'll switch to TxQBSP then :)
|