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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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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 
type the filename within quotation marks, i.e. "zer.fgd" when saving in NotePad. 
Akk 
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 
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 
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 
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 
GTKRadiant 1.5 support Quake 1 natively.

Radiant: http://zerowing.idsoftware.com/files/radiant/nightly/1.5/GtkRadiant-1.5.0-2005-08-31.msi
Docs: http://zerowing.idsoftware.com/files/radiant/docs/1.5/

Put your texture WADs into /Quake/ID1 so that Radiant can see them. 
 
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 
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. 
 
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 
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 
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 
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. 
 
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 
 
Probably The Most 
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 
I'll switch to TxQBSP then :) 
Aguirre: 
if they're both really similar, why maintain both? 
Metl 
You already asked me this in January ... ;)

I keep both of them because they produce the same results, but internally in different ways and thus they might offer some help in tricky scenarios (like a 2nd opinion). 
Aguirre: 
yeah, sorry, i keep forgetting the answer :) 
Rotating Weapons 
Can I stop the weapons rotating from within the editor?

I've played with 'spawnflag' to no avail. I've also removed the 'rotate' flag from one of the weapon models, also to no avail. 
Turn 
It is possible to stop the armor.mdl turning around by deleting the option in the QMLE modeleditor in the model property editor.

So it was my first thought to change it there.
But the weapons ain't got a turn option.
Must be somewhere in the QC-files. 
Mike / Madfox 
removing the 'rotate' flag with a model editor (qme) does work and is the only way to stop the models from rotating as far as i know.
are you sure you started the game the right way, with the modified models being placed in a subdirectory\progs? 
Doh... 
...I have to stop editing after midnight: I modified the SNG mdl but used the NG in my test map!

It works OK. Thank neg!ke. 
Miscellaneous Questions 
1. How do you have monsters "teleport in"? Say there is a button and if you press it you want 5 monsters to appear.

I take it I have the monsters sitting in some inaccessible room, but I'm not familiar enough with triggers to know how to make a button do that.

2. Deathmatch starts. How many are needed to make a map support deathmatch? What happens if 8 players try to play a map with only 4 deathmatch starts?

3. Does deathmatch also utilize info_player_start and info_player_coop spots? I would guess the answer is no.

4. Is there a way to cause a message to appear on screen for ALL cooperative players? Like if someone pressed a button that said "the crypt has been opened". 
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