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This Is Embarassing
#4474 posted by Blitz on 2005/11/18 01:59:37
It's been a while since I messed with Q3:A, but was tonight just for fun.
How do you rotate textures on a patch or a bevel? I've searched all over the place but have come up with nothing.
Map Conversion.... The Soluce...
#4475 posted by JPL on 2005/11/18 02:56:03
FYI...
After a quick look to the 4 prefabs .map I downloaded yesterday, it sounds that one of the Q2 model has a problem of map format... Normally, a brush face is described like this (it's a copy paste of http://www.gamers.org/dEngine/quake/QDP/qmapspec.html part 2.1.2...)
{
( 128 0 0 ) ( 128 1 0 ) ( 128 0 1 ) GROUND1_6 0 0 0 1.0 1.0
( 256 0 0 ) ( 256 0 1 ) ( 256 1 0 ) GROUND1_6 0 0 0 1.0 1.0
( 0 128 0 ) ( 0 128 1 ) ( 1 128 0 ) GROUND1_6 0 0 0 1.0 1.0
( 0 384 0 ) ( 1 384 0 ) ( 0 384 1 ) GROUND1_6 0 0 0 1.0 1.0
( 0 0 64 ) ( 1 0 64 ) ( 0 1 64 ) GROUND1_6 0 0 0 1.0 1.0
( 0 0 128 ) ( 0 1 128 ) ( 1 0 128 ) GROUND1_6 0 0 0 1.0 1.0
}
That's probably just a bit confusing when you first see it. It defines a rectangular region that extends from (128,128,64) to (256,384,128). Here's what a single line means:
( 128 0 0 ) ( 128 1 0 ) ( 128 0 1 ) GROUND1_6 0 0 0 1.0 1.0
1st Point 2nd Point 3rd Point Texture
Now, you're probably wondering what those last five numbers are. I've listed what they do below:
x_off - Texture x-offset (must be multiple of 16)
y_off - Texture y-offset (must be multiple of 16)
rot_angle - floating point value indicating texture rotation
x_scale - scales x-dimension of texture (negative value to flip)
y_scale - scales y-dimension of texture (negative value to flip)
But taking a look to the Q2 map file I found 8 values after the 3 parenthesis section, instead of 5 as described above ... o_O ... I can understan a 6th value if the texture has been rotated differently on its 2 axis, but 8 !!!.. What does it mean?? So I heavily suppose the issue is coming from there: i.e I have a TxQBSP error stating map file have an error... and it correspond to the line where the first brush coordinates is written...
Well, the prefab has only 26 brush, so I think it's not a big deal to change it manually in any text editor.... and made a quick test to see if I'm right or not... ;)
Q2 To Q1 Conversion Tool
#4476 posted by Spirit on 2005/11/18 03:25:19
Conversion To Q1
#4477 posted by aguirRe on 2005/11/18 03:56:11
can also be made using my ConvMap utility or QuArK. If you just want to compile a Q2/Q3 map, just add the -q2map qbsp option.
Spirit / AguirRe
#4478 posted by JPL on 2005/11/18 04:52:13
Thanks ! I will try all the stuf this evening ;)
Blitz
#4479 posted by BlackDog on 2005/11/18 08:17:51
Select the patch, bring up the patch inspector (shift+S) and hit the rotate up/down thingy. That's for gtk1.4, but other radiant versions should behave the same.
Triggering Problems.
#4480 posted by Drew on 2005/11/18 13:15:45
I'm making a quoth map, and I've got a counter triggered by 2 "bob"s. They don't seem to trigger it, and I'm not sure why. I have the same problem at another part of the map where an Ogre is supposed to trigger a door. And he doesn't...
Anyone have any ideas as to why this is?
Doesn't Work In GTK 1.5 Latest Build BlackDog
#4481 posted by Blitz on 2005/11/18 19:01:38
[nt]
I Cant Do Shit
#4482 posted by p.d on 2005/11/18 19:13:25
i need help! every time i try to do a quake level, i get as far as 3/4 rooms or so. i have tons of unfinished shit lying around. i tried more than 100 times to put these chunks together into one fucking map, but i cant do it! im stuck.
sometimes i get all these ideas or im really inspired, but i still cant finish anything. i only got one map finished, a really small base map. and i got reviewed! hehe but man, i cant do this! :-'(
what should i do? give up? destroy and smash? like hulk? gahea?E?
Sounds Like...
#4483 posted by necros on 2005/11/18 19:18:18
you're right one track! ^_^;
seriously, i have maps that i started a year ago that are just sitting until i can get the urge to finish them.
i think, as a purely hobby mapper, that this is usually how things go.
if you're doing it for a job, well, then, you don't get that kind of luxury. :P
in fact, i'm kind of curious:
pro mappers: how much do you throw away and restart, and how often? or are time constraints so tight that you can't even afford to do that, and have to continue something that you'd rather restart?
Good Question
#4484 posted by Drew on 2005/11/18 21:42:40
Also, I wonder... what about my question. I'm feeling woeful and uncared for.
Aaaw
#4485 posted by Kell on 2005/11/18 22:31:24
I've got a counter triggered by 2 "bob"s.
I just built this setup. Twice; one in GtkR using the .def and one in WC using the .fgd
Both worked fine.
Could be the "count" value you used..?
Nope.
#4486 posted by Drew on 2005/11/19 12:08:39
Count *is* at 2.
No Lettee Passee
#4487 posted by Mike Woodham on 2005/11/19 13:39:34
What can I use as a barrier that will allow monsters through but block players
Okee Dokee
#4488 posted by Mike Woodham on 2005/11/19 13:45:37
Never mind. Opened mouth without engaging brain. Got it sorted now.
(took me longer to ask the question than find the answer)
Drew
#4489 posted by necros on 2005/11/19 15:43:08
have you checked what you are targetting with the trigger_counter? maybe the triggered entity is broke?
Too Many Static Entities
#4490 posted by Mike Woodham on 2005/11/20 03:26:39
OK, I know what the implications are but what about if I remove 'makestatic (self);' from a couple of the lighting models? I have done this on several of them and my Too Many Ents crash goes away and the map seems to run normally.
But what effect am I having on other things i.e. why do some of the lighting models have this entry anyway? e.g. large flames, small flames, wall torches etc
Well
#4491 posted by necros on 2005/11/20 09:01:18
i think one of the reasons is to reduce internet traffic when your playing net games. i think the makestatic tells the server to completly ignore that entity and never send it to any clients and let the clients handle it.
also, if you remove it, that makes that entity take up an edict. remember you have a 600 edict limit to work with, so be mindful of that. if your map is small, and only for SP, than you could probably get away with it.
OK...
#4492 posted by distrans on 2005/11/20 20:59:37
... what's the trick to pulling down a file from the old ftp.cdrom.com?
Pff
#4493 posted by . on 2005/11/20 21:16:58
It's like that site doesn't exist anymore. I've had much luck usually at some .SE site though, like sunset or sun something...
Thanks Phait...
#4494 posted by distrans on 2005/11/20 21:18:42
... there's some trick of replacing part of the url that makes the files accessible, I just can't remember what it is.
Something Like This
#4495 posted by bambuz on 2005/11/20 23:18:29
Weird
#4496 posted by Blitz on 2005/11/21 01:42:26
This might be nothing new to some of the editing veterans on the board who may have encountered this, but it caught me off guard a bit.
http://blitz.circa1984.com/curves.gif
I was messing around with some "hand made" (everything aligns on a 4 unit grid) curves, when I noticed a) the void sparklies in the 3D window b) the fact that when I zoomed all the way in on the XY view, none of the brushes actually aligned properly!
So, I dragged up the outside "circle" of it as a wall to seal it off, and copy+pasted the floor for the ceiling to test if dmap would leak if they were sealing brushes, and as I thought, it [i]didn't[/i] leak. In addition, the "sparklies" were not visible in the map.
My question is, why does D3edit render them as not joining together correctly?
Blitz
#4497 posted by JPL on 2005/11/21 01:58:32
Well, AFAK when you make a copy paste of a brush, and then rotates it, the coordinates floating part of each points sometimes are not aligned on grid anymore, and then zooming closely, you will find a "hole" at the joining faces... o_O ...
I had the same disappointing effect in QuArK, just try to force to grid each points, it would be enough to solve the issue in the editor at least...
I Don't Think So JPL
#4498 posted by Blitz on 2005/11/21 02:04:01
I did the same exact method in GTKRadiant and when zoomed into the max, everything still lines up, and it doesn't have the "sparkly" effect in the 3d window either.
So it's something with D3edit I think...
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