 Yay!
#443 posted by R.P.G. on 2003/08/28 11:58:09
 Yo Glassman
#444 posted by DaZ on 2003/08/28 15:34:36
glad to hear your back, good news indeed for Q1SP, its kinda died recently and we need a boost! :)
 Thread Jumping
#445 posted by pushplay on 2003/08/28 19:01:16
I figured out how to turn 4 meshes into that bow shape pretty fast, but working with patch meshes is bringing it's own problems. For one thing, it's not casting shadows. The other problem is that in game there is a crack on the inside edge between the bottom mesh and the inside mesh, even though they're perfectly flush in editor. In fact, the bottom mesh is a clone of the top mesh, which is perfectly flush in game.
#446 posted by Vodka on 2003/08/28 21:56:56
compile with -patchshadows
 ...
#447 posted by nakasuhito on 2003/09/03 04:46:43
not really a mapping help, but how the hell do i get a mod song to work with quake maps? does it requier a to get it all into a pak file and some quakeC stuff? is this really posible?? aliens are horny bastads?? aaa!!?
 ,,, ,
#448 posted by nakasuhito on 2003/09/03 04:47:57
sorry for the typos. im in a euphoria state right now. cant keep calm! YAY!
 Bzzt
Unfortunately, only a few Quake engines can play mod files. For those, I believe you add a key called "mod" to the worldspawn entity (that thing where the map name goes.)
Nehahra seems to have its .mods in a subfolder called sound\mods, or something like that. Basically, check the engine documentation.
Unfortunately, QuakeC just can't do it. Sorry.
 Um...
#450 posted by necros on 2003/09/03 16:13:56
keep in mind nehara's mod playing capabilities have limits. they don't support a lot of the cool new impulse tracker stuff. i think it's closest resembles scream tracker mods... but i'm not sure. i only experimented with it for a short while and got annoyed and gave up.
 Agh!!
#451 posted by nakasuhito on 2003/09/05 02:20:52
ah man. thats not good. i know nothing of coding or well, dont really wanna use a new engine or stuff. but anyway. thanks for the help. :)
me goes and cries happily ever after
 Gtkradiant Spawnflag Check Boxes
#452 posted by glassman on 2003/09/07 11:54:06
I maybe missing something obvious but the GTKRadiant entity popup box doesn't seem to have the check boxes for !hard, !normal and !easy (or boxes for ctf/dm/TA etc for that matter). How do I get these to show?
If I can't am I correct in thinking that I add 256, 512 & 1024 to the spawnflags for !easy, !normal, !hard respectively & add those figures together for combinations. Is it the same numbers for all entities?
Thanks
 Yep.
#453 posted by necros on 2003/09/07 12:19:50
when i map for quake in there, i wrote down all the numbers for each combination of skill levels in a grid so i can easily just look without having to calculate anything.
although, that's probably not feasible if you're going to have more than just four flags (e,m,h,DM) because there'd be so many combinations...
 Glassman
#454 posted by R.P.G. on 2003/09/07 13:43:29
There's a version of GtkRadiant that supports Q1 (albeit badly). SmallPileofGibs also says that the entities.def has the skill setting checkboxes, so you may want to download it and rip the entities.def if nothing else.
http://spog.tshup.com/GtkRadiant-1.3.11-beta-q1-fixed.exe
 Glassman
#455 posted by pushplay on 2003/09/07 14:39:21
I believe vanilla gtkradiant doesn't support flags that go so high. What I did was calculate all the common combinations of the flags, and then list that in all the relevant sections in the .def file. You have to add those manually to the other flags though.
 Thanks Guys
#456 posted by glassman on 2003/09/07 15:42:42
Necros..for this map that may well be the solution.
RPG..the entities.def (which btw ends up in your id1/scripts directory) does not work with vanilla gtkrad presumably because, as pushplay says, vanilla gtkrad does not support spawnflags higher than about 128.
However the new q1 version of gtkrad looks interesting. The skill settings work anyway :)
It creates maps in native q1 format so no more converting q2->q1 & the bsp options refer to hqbsp, hvis & hlight which I'm not familiar with. Textures I think go in id1/textures but I'm not sure if anything other than jpg & tga are supported at this stage. If anyone has any more info I'd be grateful.
 Glassman
#457 posted by R.P.G. on 2003/09/07 16:55:09
If you want more info on Q1 GtkR then you'll have to come onto irc.gamesnet.net #terrafusion (or irc.telefragged.com #qeradiant) and ask SmallPileofGibs. I haven't tried it yet so this is all just stuff I've heard people say.
 My Sm48 Map
#458 posted by DaZ on 2003/09/07 17:08:51
Was made in the q1beta of gtkrad.
It works fine, its just that the editor needs to be able to load wad files, atm u have to type the name of the textxure onto the brush :/
 Is The Functionality The Same?
#459 posted by necros on 2003/09/07 17:24:37
does it work the same way (besides textures) that the regular gtkr does?
what do you mean by type the name of the texture onto the brush
 Empty
#460 posted by pushplay on 2003/09/07 17:49:07
type the name of the texture onto the brush
Ewww. I'll stick to the texture extraction + map conversion method like I did in my sm48. The map sucked, but at least it had a good solid dome.
 I Mean
#461 posted by DaZ on 2003/09/07 17:59:26
currently when you start a map from scratch you have to select the brush/face and bring up its properties, then in the texture box you have to type in the name of the texture you want that brush/face to use.
After you have done that the texture appears on the brush and in the texture window. So basicly you need to do this every time you add a new texture.
 Ouch...
#462 posted by necros on 2003/09/07 19:01:48
brutal.
 Unreal 2 Textures Converter
#463 posted by Vodka on 2003/09/08 00:09:20
any1 knows of unreal2 textures -> simple bitmap cconverter that handles multipy files
 Nm
#464 posted by Vodka on 2003/09/08 00:14:59
Found it. Pretty good explorer/converter that supports many games :
http://www.elberethzone.net/index.php?page=dup5&language=en
 AguirRe
#465 posted by PuLSaR on 2003/09/16 16:11:12
treebsp doesn't like aligning textures right. Is there any way to avoid this problem?
 Check Out The
#466 posted by aguirRe on 2003/09/16 17:00:47
previous posts in this thread (#429 and forward) and see if that helps. Otherwise I need more details (editor, compiler options etc).
You could also try my TxQBSP version, it's very similar to TreeQBSP in performance, capacity etc.
 AguirRe
#467 posted by PuLSaR on 2003/09/16 17:32:39
thanx, that's exactly my case.
I just use WC and compile without those options.
I just haven't seen those posts, cuz wasn't able to visit func for 2 months and then there were TOO many new posts to read them all.
|