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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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You 
mean the blanks in conchars.pcx in gfx.wad openable with adquedit? 
Characters 
Those are the only characters quake has, the font is defined by the conchars image. I've gone and checked, and adding replacing characters is indeed how the zerstorer guys did it. If you open up gfx.wad and look at conchars, they added two o-umlauts as the last two characters of the image. I would guess that these are a good choice for a replacement. You probably don't need to replace both, best to go for the second last one. 
But 
there are lots of empty characters here and there. 
Gah 
ok, thanks. i didn't get it because conchars isn't displayed in texmex for some reason. worked with another program.
i'm likely not going to fiddle around with it, though. 
Some Of The 
empty chars are used in combination with other chars by the engine to e.g. simulate a blinking cursor. Stock conchars and std engines have issues with this that e.g. the OUM conchars has "fixed" (i.e. compensated for it).

But then changed engines (e.g. DP) get problems due to overcompensation. Argh ... 
Neg!ke 
TexMex and conchars editing is a really sorry mess. 
Yeah... 
but the problem with OUM is that they switched which char was blank and which had a cursor.

I ended up giving up on all that and I now put hard-coded cursor images into fitzquake. It sucks that mods can't customize them, but at least they are consistent to the user. 
For All Of You Making QEXPO Maps... 
If anyone has a monstrous map that they need to compile, send it to me. I am setting up an ex-server that has 4 processors, and if my assumptions are correct, this will greatly speed up the compiling process compared to almost any other modern system.

Unless, of course, by some horrible circumstance, our compilers do not run on linux and do not support multiprocessor setups... 
Inertia 
I can send you my multi-threaded vis for Linux. Works great. 
Tyrann 
please do. email is in profile! 
Inertia 
...does not appear to be there? 
Tyrann 
woops. sent you an email tho' 
Than 
www.quaddicted.com/filebase/tig00.zip

i think is that u are looking... 
Argh! 
the link didn't work. You need to put http:// in front of it for it to work. 
 
http://quaddicted.com/filebase/tig00.zip

i saw author Ray and are both dm and sp i didn�t saw maps :) 
Two Things 
Jago reported an issue with FrikQCC in late 2004 that it couldn't compile the Hipnotic QC without screwing up the Scourge/Centroid monster animations.

I just found out that this is actually caused by the hipscrge.qc file having multiple (and invalid) frame definitions. Delete the 2nd set and Frik will build properly.

Is it common knowledge that setting the engine cvar gl_nocolors 1 will significantly improve the look of players in mods with multiple player skins?
I've often wondered why some models (e.g. the mini-sub in Malice) looked different (and much worse) when looking at the player from e.g. chase_cam. It's actually the DM coloured shirts/pants logic that's being applied to skins that definitely never were intended for it. 
Nice 
Aguire, that's cool! I encountered that same bug recently, when I was building the codebase for pbrsp2. Weird thing is that whe I compiled using proqcc, my old go-to in qc compilers, it doesn't b0rk their animations at all. Which is what I used for the code for pbrsp1, and never saw any issue with the centroids because I never tried frikqcc with it. Maybe I can switch to it now, then. 
 
i use fteqcc :) start loving it when Spike made a lot of modificacion in the compiler :) 
I Like FrikQCC 
and Frik the man, but it is suprising that his compiler doesn't catch it as a type of recursion error. I ran into this error when working with the scourge.qc file a few weeks ago, A simple glance at the text revealed someone had a made a simple cut and paste boo boo a long time ago. 
Question On HL2 Mapping 
As HL2 Source engine continues to be updated and new expansion packs are being released, how does this affect the work of a HL2 mapper?

If gfx features X and Y are introduced in HL2 Episode 1 or 2, can a mapper use those features in a standard HL2 map or will the map require the expansion pack which introduced the feature into the engine? What about new entities, sounds, textures and models? 
Doubtful 
To even have access to the content you'd need to buy the packs. If you're asking whether or not it's "legal" if someone say rips all the content from the packs and puts online for mappers to use in standalone HL2, I would say probably not. However I doubt anyone would notice if you used some textures here or there, but again I doubt anyone would take the risk of hosting the content. 
Gmax? 
I am following the article of Preach about animating models on Q10Ex,
and I really enjoy it.

So strange I can't get my Gmax working.
I logged in but the programm isn't available.
They stopped supporting in it nov.2005.
Then I found it on FilePlanet, and installed it.
But it needs an Registering User ID to get it working.
I register myself to TurboSquid and I'm Welcome.

But I can't find my Registering User Id code in the email ? 
I Need Some QC Help Here 
blah actually I don't, but I did have a problem and had written a huge post about it, but then I managed to fix it.

The problem was with self.nextthink = time + whatever;. I thought this was perfectly fine, but apparently I was wrong. Changing it to self.nextthink = self.ltime + whatever; fixed it, but why? Nextthink is set in relation to time a lot of places in the original qc. Why wouldn't it work in my case?

What was happening for me was that the nextthink would be set to time + whatever + whatever time was the first time I referenced it; 
Czg 
Does this have anything to do with that map that we're all forcing you to release? 
Yes. Yes It Does. 
 
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