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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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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. 
 
Ltime And Movetype_push 
CZG, is the entity in question something with movetype_push, like a BSP object? These objects always use ltime for their nextthink instead of think. Thanks to the 3rd post in http://collective.valve-erc.com/index.php?doc=1042080107-38582000
I've found out why. ltime stops increasing for an entity while it's blocked, which makes a lot of sense. Otherwise if you blocked a door until it would otherwise arrive at it's destination, it would call the end journey function, which teleports it into place(to remove the slight floating point inaccuracies you'd otherwise get). This would probably get the player stuck. 
Yep, There's My Answer. Thanks. 
 
CZG's Curve Tutorial Is 404 
Here's A Temporary Replacement 
I made a while back, it's got some pics.
http://skynet.campus.luth.se/~chosen/bam/curvtutt/ 
Anybody Know Where I Can Find . . . 
a md3 exporter d/load link for max6? 
Question For Tool Coders 
what's the feasibility of making a tool that takes a quake .bsp as input and outputs the world geometry as a single mesh that can be imported into, say, 3DSMax? After all, the visible hull is just a bunch of triangles, right?

Not concerned with textures or anything, just geometry.

The reason I ask is I'm considering doing a remix of a Q1SP map for Doom3, and I thought having something like that would be kinda handy as a guide. 
Sorta 
Kinn: according to rome.ro the quake map sources may be very close to release, apparently Romero is just getting confirmation from id that they're ok to release. 
Tron 
whoa - that would kinda help things i guess :} 
Um 
doesn't DUBSP.EXE output a <mapname>.max when it compiles a .MAP file ? I am assuming that is a 3dsmax .MAX format file but I've never tried opening one. So all you need to do is use BSP>MAP converter and then compile with DUBSP.EXE

This is all theoretical of course :) 
BSP>MAP 
Hmm 
I've seen a tool that can export q3bsps to VRML, so if you can go to q1bsp->q3bsp somehow you may pull it off without having to write a line of code.

A breif google didn't turn up any easy way to do that, though. 
Kinn 
Most of those command line editors have some severe limitations to them.

I would recommend using Id's Quake 3 Arena tool BSPC to decompile the bsp into a map file (it works on all Quake formats) and then use a utility like 3d Exploration to convert the map into an obj or 3ds file. There is a non trial period version of 3d exploration floating out there, but I haven't seen it since in several months.

Baring that, you can convert the .map file into an .ase file using q3map2. 
Anyone? 
Is it possible to compile Q3 or any of its tools with Visual Studio 6.0? If so, could someone please point me to a resource that lists out the steps necessary to accomplish this?

I am such a Visual Basic/non-C++ person (n_n)

Thanks in advance (^_^) 
Hey Generic, 
You need a simple command line tool called prjconverter (I'm sending a copy to your email address in a second). Drop the VC7 project file into it and it'll pop out VC6 dsp and dsw files. From there it compiles like a breeze. 
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