Sound Files
#5449 posted by Mike Woodham on 2006/10/24 09:22:37
I have a looped .wav file that I want to use unlooped. How can I convert it to be unlooped?
Unlooping
#5450 posted by Preach on 2006/10/24 09:52:14
If you use Goldwave, it's fairly easy. Open the wav file up, and go to Tool -> Cue Points. Select the cue points present in the file and delete them. Then save it again and it will no longer loop.
Preach
#5451 posted by Mike Woodham on 2006/10/24 10:21:05
Well that was painless, thanks Preach.
Czg, I Think This One Is Up Your Alley...
#5452 posted by Mike Woodham on 2006/10/25 08:04:58
...I'm using Hip's rotate entites and for any single object or a group moving in one direction together, everything is fine - smooth as a whistle. But if I have two seperate objects moving at the same time e.g. double doors opening away from each other, I get 'judder' on one of them.
Is this a known problem and can I do anything about it (apart from making it a single door)?
As always, your help will be appreciated.
Thought I'd Just Pitch In
#5453 posted by necros on 2006/10/25 18:34:22
as this method is simpler (if you don't have anything other than soundrec.exe).
open up soundrecorder and make a new wave file. do edit->insert file->your looped file
now resave as a new (or overwrite). voila, no more loopage. :P
Blood In QSP1
#5454 posted by Mike Woodham on 2006/10/26 04:51:09
Do I remember a mod from some time ago that put blood splatters on the walls?
(necros: thanks, I'll try to remember that)
Dunno
#5455 posted by necros on 2006/10/26 09:35:48
i think SoA had that?
careful though. sprites don't get lit, so blood splatters in dark rooms will look dumb.
There's A Mole In The Camp
#5456 posted by Mike Woodham on 2006/10/26 10:48:17
How did you know my rooms were dark ;-)
Thanks, I'll look up SoA.
.map Conversion Help Needed
#5457 posted by Kinn on 2006/10/27 17:43:18
Ok, I have a quake map, in the half-life .map format (I made it with Hammer you see), and I would like to somehow get it into DOOMEdit.
I don't care about any of the entities obviously, but it would be nice to have the geometry of brushmodel entities preserved in some way.
Any ideas how I would go about this?
Kinn
#5458 posted by DaZ on 2006/10/28 19:02:26
Just a hipshot here, but could you perhaps run the hammer .map file through mapconv.exe and output it as a standard .map file that you can import into doomedit??
* I am very drunk
Kinn
#5459 posted by R.P.G. on 2006/10/28 20:20:48
Isn't the brush data stored the same in all WC/Hammer/Doomedit maps? If you didn't care about the texture data then it might be possible to reset all the textures to one texture with one scale/rotation/shift setting, and then find/replace that with Doom3's texture data.
I Don't Think So
#5460 posted by BlackDog on 2006/10/29 01:18:47
AFAIK brush formats differ between hl1, q1, q2, d3, etc
The Only Thing That Differs...
#5461 posted by metlslime on 2006/10/29 01:25:13
...is some of the numbers at the end, which represent brush flags, surface flags, light values, etc. And I think HL has a different texture alignment format. But the brush geometry itself is the same across all of them, I think.
#5462 posted by Kell on 2006/10/29 01:50:12
is some of the numbers at the end, which represent brush flags, surface flags, light values, etc.
Yeah, that's certainly the difference between Q1 and Q2/3 .map format. That's as explained in the older mapconv tool readme.
I'm not sure what the particular flags/info in the HL format .map are, but ages ago I successfully opened some Q1 .maps in WorldCraft 2/3 without any conversion. The texture info was indeed lost, but the brush info required no translating.
.map Formats
#5463 posted by Kinn on 2006/10/29 02:49:39
cheers for the replies - here's some info which might be useful. I tested in gtk, creating a "map" consisting of one 128x128 brush centered on the origin. This is the Q1 .map
// entity 0
{
"classname" "worldspawn"
// brush 0
{
( 64 64 64 ) ( 64 -64 64 ) ( -64 64 64 ) NULL 0 0 0 1 1
( 64 64 64 ) ( -64 64 64 ) ( 64 64 -64 ) NULL 0 0 0 1 1
( 64 64 64 ) ( 64 64 -64 ) ( 64 -64 64 ) NULL 0 0 0 1 1
( -64 -64 -64 ) ( 64 -64 -64 ) ( -64 64 -64 ) NULL 0 0 0 1 1
( -64 -64 -64 ) ( -64 -64 64 ) ( 64 -64 -64 ) NULL 0 0 0 1 1
( -64 -64 -64 ) ( -64 64 -64 ) ( -64 -64 64 ) NULL 0 0 0 1 1
}
}
Note that the half-life version would be very similar to the Q1 version, but GTK wasn't playing nice with me in HL mode for some reason, so I couldn't test. The only difference between HL and Q1 afaik are some extra texture alignment properties. The way it stores brush geometry is the same. The HL .map format is detailed here:
http://collective.valve-erc.com/index.php?go=map_format
and this is the same "map" again, remade in D3 mode:
Version 2
// entity 0
{
"classname" "worldspawn"
// brush 0
{
brushDef3
{
( 0 0 1 -64 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "_emptyname" 0 0 0
( 0 1 0 -64 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "_emptyname" 0 0 0
( 1 0 0 -64 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "_emptyname" 0 0 0
( 0 0 -1 -64 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "_emptyname" 0 0 0
( 0 -1 0 -64 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "_emptyname" 0 0 0
( -1 0 0 -64 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "_emptyname" 0 0 0
}
}
}
As you can see, even the syntax for the brush coordinates are stored differently. Here's as much as I could find regarding the D3 map format (I didn't look very hard, mind):
http://www.modwiki.net/wiki/MAP_%28file_format%29
Getting from HL -> Q1 is something i've done before. SPoG once made a quick build of GTK for me that opened a HL .map and saved a Q1 .map. I've lost this unique build ever since I had to reformat my laptop; SPoG, I don't suppose there's a chance you've still got it saved somewhere?
Daz: I thought mapconv.exe only worked for swapping between Q1 and Q2/3, or is there another version around?
I hear that getting from Q3->D3 is possible too, something about DOOMEdit will import a Q3 map that's been saved in "brush primitives mode". If true, then HL -> Q1 -> Q3 -> D3 might be achievable with existing tools, but I'm currently still stuck on the first stage...
QuArK
#5464 posted by aguirRe on 2006/10/29 05:38:02
can do several (if not all) of those formats natively and usually you can also choose between several output formats for a specific game. I can e.g. get it to output a Valve 220 (Hammer) format map from a Q1 source directly.
I've also used it for converting from Hammer format maps to BSP editor format. The only obvious problem then is the lost extra tex info. There might of course be accuracy losses as well if it's a big and complex map.
Keys That Target Things
#5465 posted by Mike Woodham on 2006/10/29 08:21:22
I have a gold key that targets other events e.g. spawn a monster. I collect the gold key and sure enough, the monster spawns in.
In another map, I have exactly the same set-up but the monster doesn't spawn in. In the editor I can see that the key is linked to the monster, and target and targetnames are correct.
Why would it work in one map and not in the other?
Targets
#5466 posted by Preach on 2006/10/29 08:43:49
Wait, so the key is targetting the monster itself? Does that mean you're using a modified progs like spawn64, where you set a flag on a monster to spawn it? It's possible that custom code would behave oddly. Otherwise I can't see any reason why a key would fail to target something if you replace it with, say, a button with the same target.
Forget It...
#5467 posted by Mike Woodham on 2006/10/29 08:46:57
... more haste, less speed.
I hadn't vis'd the map. The monster was there, I just couldn't see it. Ho hum!
Preach
#5468 posted by Mike Woodham on 2006/10/29 08:54:09
Wasn't ignoring you, our messages overlapped.
And yes, I'm using your 'style 1' idea and it all works just fine. It's just that Qbsp takes 3.5 minutes and Vis takes another 3, so I don't use it (or Light) when I'm only doing quick checks.
As I say, everything is all right. I might even post some screenies sometime.
Oh, In That Case
#5469 posted by Preach on 2006/10/29 09:42:21
You might want to check out the tutorial I posted on inside3d a few months back.
http://www.inside3d.com/showtutorial.php?id=171
It's a kinda updated version, makes it so it uses spawnflags(which does make more sense really) and cuts down on the amount of code you need to change to integrate it(you no longer need to modify each monster to teleport it). Practically though it doesn't add anything the old code didn't do, so there's no "need" to migrate the map if it works as it is. It is a much nicer base to work from if you need custom monsters though, so I thought I'd advertise it here for people to use in future.
Hm,
#5470 posted by necros on 2006/10/29 11:16:47
i like your method a lot more preach. much cleaner.
#5471 posted by Trinca on 2006/10/29 12:23:12
necros if u have msn add me trinquinha@gmail.com
i need last .mdls :)
Preach
#5472 posted by Mike Woodham on 2006/10/29 12:45:24
Yes, I agree with necros; a much neater solution.
However, I had already changed all the monsters to the 'style' method sometime ago and as everything is working OK, I'll stick with it now.
Aguirre
#5473 posted by Kinn on 2006/10/30 16:37:24
cheers for the quark info, although i may have a solution in the pipeline anyway now
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