.map .pk3
#5573 posted by ==Z== ze0. on 2006/11/18 21:51:26
I need help with loading Wolfenstein ET maps, for some reson i can't see the maps in Wolfenstein ET/etmain through GtkRadiant-ET-1.3
O.o i can see them if i just navigat from
My Computer\Program Files\games\Wolfenstein ET\etmain. (sorry not very discriptive lol)
please post or i would perfer you added me: Aim_Bots_Unspecified@msn.com
Thank you for your support
RPG
#5574 posted by golden_boy on 2006/11/19 05:05:07
yep, there is a misc_teleporter_dest (or something) but it's another giant red disc. If I'd use that, it would a) look funny and b) the particle fountain and the disc need some minimum distance which messes up double-teleporting. luckily, the info_notnull works very well (just like an info_teleport_destination), I'm now using it throughout. I'll also be able to properly port DM6 now, something I look forward to. :-)
the burying in the ground is something I'll try but I'd rather avoid anything that might introduce unstableness. I found out that you can turn the particles off with a cvar, so only the disc remains.
however, the trick you mentioned might allow me to build slipgates... I'll try. Thank you.
.map .pk3
#5575 posted by ==Z== ze0. on 2006/11/20 15:56:50
A quote to my last msg i can only load up the Goldrush maps such as goldrush, Super Goldrush final and thats it, i tryed ziping some of the other maps and changing the file type and then loading up the map and it comes up with an error like this Warning:Line 2 is incomplete
Thank you for your support
==Z== Ze0
#5576 posted by JPL on 2006/11/20 23:48:32
.. could you elaborate exactly on what you try to do as it is a little bit confusing. I'm not sure to understand what is your problem...
Probably
#5577 posted by HeadThump on 2006/11/21 00:27:17
something is unaligned in your map file compared to the standard format (well, whatever the parser is expecting in the editor). Sometimes when I use a Q3 to Q1 map conversion tool, I notice that it will add an extra quote to an entity listing ""worldspawn" instead of "worldspawn".
The easiest way to fix this particular problem is to put the map through a text editor using the find/replace option.
If you are not familar with what to expect when examining map files (I assume that goldrush is Quake related though it may just be Neal Young, great cover by Natalie Merchant related, har har), examine a freely available map file where everything is perfect, like Antidelevian, for instance, in a text editor and compare with your file to see if there are any descrepencies.
Goldrush Is One Of The Official Wolf:ET Maps
#5578 posted by BlackDog on 2006/11/21 01:50:30
Note that .map is not the same as .bsp, and et doesn't actually come with any .map files (that I know of). You can't edit .bsp files with radiant.
If you want to edit a .map file contained in a pk3, pull it out of the pk3 and into etmain/maps/. Radiant should see it fine from there.
.map .pk3
#5579 posted by ==Z== ze0. on 2006/11/21 16:04:49
ok how do i pull it out of a .pk3 file format, could i zip the map file and chang the .pk3 to .map?
==Z== Ze0
#5580 posted by JPL on 2006/11/21 23:04:25
No, I don't think you can do that. You can extract map from a .pk3 with WinZip, but in order to create a pak file, I uess you need a special tool... not sure...
More Help With Sound?
#5581 posted by Mike Woodham on 2006/11/22 02:56:26
I have a sound file that plays at a constant volume. In-game I want to adjust the volume level of that sound file according to player action but I do not want to use another sound file.
If I adjust the volume and play the sound again then the sound file will simply play from the begining at the new volume level, and although this is easy to achieve, it is not the effect I am looking for.
Is it possible to affect the volume using qc whilst the sound is playing?
To Clarify...
#5582 posted by Mike Woodham on 2006/11/22 03:05:13
I am only trying to affect the volume of the one selected sound file that is playing, not the overall sound level of the game.
#5583 posted by Trinca on 2006/11/22 04:15:53
why cant i make a func_door with clip texture? grrrrrrrrrrrrr
.map .pk3
#5584 posted by ==Z== ze0. on 2006/11/22 04:20:52
ok thank you for all your help, ill mess around with the file type for a bit, Good luck and God Bless.
if have any success ill let you know
Mike And Trinca
#5585 posted by Preach on 2006/11/22 05:16:54
Mike: I can't think of any good way to do that with QC, I don't even think something hacky like moving the source entity away from the player to diminish the sound would work. You might want to try asking on inside3d though, they can work wonders over there.
Trinca: I think it's just a compiler restriction. You can achieve nearly the same effect by using the "skip" texture and running the skippy tool on your BSP. Skippy has been discussed here a few times and you can grab it from http://disenchant.net/files/temp/skippy-0.0.zip if you don't already have a copy. The main difference you'll see it that the skip brush will be solid to point sized entities like nails/missiles.
#5586 posted by Trinca on 2006/11/22 05:20:55
thks i will try but i think it gave me some errors the last time i use it... fuck me up the hole .bsp :\ so might not work!
Skip Tool
#5587 posted by JPL on 2006/11/22 05:33:16
Skip tool would effectively to be refined in order to avoid to generate an HOMs-full map in certain cases..
Skip
#5588 posted by Preach on 2006/11/22 07:53:13
I think skip is much safer on func_ entities than it is on the actual map, seeing at they don't have the same vis calculations performed on them, and won't ever have to be the surface that's between the player and the void(assuming the map is sealed).
Mike
#5589 posted by necros on 2006/11/22 09:48:55
it is impossible :S
although, if the sound was really short, like say 0.1 seconds or something, then you could probably achieve the effect just because it probably wouldn't be noticed that the sound is starting back at the beginning all the time if you adjusted volume every 0.1 seconds.
in fact, you could maybe do that unless the sound was like say 30 seconds long. if it's 2 seconds, then change volume every 2 seconds, if it's 0.7 do it ever 0.7 etc...
Necros
#5590 posted by Mike Woodham on 2006/11/22 10:13:56
Oh dear, I thought this may be the case. It's deja vu recurring again once more!
#5591 posted by Trinca on 2006/11/22 10:22:34
Aguire can u change Txqbsp.exe to accepted the the clip textures in entities? i want to put clip texture in a func_door :\
Forget :\
#5592 posted by Trinca on 2006/11/22 10:23:01
or is a engine problem?
Trinca
#5593 posted by Mike Woodham on 2006/11/22 11:26:58
Have you considered func_movewall, which is used to emulate collision on rotating objects?
I am not sure what you are trying to do with clip tex on doors so if this suggestion is out of line, just ignore it.
Trinca
#5594 posted by negke on 2006/11/22 11:52:21
you can have clip brushes in a func_door volume as long as they're encompassed by visible brushes, e.g. a clip brush with a border made of textured brushes. it only doesn't work if the door consists solely of clip brushes or the clips exceed the actual door volume.
Clip Brush Ents
#5595 posted by aguirRe on 2006/11/22 12:55:02
I don't know about engine issues, but the compiler doesn't accept an entity that has brushes specified, but where in a certain hull (here: hull 0), all the brushes are removed.
The same applies for the world; you can't have a world entirely made out of clip brushes.
To just get the compiler to build, try adding an extra brush (e.g. hidden inside the wall) with a normal texture to the entity.
It still might not work in the engine according to neg!ke's post. I think metl did some tests on this before.
Ok, Since My Speedmap Will Be Released Somewhen Later
#5596 posted by Spirit on 2006/11/22 13:28:32
I have a question about elevators.
I need the following:
Quakeguy encounters the elevator in its lower position. Quakeguy drive upwards with the elevator. Elevator remains in its upper position. Quakeguy walks around and kills monsters. Quakeguy returns to the elevator. Quakeguy drives downwards with the elevator.
I spent quite some time during my speedmap session with it and gave up (neg!ke, don't show anyone what I did instead, *shame*). I assume I could do it with some triggers, but don't know how.
Platform Blues
#5597 posted by Preach on 2006/11/22 13:39:51
I think you could do it by making the "platform" a func_door with the toggle flag set. You have a button you can use once at the bottom of the lift, and another one at the top that you can't get at to press. When you kill the monster, you remove whatever was blocking off the button, and press that to make the lift descend.
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