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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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Sluggish ?? 
No, can't say I've experienced that, and thankfully, nor have I experienced your eloquent description of what moving around in the 3D veiwport is like :)

Your Fired !! 
R.P.G 
Oh i see, I haven't had that clipping prob. Don't beleive I have ever done that with the surface inspector, so I would't come across that.
Thanks 
Sluggish Pt2 
You are of course right clicking your mouse in the 3D view, so as you can use 'mouse look' type thingy? (you will get a crosshair in view)It can give a 'sluggish' type effect if you just use your arrow keys to move around there without first right clicking. 
Abyss 
I'm right clicking, yeah. 
Oh 
also, I'm the head of human resources here, I say who's fired and who's not. Comprende? 
O Rly? 
 
Scampie 
you got a problem son? take it up with mr. pink slip.

two words for you, government cheese! 
Radiant Was Sluggish For Me 
before I spent my last cash to upgrade from a tnt to a geforce!

maybe it's just allergic to people pressing the wrong keys that have been inprinted in their brain from playing around with an ogier too much. 
Cyb 
could be. or to people fucking tail pipes. 
 
To make a good map ed, just let it export 3d max scenes. All in-house tool should have is convinient entity editor and visual scripting 
Wrath 
I vaguely remember Radiant having a little OpenGL info in the about box. Check it's not using MS or SGI (i.e. software) OpenGL.

Aside: Since when did Radiant need a 34-fucking-meg installer! 
Maj 
nope, that's not it.

re: Aside.
maybe its got spyware? 
Bleh 
Can't even get it running here. Bombs out with various gl errors. SPoG hates me :[ 
I S4wk 
For some bizarre reason my desktop was set to 16bpp. 32bpp fixes it.

It turns out that if you take the error message - radiant.x86:28928): GtkGLExt-CRITICAL **: file gtkglwidget.c: line 225 (gtk_widget_set_gl_capability): assertion `GDK_IS_GL_CONFIG (glconfig)' failed - and translate it into greek, then latvian, then spanish, it becomes GtkGLExt el molto bello you're in 16bpp you spack GDK_EL_LA_GL_CONFIG 
Compilers & A Texture Question 
Just curious if anyone has released newer versions of the standard argh serise of compilers for q1+2 or something completely different?

Also I am trying to convert a modified texture for q1 (its a .bmp) into the .mip format. Any help here would be appreciated. (I have mipdip, but it doesnt seem to support the conversion) 
FaTbOy! 
FaTbOy! 
Wally? 
I didnt think wally worked for q1 textures. 
Yeah It Does 
it does a pretty good job, but i'd recommend TexMex over it for what you want to do 
Groovy! 
I am downlaoding it now thanks for the advice! 
Compilers... 
good compilers are here:
http://user.tninet.se/~xir870k/ 
Thanks Necros...btw 
I was reading some stuff on this board and came across a post you had made about replacing a single texture without recompiling the map. Did texmex work for this? If not there is a utility you can get off "the forge" called updbsp. Its DOS based but does the job.

Ohh one more thing, those utils look like they were made for QuArK will they work with WC also? 
Thanks Necros...btw 
I was reading some stuff on this board and came across a post you had made about replacing a single texture without recompiling the map. Did texmex work for this? If not there is a utility you can get off "the forge" called updbsp. Its DOS based but does the job.

Ohh one more thing, those utils look like they were made for QuArK will they work with WC also? 
Spawning Health Or Ammo In Q1 Maps 
I wish to restock players as they fight by dropping in supplies as needed. Do I have to build special hidden structures with gates to drop stuff in (using appropriate triggers) or is there a more elegant way? 
Scraggy 
In normal Q1, no. With QuakeC, there's Ritual's func_spawn entity. 
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