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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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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. 
Hey Scraggy... 
If that's for hhouse... bad luck, but if it's for the larger project, I'd be up for including that bit of code in the bundle... what do you think? 
Func_spawn Entity 
If this code can be put in the halloween bundle, that would be great but time is really tight. I'll do some mechanical things for the time being but I would prefer the elegance of straight spawning in. I would need to know the syntax of func_spawn. I would use counters adding up monster deaths to trigger fresh supplies. 
/*QUAKED func_spawn (0 .5 .8) (-32 -32 -24) (32 32 64) big/ambush megahealth
This will spawn a thing upon being used. The thing that
is spawned depends upon the value of "spawnfunction".
"spawnclassname" should contain the same value as "spawnfunction".
If "spawnfunction" is unspecified a random monster is chosen.
The angles, target and all flags are passed on
Think of it like setting up a normal entity.
"spawnsilent" set this to 1 if you want a silent spawn.
"spawnmulti" set this to 1 if you want this spawn to be reoccuring.
*/
 
FaTbOy! 
All the tools at http://user.tninet.se/~xir870k are usable with any Q1 editor, specifically WC1.6. With the ConvMap tool, you can also convert from Q2 format into Q1, which can be useful when editing in a newer, non-Q1 editor (e.g. GtkRadiant).

The mentioning of QuArK is only to hint that the tools can handle float/ETP maps as well as standard Q1 maps. 
Q3, Map Editors 
are there any other ones currently in development? or are humanity bound to forever toiling in the *radiant-muck, like so many jews in Egypt? 
Wrath 
I believe that QuArK and Quest both support Q3.

There's also edit.com. 
GTK Rules !! 
Sorry to hear you haven't had a good time of it, and resolved your probs :(

It is a bad tradesman who blames his tools ;)

In my case ... it's a pathetic tradesman who can't use is tools :( 
Wrath 
Get to work on my editor wench! 
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