Metlslime
#6268 posted by madfox on 2007/08/19 21:56:59
thanks for your answer.
I had a hard job making the model fit excactly.
The alignment with the walls didn't fit in pixels,everytime it made a pixel more or less, so I had to change it to 0.25
I'm not really sure if it is excact on ground as models stand +1 on ground. Maybe it is only a case of lightning.
But I still wonder, where is the prog bsp2mdl?
Madfox:
#6269 posted by metlslime on 2007/08/20 01:55:32
Just so it's clear, bsp2mdl won't help you with this problem. (assuming it exists at all)
Alright
#6270 posted by madfox on 2007/08/20 03:25:58
I thought I heard of it in case of giving excisting bsp_models new lightning.
Thanks anyway!
D3DRM.DLL
#6271 posted by Mikko on 2007/08/20 19:24:32
I started working on a Quake map a couple of years ago but stopped after a few weeks. Now I tried to continue working on it but every time I try to load the map it crashes. The problem is with a file named "D3DRM.DLL" in the Worldcraft directory. I'm able to load the map if I remove this file but then it won't show the 3D Textured view. So - what to do?
Water Brush
#6272 posted by Pectabyte on 2007/08/20 21:02:08
I read a tutorial that said if you put a ! in front of your textures name that when applied to a brush it would make that brush act as water however it doesn't. Currently my texture is names !water.mip Any ideas as to what I map be doing wrong?
Pectabyte:
#6273 posted by metlslime on 2007/08/20 21:05:46
which game? In quake water texture names need to start with an asterisk (for example *water) -- Not sure about half-life.
Please Help
#6274 posted by rudl on 2007/08/21 21:24:42
Problem:
I compiled a map and when I look in a certain area it's like there is a leak in the map.
When I go into this certain area I can't see the area where I looked in this area.
Very interesing is:
QuArK exports the .qkm as .map and compiles the .map (if I understand it correctly) ->got the strange problem
I opened the exported .map compiled it again (I don't reaklly know why I did that) and it worked. and also had a shorter vis-time
I got in both cases no error messages
Rudl
#6275 posted by aguirRe on 2007/08/21 21:50:09
Your problem description is a bit vague, but I'd guess you're talking about a HOM (Hall Of Mirror) effect inside the map. Check out my ToolTips document (section Portal Problems) for more info on this.
By re-opening the exported map and rebuilding, you can very easily get this effect, due to re-ordering of brushes and float value inconsistencies.
My compilers try to reduce this problem by sorting the brush faces deterministically.
Cylinders...
#6276 posted by Mikko on 2007/08/24 00:10:23
How to flip a vertical cylinder brush horizontally? The "flip objects" thing doesn't work.
Water Brush2
#6277 posted by Pectabyte on 2007/08/24 00:25:33
"which game? In quake water texture names need to start with an asterisk (for example *water) -- Not sure about half-life."
Wally texturing program said a ! is needed before the name for water. Is it in deed a * instead? What is the symbol needed for transparency for glass?
Pectabyte:
#6278 posted by metlslime on 2007/08/24 01:40:07
Assuming you're asking about quake, there is no transparency feature on textures in quake.
There are some custom engines that support transparency per entity, using the "alpha" field -- but this doesn't do any per-pixel masking, it just sets the transparency over the whole entity. You could use this for glass, if you made the glass into a func_wall entity. But this is not a standard feature of quake nor supported by most engines.
Not sure why wally suggested !, but since wally supports multiple games, maybe this is intended for a different game?
Pectabyte:
#6279 posted by metlslime on 2007/08/24 01:45:11
Also check out this general faq on quake textures:
http://www.celephais.net/stuff/texturefaq.htm
Mikko...
#6280 posted by distrans on 2007/08/24 04:40:52
...what game? What editor? Try rotate 90 degrees rather than flip.
WC
#6281 posted by Mikko on 2007/08/24 17:12:38
I'm using Worldcraft and Quake is the game. There is no rotate function.
Alpha-stuff
#6282 posted by rudl on 2007/08/24 17:39:58
Works with Quoth or Nehahra+
AguirRe's glquake or Qrack or Joequake or DP
Alpha
#6283 posted by ijed on 2007/08/24 20:40:12
Can be set in any mod and to any entity, but only the engines you point out do anything with it.
Yep, it can be set on monsters as well, maybe for a Doom1 effect; like the semi-invisible Pinky demons.
Mikko: click on the brush / group you want to rotate a second time after selecting it, you'll see the selection handles change to circles; grab one and you can rotate it, holding ctrl to rotate by fixed 12.5 (?) degrees. Shear is also done in the same way - the selection handles move to the centres instead of the corners.
Keys
#6284 posted by Mikko on 2007/08/25 18:51:16
Thanks! Why didn't I notice this before (the map being almost done and everything)?
Anywayz, I have a problem with keys and doors that require keys. The map I'm working on is hi-tech themed. This means I would rather NOT have rune keys but I don't see any way to change the keys into hi-tech versions. Also, when I run to a door that requires a key I don't have I hear this "clank" you're supposed to hear in medieval maps but not in hi-tech maps. How to change this? The entity properties window didn't have anything that could have been of use.
Mikko...
#6285 posted by generic on 2007/08/25 20:18:01
in Worldcraft, Map > Map properties... > Ambience sets the key style.
Check the Flag that corresponds with the required key for your door in order to hear the "clank" sound.
Mikko
#6286 posted by JPL on 2007/08/25 20:21:01
did you tried to change worldtype field type to base in worldspawn (i.e value = 2)? It should allow you to have Hi-Tech keys, and a kind of buzzing sounds when doors refuses to open, etc.. Try that and recompile the map.. ;)
Sounds
#6287 posted by Mikko on 2007/08/25 22:22:03
Great - thanks!
Here's another one: Where to get that cool wind sound that plays whenever you enter an outdoor area? Couldn't see it under ambient sounds.
Mikko
#6288 posted by JPL on 2007/08/25 22:45:02
It is an ambient sound indeed: use ambient_suck_wind point entity where you need to have a wind sound...
It's Not
#6289 posted by Mikko on 2007/08/25 22:54:08
Nope - that wind effect is different (used in Wind Tunnels, for example). The one I'm talking about can be found pretty much from every outdoor area in any hi-tech map. For example, in E1M1 right after you exit the first elevator.
Mikko
#6290 posted by JPL on 2007/08/25 23:41:19
Oh, this effect comes from the sky, not from an entity. To obtain the same effect, you have to build an open area, with a sky... and maybe you need at least to vis the map to obtain a correct rendering but I'm not sure... Good luck :)
?
#6291 posted by necros on 2007/08/26 05:01:06
can be found pretty much from every outdoor area in any hi-tech map
i'm a little confused... the wind sound can be heard in (i think) *every* map since it comes from skybrushes.
but it does indeed need to be vised to hear it. vis sets which areas can 'hear' the sky sound, so when you're in those areas, it seems to come from everywhere and not a specific point.
Thanks Again...
#6292 posted by Mikko on 2007/08/26 16:48:32
Yeah, it seems that all the leaks around the map caused the vising process to fail. I had known of these leaks but I thougth there were just a few of them and that I could take care of them later. So yeah, I spent two hours hunting and fixing them (around 10-15 of them around the map).
Live and learn.
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