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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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Ricky 
Are you sure you have the big 50MB nehquake.zip from fileplanet via the Nehahra site? As far as I can remember, it contains the old dpnehahra.exe, nehahra.exe (2.67) and nehexe.exe (2.55) engines.

The error message you're reporting now makes a bit more sense, but the spr32 format shouldn't be a problem, all Neh enabled engines can handle that.

I suspect that you somehow have an old nehahra installation that has outdated stuff in it. Otherwise I don't know, I haven't heard anyone having that issue before. Maybe Mindcrime knows what it could be or if anything has changed on FP recently.

I can't d/l the big file to verify what's on FP, it's a several hours job for me. There seems to be another copy at http://qarchive.quakedev.com/?dir=./Nehahra , but I don't know how they compare.

Btw, you only need the exe from nehquakebjp.zip, the others are source files.

Btw2, the -colored option of TyrLite that seemed to fix your problems, might not be a good idea to use. It sets the bsp30 format according to the readme, which may cause problems for other tools and engines. I'd stick to bsp29+lit. 
Yeah 
Well, Ill re-download Nehahra, and see if I do have an old version (although I downloaded it within the last 2 or 3 months).

As for the colored thig - I'll try it again tonight without colored, but according to JPL thats what he uses, and I was able to light the map without -colored but it wouldnt let me use -extra.

Maybe I am going mad!! 
RickyT23 
ACtually I use -extra -lit -colored in the Tyrlite command line... and it works perfectly ! 
Yeah, Thats What Im Saying!!! 
I dont know if you read the Tyrlite.txt file, but it says that -colored defaults to bsp 30, so if that were true, the -lit wouldnt work. Which is why I didnt use -colored in the first place. AguirRe has read the readme (Tyrlite.txt) as well, and drew the same conclusion (naturally). However, after your and mine discussion the other day (JPL), I realised that if you DONT type colored, you get weird psychadellic effects like on post #6626, and if I used -extra, Tyrlite crashed! So as you and I both know, you need to use -colored even if you're doing bsp29 format with a -lit file, which directly contradicts the documentation supplied with Tyrlite.

So yes AguirRe, I know why you say NOT to use -colored, but actually it doesnt seem to work with .lit if you DONT use it!!!

In short - JPL I use the same commands, and it does work!!! :) 
It Works, I'm Sure, Well, I Think I Am :) 
I just checked it to make sure I wasn't going mad, I've done it before, I made a little test (box) map, compiled it, using tyrlite to make the .lit file, then ran the whole compile process again using your qbsp, vis and light, and the resulting map runs with coloured lighting in tact. 
Try Putting A Func_wall In It, And See What Happens... 
Plant - I honestly hope you're right, and I'm gonna experiment a bit tonight!! But try a func_wall! (I have a feeling that it will look a bit 'disco').

Rudl/AguirRe - Kick me!

I was using an old version of Nehahra afterall!!!

Now it works fine :P

(what a tool)

Too much mapping has driven me mad, like czg ;) 
Oh 
and I use the -lit switch 
Mad I Tell You, Mad As A Hatter ... 
*_* 
Func_wall 
yeah, there could be some funkyness there, but you may be able to get around that?

Sleep time 
Plus 
aguirRe is the one to listen to, he would know as well, probably better than anyone what the story is, just consider my ramblings as just that :) 
Where's Tyrann When You Need Him!?!? 
 
Look Here: 
http://www.disenchant.net/ and send him an email :P 
I Just Tried 
to re-light Invein (i.e. keep the lit and then use my Light) and then load it in JoeQuake (refused to load lit - invalid size) and Fitz (psychedelic lightmaps).

So I'm pretty sure it doesn't work. 
Yes, It's Prolly Problimatic To Say The Least . . . 
It's been a long time, I did mess around with it once before, thinking about it know, there must have been problems, but it's a long time ago. It does work for me in a little box test map, as far as the colored lighting goes, all looks as it should and everything is in place, until . . . you place things like func_wall's _door's etc, then the func_eee stuff starts to happen, disco, psychedelic lightmaps as mentioned above etc etc.

Oh well, looks like it's just one or the other, sorry RickyT23, wild goose chase.

So I'm pretty sure it doesn't work.
That's good enough for me 
Yes 
I also discovered the 'truth' last night! 
See More Here: 
Well, Its OK 
Until I smash engine limits and only AguirRe's engine will run my map, I'll just stick to Tyrlite!! 
Progs.dat - Shambler Lightning 
I have figured out how to make lightning gun lightning which I can put in my level and then trigger to fire (almost) forever, as part of some sort of generator-type-machine, but isnt shambler lightning prettier?

Have been reading through Teaching Old Progs.dat New Tricks!

How would I change Lightning gun lightning for Shambler lightning?

http://celephais.net/board/view_thread.php?id=37116&start=11&end=11

What would I have to change in my info_notnulls? 
Oops - Forgot To Login!^^ 
 
 
You'd use
http://celephais.net/board/view_thread.php?id=37116&start=14&end=14
instead.

The particular function you'd want is CastLightning. Rather than setting "enemy" "1", which would make the lightning shoot at the player, make another info_notnull. Find out the edict number of this info_notnull, say 23, using the 'edicts' command in the console. Then set "enemy" "23" on the lighting shooter.

Be warned, this kind of hack can be hard to pull off when you have skill levels, because if monsters etc. get removed, the entity number of the lightning target can change. One way to avoid this is to ensure that the lightning target is added before any monsters, so nothing can be removed earlier than this entity. The other way to do it is to have three copies of the setup in your editor, one that only appears in easy skill, one for medium and one for hard. Then work out the correct entity number for each skill level. 
What If 
I edit the .map file using wordpad or notepad and move the entity to the start? Or swap it with the first one? Would that work?

Thnx BTW :) 
Hmm 
The first way would certainly work, except that you'd have to do this each time, which would be a pain. It's better to make sure that the entities are in order in your editor, which in worldcraft means adding them first - no idea about other editors. I think the latter way of doing it(one version for each skill) is gonna be easier in the long run... 
Well 
As it happens, I havent put any enemies in the map yet! I think what I'll do is use Weapon Lightning for the mo as a marker type thing, and then right at the end (after all testing and stuff) change it for shambler lightning. Anyhoo, its good to know I've got options here!

Thnx again!!! 
The Time Is Now 
If there's nothing in the map that's gonna get removed by spawnflags yet - that's the perfect time to sort this out! You won't have many entities to look for in your list of edicts, and you won't have to worry about anything getting removed. Just don't delete any entities currently in the map and all should(fingers crossed) continue working in the future. So I'd recommend change it now, get it working, then continue adding monsters etc. 
Well 
I hope so. I mean I'll try it. I dont know much about the transition between an .rmf file and a .map file. If the edicts are assigned roughly in order with the chronology of how entites are placed in an .rmf, then I would see how it would work! 
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