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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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No Jpgs, Tgas In GtkRadiant 1.5? 
Trying to map for DarkPlaces with 1.5, and for some reason it won't load the jpgs and tgas I'm wanting to use as textures. I've checked the game file and everything, and even LordHavoc was stumped. 
I Love Biff 
Do you think it's related to gtkr 1.5? I made my map with it and i could load high-res textures fine. 
/Me HUGs Gibbie 
As far as I know. I could try a reinstall and see if that helps. 
 
I don't think that's gonna work. Try loading the bsp in QuArK and see if you've given the high-res textures the proper names? 
Biffbiff 
Do you mean they won't load in DP, or in GTKR 1.5?

biff, what map converter are you using (if at all?) Do the texture names in the map file have folder paths? (they shouldn't for q1) What format are the tga's? Radiant doesnt't like 8bit paletted tga's i've noticed, certain compression settings could mess things up too. I guess if you've consulted with havoc already you would know the proper override directory for the textures. 
Grahfahf 
They won't load in GTKR. Everything in DP works fine, I can even compile the maps and they run (mind you, without the rlit file for lighting). Some of the textures are in folders within the id1/textures folder, but the majority aren't -- and none of them show up in GTKR. All I get are the "shader file missing" icons for the jpgs or tgas, and the normalmaps. 
 
Oh wtf i thought you meant they didn't load in DP. u s. jk i l u! 
Re: I Want To Convert Quake Bsps 
It probably won't be satisfactory but q3map2 can convert .bsp to .ase so you could go q1->q3->3d-program ... I have no idea if it includes UV:s and lightmaps(probably not). 
GTKRadiant 1.5 Unable To Read Shaderfiles 
I have a problem here. I'm set up GTK1.5 for quake III level editing. It says that it's reading my shaderlist.txt file but it is unable to read the shaderfiles. Can anyone help me. raladamson@gmail.com 
Biff, Err 
Well I guess I have the same problem ironically; I just use gtkr 1.4 instead and it's fine. Looks like the answer there was to create a new project file, putting it into %basepath%/scripts (for you, id1/scripts), and giving it the correct engine and texture paths for your install of Q1/DP, thus creating a "mod directory" for radiant to work out of.

Some of the textures are in folders within the id1/textures folder, but the majority aren't

Where are they then? If the config files tell gtkr that the basepath is "id1," then "id1/textures" is where you'd want them.

Of course, gtkr 1.4's config files were nice easy text files, and 1.5 has bizarre xml monstrosities. Not sure how similar it would be for 1.5. 
Yeah Grahf 
That's the solution I've come to, myself. I'll just have to downgrade to 1.4 and hope for the best this weekend =D 
Update 
GTK1.4 is working, but not with the "progressive" JPGs I've been using (from the Rygel hi-def texture pack for DP). But once I converted them to .tgas, all went well. I dunno If I'll use those textures, maybe some of them, but at least I know what I can get working at the moment. 
Update (gah) 
Well, not GTK1.4 doesn't seem to want to save my maps. All the paths are in order (even the editor itself under the "save as" command shows the way directly to "\quake\id1\maps"), but the map still doesn't get saved. I even tried opening an old saved map and changing it (no dice). Mondo bizarro. 
Re: Zerstorer Info (#6836) 
Actually, I wasn't quite right.
If there are multiple bloodcubes in a map, their time adds up (the more there are, the longer the one the player picks up lasts, but itapparently does run out sooner or later). This way, one could make a map in which the player has the bloodcube the entire time. It can be removed by killtargeting it.

It's also possible to pick up several bloodcubes at once - this multiplies the damage. Of course, all of them also feed on the player, so his health is drained faster, too.

Thanks to aguirRe for investigating. 
Radiant 
I'm too stupid to set up GTKradiant for Quake correctly.
Where do I have to place the .wad files? 
 
In the id1 directory. 
Thanks 
 
Gtkradiant And Hammer Map Files 
I have a map file created in hammer. Is there a way to open it in gtkradiant? I get an "parse error at '[': expected '#number'" when I try to open it. 
In Addition... 
What neg|ke said will work for GTKRadiant 1.5, as I understand. For 1.4, look at a guide like necros's that tells you how to set it up (basically you have to convert the WAD's to jpg or tga):

http://necros.planetquake.gamespy.com/gtkrq1.html 
Func_train Control 
I want to have a func_train in my level that is to travel to a series of path_corners. I want it to travel to each path_corner and wait until triggered before moving to the next path_corner.

Is this doable in vanilla Quake? I have it moving to the first corner and stopping but then I can't get it moving again. 
 
not in vanilla quake afaik. maybe some clever hack? but not with the standard set of entities.

if you set wait to -1, it'll just stop at the corner forever. you can only make a train start by being triggered once. 
Necros 
I didn't test it but, just imagine you would use several trigger_once (one for for each path_corner stop) in order to force the func_train to restart: wouldn't it work ? 
 
I tried that but it seems like you can only trigger the func_train one time. After that, it ignores you. I can sort of hack it using multiple func_trains but that's really depressing from a hackery point of view.

Would love to solve this elegantly... 
This Probably Won't Work 
I haven't got a chance to test this myself, and I doubt it works, but try creating a solid entity like this:
"classname" "info_notnull"
"solid" "4"
"dmg" "2"
"movetype" "7"
"blocked" "train_blocked"
"use" "train_next"
"speed" "100"
"nextthink" "0.2"
"think" "func_train_find"
"noise" "misc/null.wav"
"noise1" "misc/null.wav"


I'm thinking it will mess up because it doesn't do the setmodel(self ...) calls at the start, but it's worth a shot. And maybe some clevererer people than me will think of a solution. 
I Hope It Does Work!! 
 
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