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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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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!! 
 
Vis 
Multithread vis for linux -- where to get the source? 
Multithread Vis 
for windows? Where to get the application? 
 
czg

I've been away for awhile and that reads like a whole lot of crazy to me. :) Can someone confirm that what he said works before I hurt myself trying it? 
What I Would Do Willem 
is make a small test map:

Create a simple tunnel with a platform (like a station platform) running down the length of it. Make a func_train that you can target to a sequence of three or four path_corners, with your "wait" "-1" key on each. Also make your "trigger_once"s where you want them. Export to a .map file. Open the map file in a text editor, find the func_train entity code, and replace with czg's code. Make sure that you also add a line

"targetname" "nameoftrain"

and make sure that your "trigger_once"s all have the line

"target" "nameoftrain"


I dont know if it would work, and am not in a situation where I could try it out for you, but hopefully this helps :D

Keep us posted 
 
I can't try it until tonight, unfortunately.

However, I AM now tempted to try my hand at some QuakeC. 
Once Round, The Hacking Way 
Assuming that you only need the train to take the path once, that it doesn't loop, then there's a hacky way to do it. The first thing to do is to read the second half of this post and digest it
http://www.celephais.net/board/view_thread.php?id=37116&start=36&end=36

It might be worth making a quick test map and see if you can make a train that switches from one simple loop to a second simple loop first, to make sure you understand the hack.

Once you've got that down, the next step is how to do the specific thing you want. The trick here is to stack two path corners on top of each other at each stop, and make them target each other. While your train is "waiting" to be triggered at a "stop", it's actually going to be going back and forth between these two points, just moving nowhere because they're at the same location.

When you want the train to continue on, you remove one of these two stacked points using the trick in the linked post("use s_explode6"). Then you have another path_corner with the same name later in the entity list, and it'll head to that. You might find you have problems if you want it to stop and wait at that next point, you will need to make sure it's the other path_corner stacked at that point which has "use s_explode" set, or both will get removed when you target the first one to be killed.

The main problem I can see arising with this hack is the sound, you'll constantly hear the platform starting to move while it's "stopped", so you might need to make it a silent platform. If this is a problem, or you want the platform to loop endlessly but still wait for a trigger at each point, then you'll need to go the QC way. Which isn't too bad, this is quite a hacky hack. 
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