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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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BTW 
I played gmsp3 on the latest Telejano 7.2 a few weeks back, and visually it already appeared pretty damn sweet. Of the three Quake acelerated builds, Telejano mangles the original textures the least. 
Fitzquake 
Thought I might try mapping again. Have been using Fitzquake to play the latest levels.

Copied my old Bsp Editor directory from my old slow computer onto my new fast one and am therefore using all of the old utilities - qbsp, light and vis. All seems OK (the editor works as it used to) until it comes to launching Fitzquake after a compile, and then I just get a crash.

If I try to run the compiled level from the game, it doesn't crash but I get some video problems and the game will not continue.

I suppose the question really is - do I need different compile utilities for Fitzquake. 
Mike: 
Is it actually a crash, or does it quit with an error message?

Is the error message "couldn't find gfx.wad?"

If yes, check out RPG's question and my response starting with this post: http://www.celephais.net/board/view_thread.php?id=4&start=407

However, what about the video problems? I need more information to help with that. 
RPG: 
Looking at FindIntermission() in client.qc, it seems that you're right. That function appears to randomly pick from the first four info_intermission entities it can find. 
Metlslime 
Thanks. What I thought was a crash or video problem is actually neither. I had placed a few brushes in the editor along with a player start just to see if I could remember what to do. I had not created a 'closed world' and the video "problem" I saw was what you experience if you no-clip outside of a normal map.

All of my editor's batch utilities seem to work except BspBuild, which crashes with a 'path not found' error: I am still trying to work this one out but I'll get there.

I don't suppose anyone still uses Bsp and BspBuild these days? Is there a better FREE editor (I did try Worldcraft once but couldn't get on with it)

Thinking of what I've just asked, I am an old dog that probably should not try learning new tricks - I'll carry on with Bsp. 
Glassman 
Here is a visually interesting article on normal map application I just came across in my reading.

http://members.shaw.ca/jimht03/normal.html 
Also 
The techniques described in the article can be used in Blender which is free-ware. 
But Then Again ... 
A quick straw pole: what editors are in regular use for Quake1SP? 
Thx HeadThump 
 
Nearly There (If Anyone Is Interested) 
Got BspBuild sorted out: all of its' settings are in the registry, so just had to find them and hey presto!

So, where do I find all of the old half finished, half forgotten maps to start FMB15? Perhaps I can even join several in 100 minutes and enter them in the Speed Mapping Paks?

Any offers for my straw pole, 'cause if there are better editors nowadays, I would like to give them a try? 
Editors... 
wc1.6
hammer
gtkradiant

minor ones like
quark
qoole 
Metlslime 
Thanks. 
Necros 
I have had a quick look at the gtkradiant site and saw this message: -

Note: some work is currently being done to release a Quake game editing pack for GtkRadiant.

Does anyone use it for Quake1 at the moment? 
Many Use Gtkrad Or Qer For Quake 
but with utils like mapconv instead of full in editor support. It works fine while waiting for full quake support.

mapconv:

http://rem.fov120.com/rem/projects.projectDetails.action?id=3 
I've Never Mapped For Q1 With Something Other Than GtkRadiant 
 
To Get You Started With It 
i wrote a short little "guide" explaining how to get gtkr working for q1 maps.
http://www.planetquake.com/necros/gtkrq1.html

someone else did another guide which i think explains things a little better than mine, but i don't remember who. 
Tigger-on 
http://industri.sourceforge.net/howto.php

is the one necros is trying to remember, i think. 
Necros 
I've noticed that the navigation at your site doesn't seem to be working correctly. Well, no links to seperate sections appear anymore on the main page. 
Mike 
I use QERadiant and then SleepwalkR's mapconv to convert the .maps to Q1 format, which are then compiled with the normal compile tools. 
Yep, That's The One! :) 
also, HeadThump, what browser are you using? there should be a small nav section in the topright corner. 
Necros 
IE 6.0 
 
I use only Worldcraft for Q1 and GTKRadiant for Q3. So much simpler to not use converters.

I'll use Radiant for everything when it supports Q1 'out of the box'. 
Thanks 
I'll have a go at GTKRadiant today sometime.

It looks complicated .... 
Mike 
actually it's much more effective than WC. just try learning its basics and you'll see the light :)

i cannot map in wc after i switched to radiant.

fyi, i made my first map (kaos) for one week. during that week i learned radiant and made the map. 
Scampie 
The MapConv utility is pretty simple. Just put it in a file along with a dos prompt and your Quake .map file. Type, 'Mapconv -toq1 yourmap.map outputmapname.map' at the prompt and it'll convert the map from Quake 3 and 2 formats to Quake 1, and obviously '-toq2' if you are converting the other way.

That assumes that you have Dos available, of course. 
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