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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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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. 
BTW 
You don't have to use the Converter to get the Quake I .map to display in GTKRadiant so you would not need the mapconv tool for that purpose. 
I Mean, 
GTKRadiant already displays Quake I maps. 
 
fyi, i made my first map (kaos) for one week. during that week i learned radiant and made the map.


yes, but what you're forgetting Vondur is, YOU R4WK!!11!!




fucker 
Headthump: 
It's not that it's hard to do that stops me, it's just that fact that I'd rather not have to do anything special to get it to all work. Call me lazy, but I'd rather just work in multiple editors for now. 
Rocks And Skyboxes 
Can anyone help me: I'm finishing Q1SP map where I use sock_eg wad and need some rock textures and skybox to fit the theme (egypt). I have some custom textures of rocks but they don't fit the map good IMHO so I used ID original rock textures temporary and now it's time change them 
I Use Quark As An Editor. 
http://www.planetquake.com/quark/

It's easy, simple, and has a very nice entity/brush list that I can't survive without. One of the major reasons I've never converted to another editor is, the ones people keep suggesting have no entity/brush list. I depend on that do find my brushes at least half the time. I do not enjoy playing the "let's find the obscure brush lost in the jungle that I was just working with not 2 seconds ago" every time I want to edit a brush that's not immediately accessible in my current view or zoom.

And I'm not heavy enough into mapping to go learning everything all over again. :) 
PuLSaR 
I already have 2 skyboxes in a desert theme and I can also make one specifically for you. Could probably do a rock texture too.
Lemme check Sock's egyptian textures, possibly show me a screenie or whatever, and we'll talk. 
Faaaark Someone Uses Quaaaaaark? 
 
Scampie 
Nah, that is not lazy. Alternative methodology. 
Wazat 
Does Quark have a spawnflag explanation/selection in its entity list? I encountered an odd one for the Hellknight that I had never seen before, and it did not seem to be listed in the .qc source either. How it actually functioned (it has to be there somewhere!) has baffled me. 
Yes 
It usually explains the spawnflags pretty well. If you hover the mouse over (or click) the ? button above the entity list, that should help.

What's the spawnflag that's giving you trouble? I might be able to explain it. 
Thanks Wazat 
I decided it was worth downloading (the 4. x) version, and figured out what happened on the source map (one of the 100 Brush contest maps); it was a miscalculation - perhaps from calculating in Death Match, I suspect. 
Wazat 
Between using the 3d view window and a number of commands that let you select the depth of the brush you're selecting I find grabbing brushes to be a snap in radiant. I don't know how brushes are IDed in a brush list but I'd hate to have to remember numbers corresponding to brushes. 
Kell 
My map isn't lit yet. But that's ok I may e-mail you a screenshot.
But I use completely sock_eg wad (without any other textures) 
Pushplay 
Probably so. I just like having brush groups and such listed just like vector paths and layers in illustraitor/photoshop. 
Mystery Leak 
Whenever i compile the map i'm working on, it says there is a leak at a light. The map compiled fine until i added in the most recent 6 light entities. I thought that maybe if i deleted those light entities the map would compile fine. However, when i compiled after deleting the new light entities, the leak was pinpointed at lights that had been working perfectly fine before. Anyone have any idea what's going on here?

C:\Program Files\worldcraft\Q1Tools>qbsp qtooe2m4
TreeQBSP v1.90 -- Modified by Bengt Jardrup

Input file: qtooe2m4.map
Output file: qtooe2m4.bsp
---- LoadMapFile ----
*** WARNING 06: No info_player_deathmatch entities in level
----+----+
2954 faces
519 brushes
41 entities
22 unique texnames
516 texinfo

Building hulls sequentially...
Processing hull 0...
---- Brush_LoadEntity ----
----+----+
514 brushes
---- CSGFaces ----
----+----+
2916 brushfaces
1733 csgfaces
1670 mergedfaces
---- SolidBSP ----
1712 split nodes
812 solid leafs
838 empty leafs
63 water leafs
3029 leaffaces
2806 nodefaces
---- FillOutside ----
*** WARNING 10: Reached occupant at (224 -1088 144), light
Simplifying ... Leak file written to qtooe2m4.pts
---- MakeFaceEdges ----
----+----+
---- GrowRegions ----
Processing hull 1...
----+----+
----+----+
Processing hull 2...
----+----+
----+----+
*** WARNING 19: No entities in empty space -- no filling performed
---- WriteBSPFile ----
697 planes 13940
3034 vertexes 36408
1750 nodes 42000
516 texinfo 20640
2844 faces 56880
1664 clipnodes 13312
940 leafs 26320
3067 marksurfaces 6134
11219 surfedges 44876
6993 edges 27972
22 textures 194772
lightdata 0
visdata 0
entdata 3222

3 warnings

Elapsed time : 0:02

Peak memory used : 2.1 MB

C:\Program Files\worldcraft\Q1Tools>tyrlite -extra qtooe2m4
----- TyrLite v0.94 -----
extra sampling enabled
BSP is version 29
using minlight value 20 from worldspawn.
41 entities read, 19 are lights.
Lighting face 2844 of 2844
Lighting Completed.

lightdatasize: 44429
0 switchable light styles
Writing BSP version 29
2.0 seconds elapsed

C:\Program Files\worldcraft\Q1Tools>vis -level 4 qtooe2m4
---- vis ----
testlevel = 4
LoadPortals: couldn't read qtooe2m4.prt
No vising performed. 
Leviathan 
load up the pointfile in game and find that leak
check the light entity at (224 -1088 144) in editor to see where the path will start 
What Kell Said And 
to get rid of the "No entities in empty space ..." warning in hull 2, you must make sure that at least one entity is moved further away of nearby walls/floors etc. I don't remember the exact distance required (it varies with hull).

If you can't sort it out, send me the zipped map+wad and I'll take a look at it. 
Worked Quite Well 
I found the leak almost immediatly. Thanks Kell 
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