News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
Hmm 
I apparently have difficulty with the possessive singular 
Well 
You are a lacey bitch.

Good way of putting it with home taping paralell. 
Dont Give Those Bastards 
too much credit. They fought the proliferation of
audio digital technology tooth and nail.

http://en.wikipedia.org/wiki/Digital_Audio_Tape 
Grindtity: 
While it is technically illegal so is taping a song off the radio, you don't see the RIAA going after home taping.

It doesn't really work to start with the claim that all infringement is equal, and then use the fact that the RIAA only goes after some infringement and not others as support for your claim.

Regarding the actual point, some infringement is worse than others, and I think that the volume of sampled content is a major factor. In that vein, taking one or two textures from a game is less infringing than a wholesale rip of all textures.

Hell, there are even different degrees of murder, and some are worse than others, why wouldn't there be a spectrum of copyright infringement too? 
Is 
There a way to have monsters see through from an ordinarily blocked leaf into another?

So a fish or scrag can see the player through trnsparent water brushes, for example. 
I Am 
Using a func_water entity, but don't want to break the edict limit if I can help it.

Wondering if anyone has a more efficient solution. 
Wait 
I want to check that I understand the problem correctly. I think what you would like to have is a regular water leaf in your map, and for monsters to be able to trace line of sight through the water leaf and one or more open leaves about it. To achieve this, you need to modify the function visible() in ai.qc. The lines

if(trace_inwater && trace_inopen)
return FALSE;

tell the code to deny line of sight to traces which go through both. Commenting out this code will make all water boundaries visible. If you want some more complicated rules for who can see through what, it might be worth creating seperate visibility functions for different rules. 
That's It 
Thanks Preach.

I was thinking to have this dependant on the water alpha somehow, or on distance, but that seems like overcomplication, when the map should be designed with this in mind. 
Haha I'm A Noob :P 
how do i compile with qbsp and tell it to load multiple wad files?

i have:
"wad" "wad1.wad; wad2.wad; wad3.wad"

but all it does it use the first wad. commas (,) don't load any wads at all, so what am i missing? 
Doh Lol 
i found out it needs to be:
"wad1.wad;wad2.wad;wad3.wad;"
no spaces and a closing ; :P 
Water Transparency 
so making a water brush into a func_illusionary looses the transparency...

is there any way to trick the engine into making a water brush non-solid but still have transparency? :P 
Putting 
.alpha in the progs for illusionaries is the only thing that occurs, but then you'd still lose the 'animation' of the water texture and it would only work in engines supporting .alpha. 
FitzQuake Gives Me The Error 
too many efrags

WTF?!?!
Is it because I have too many func_illusionarys? 
OK - Quoted From AguirRe's Tooltips: 
"Too many efrags!"
This console warning is normally caused by having entities (typically torches) too close to or
even partly inside solid walls. Another possibility is too many (or too far apart) brushes that
are included in one brush entity. EFrags means Entity Fragments. Enhanced Win/GLQuake has higher
limits.

So there I have it! My func_illusionary is made up of too many parts which are too spread out.... 
Help Me With Bsp 
Alright, first of all , hi ppl.

now onto my problem, I downloaded and installed bsp so I can make quake maps. but after doing the tutorial (in fact any tutorial), they all tell me to go export then click on Qbsp.bat.

Now the problem is, I don't have a Qbsp.bat, When I found it in bats folder, there was a thing that said Qbsp, but it was an application and not a bat.

How can I use this if its not a batch file?

My details are:

OS: Windows xp home (sp3)
bsp dir: C;-> bsp
quake dir: C;-> quake

theyre all in their default locations, but I can't see how to test my maps if I cant compile. 
Newbie... 
You need compile tool I guess.

Check there for TxQBSP, VIS, and LIGHT tools: http://user.tninet.se/~xir870k/ 
Newbie... 
- are you using the latest version 0.96d ?

- under 'export' there should be several options:
fast.bat
full.bat
leaktest.bat and so on.

Just use full.bat to compile your map and you should be ok. (a bat file is just a txt file with commands in it, you can edit it with notepad, rightclick on it to see what I mean)

- the tools JPL linked above are great, but not necessary at first, BSP comes with everything needed to make a map. But you should check them out once you've gained more experience 
Yer 
I tried the other bats, but how do I test my map? I tried launching quake and typing +map tutorial map (also tried tutorial_map).

It's still weird though how it wasn't a bat when I installed it. 
Newbie2356 
Once you have compiled the map, there should be a bsp file along with the map file in bsp\Quake\Maps.
Copy the bsp file and put it in Quake\ID1\maps, start the game and type: map tutorial

(without a + or underscore _ ) 
Also 
note that there are two meanings of the word "map":

- the .map file used to compile a .bsp file (tutorial.map is just a text file, open it with notepad)

- the actual compiled .bsp (tutorial.bsp) is also called a map or level.

Hope that makes it clear enough. 
Tried, But I've Got Pak Files 
I tried to copy the map into the maps folder, but it wasn't there, partly becasue i have pak files instead of a map folder (i know whats in them by the way), what do I do now?

I also read the fast.bat, and it tld me that it couldnt copy the file into the directore, im gonna try and modify some configs.

any more help is much appreciated. 
 
I tried to copy the map into the maps folder, but it wasn't there

just create a new folder called maps in ID1, and put your tutorial.bsp into it, run the game and type: map tutorial

Btw does the compiling work for you/do you end up with a .bsp file after exporting ?

I also read the fast.bat, and it tld me that it couldnt copy the file into the directore

I would say it's better to get a basic understanding about the whole process of compiling and how to run maps, before changing anything in the bat files (or atleast backup them first, or you'll have to reinstall the editor if something goes wrong).

(yes it's possible to modify the paths in the bat files so when you compile, it copies the bsp into ID1\maps and lets Quake launch it, but see above) 
Compiling Question 
let's assume i have a bsp that's been vised.
let's assume i go and change the .map file and change the texture on one face (but don't modify any brushwork).

is it possible to take the updated texture data and put it into the old .bsp file without ruining vis data?

let's assume i finished vising a map that took a week and a half and found an unbelievably stupid texturing error and want to shoot myself. 
Necros: 
I don't think qbsp can just swap out the texture... but theoretically, some tool could be created that did it.

I know quark can open and edit bsp files, don't know if it can edit a texture on a specific face, though. 
Metlslime / Necros 
It is possible to export textures from a bsp with QuArK: I did it for Babel some years ago.
I alos tested to modify texture in a bsp, then save it, but it does not work..
AFAIK, aguirRe made some texture alignement correction in bsp for Travail mission pack, maybe it would be a good idea to ask him how he performed that, and also if it is possible using the same stuff to replace texture by another one ;) 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.