 BTW
#757 posted by HeadThump on 2003/12/01 15:38:26
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,
#758 posted by HeadThump on 2003/12/01 15:40:27
GTKRadiant already displays Quake I maps.
#759 posted by Kell on 2003/12/01 15:48:20
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:
#760 posted by - on 2003/12/01 16:57:54
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
#761 posted by PuLSaR on 2003/12/01 17:08:48
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.
#762 posted by Wazat on 2003/12/01 17:30:19
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
#763 posted by Kell on 2003/12/01 18:37:06
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?
#764 posted by DaZ on 2003/12/01 19:27:37
 Scampie
#765 posted by HeadThump on 2003/12/01 20:51:28
Nah, that is not lazy. Alternative methodology.
 Wazat
#766 posted by HeadThump on 2003/12/01 21:01:10
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
#767 posted by Wazat on 2003/12/01 21:17:47
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
#768 posted by HeadThump on 2003/12/01 21:55:35
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
#769 posted by pushplay on 2003/12/02 01:20:02
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
#770 posted by PuLSaR on 2003/12/02 05:52:59
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
#771 posted by Wazat on 2003/12/02 09:52:53
Probably so. I just like having brush groups and such listed just like vector paths and layers in illustraitor/photoshop.
 Mystery Leak
#772 posted by leviathan on 2003/12/02 10:08:02
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
#773 posted by Kell on 2003/12/02 10:29:51
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
#774 posted by aguirRe on 2003/12/02 13:07:42
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
#775 posted by leviathan on 2003/12/02 13:15:03
I found the leak almost immediatly. Thanks Kell
 Aguire
#776 posted by leviathan on 2003/12/02 13:18:27
I'm using light entities to do all my lighting. I have my light entities right up against their brush sources. If i moved them away, would that solve the problem?
 Aguire
#777 posted by leviathan on 2003/12/02 13:22:31
I'm using light entities to do all my lighting. I have my light entities right up against their brush sources. If i moved them away, would that solve the problem?
 Leviathan
#778 posted by Kell on 2003/12/02 13:33:49
if you have light entities close to a brush feature ( e.g. a light fixture ) don't place the entity flush with the surface of the brush; move it away. Distance depends on the effect you want for your lighting, but I'd say 8 uits should do nicely.
Never place a point entity so that its origin point is flush with a brush ( ooh, poetry )
 You'll Need At Least
#779 posted by aguirRe on 2003/12/02 15:00:17
one entity (e.g. the info_player_start) that's clearly separated from the solid architecture, maybe by 32 units (I don't recall the exact value). You'll know you're clear when the warning disappears for all hulls.
Think of hulls 1 and 2 as "pumped up" (expanded) variants of hull 0 (the visible brushwork). Therefore you might need to move the entity yet a little bit even if it's visibly clear off the brushwork.
 Also...
#780 posted by metlslime on 2003/12/02 15:57:52
it would work to add an info_null to your level which is the correct distance away from all brushes, if you don't want to move your real entities around.
 A Question For Speed Map Veterens
#781 posted by HeadThump on 2003/12/02 22:26:20
Many maps generated from the Speedmaps actually have pretty decent play and layouts. At the very least, they tend to be of a better quality than any one would expect given the time limit. What kind of methods do you use to speed up the process, or, how do you organize your productivity differently than when you are mapping without the time restraint?
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