#7956 posted by Trinca on 2008/11/12 14:43:35
thks RickyT23 u rock
Secrets and Quads will not be few... and i still have a lot of stuff to had... so it will closer!!!
#7957 posted by negke on 2008/11/12 15:09:08
QBSP-bjp prints warning messages if any of the bsp limits have been exceeded.
Read This...
#7958 posted by JPL on 2008/11/12 15:50:25
http://user.tninet.se/~xir870k/readmegl.txt
Standard limits are listed at the end of this document..
Thanks aguirRe ;)
Qconverge WC 3.3 Texture Issues.
#7959 posted by Drew on 2008/11/12 19:18:07
The Qconverge utility has a couple of limitations. It can't convert WADs with > 1024 textures or textures larger than 512 x 512.
That is a quote.
I am having issues because many of my favourite texture packs ( kingpin, halflife, etc.) are not being converted to .hlwad format.
I'm no good in tex mex, so I don't know how I would go about converting those files using that program (or any other).
What should I do?
Drew
#7960 posted by JPL on 2008/11/12 19:57:15
1/ Export all files as bmp..
2/ Convert all bmp to Quake palette
3/ Ensure bmp file format is 16x16 multiple, and if not: resize
4/ Create a new .wad file
5/ Import all bmp
6/ Save you .wad file
Done :P
#7961 posted by Spirit on 2008/11/12 22:02:32
3.5/ Make sure there are no unwanted fullbright pixels
Basestarter
#7962 posted by madfox on 2008/11/12 22:43:48
me grewly out of crunching the last bites out of my scrutinized wrenched up map made me decide to finally screw it up better by straigthing it out from scratch made me looz the last fiftheen months spilling time that could have been spent much better if I only kept brushes on grid and it had never left me with this totally peace of big heap...
it is not your only worst fear, trinca.
Good
#7963 posted by madfox on 2008/11/13 04:24:57
I remapped it, fullvis 37m, and 1 warning.
And most of all, I don't need a large fitbox!
MadFox
#7964 posted by JPL on 2008/11/13 08:27:33
AAAAAaaaaaaaaahhhhhh... you finally discovered the clean way of mapping ;)
TexMex
#7965 posted by negke on 2008/11/13 08:31:42
can open WAD3 format but only save WAD2.
Besides, lol at telling someone to extract and convert some 3000 textures.
No idea how to get it running with WC33, there should a tool somewhere. In the meantime, maybe just make a smaller selection and convert that (working with so many textures at once is counterproductive anyway).
Negke
#7966 posted by JPL on 2008/11/13 08:50:02
It can be spedd up using scripts you know...
:P
MadFox
#7967 posted by Spirit on 2008/11/13 09:45:46
Congrats!
MadFox Congrats!
#7968 posted by Trinca on 2008/11/13 10:52:11
glad u took our advices!!!
:)=
is a pain in the ass but it worth it!
WC3.3 Method Is Very Easy
#7969 posted by RickyT33 on 2008/11/13 11:00:07
but you have to manually re-size any textures which are too big, or remove them from wad.
1: Install Bakers Quakeadapter.
2: Put your Quake1 WAD files in c:\program files\worldcraft\TEXTURES\
3: Start WC3.3 !
The util will open a win32 log window, saying which textures are too big and need to be re-sized.
The output HLWAD is left in the same directiry as your Quake tools, and has the same filename, just with the HLWAD extension!
I have had to do this quite a lot!
Good luck...
Grrrr.....
#7970 posted by RickyT33 on 2008/11/13 11:01:04
"Quake tools" = "Quake WADS"
Both Photoshop And Gimp
#7971 posted by HeadThump on 2008/11/13 18:46:45
can open WAD3 format but only save WAD2.
Besides, lol at telling someone to extract and convert some 3000 textures.
have auto execution tools, so it is not really a big deal to do that before you stick them all back into a WAD.
#7972 posted by Trinca on 2008/11/14 00:40:21
Madfox a map with no leaks runs much faster! :)
no leaks and no warning!!!
http://trinca.quaddicted.com/tchak.jpg
Yea
#7973 posted by madfox on 2008/11/14 08:32:08
A leak disorders and quits the compiler,
so whatever it was, it was crap.
Warnings are more violent on the background,
and can cheat much harder in the end.
(like well compiling and for ever vising)
#7974 posted by madfox on 2008/11/15 21:40:17
huge map you're exploring.
#7975 posted by Trinca on 2008/11/15 22:15:44
not as much as warpc but is big yes
Trigger Enabling
#7976 posted by JPL on 2008/11/16 18:58:12
I have a small problem: I'm mapping for Quoth2, and I would like to know if it is possible to activate a trigger_once using another trigger/button/whatever event...
I would like to make the triggers reacting to player only after a certain event. So is it possible to enable a trigger_once using its target field as example ?
I Used Invisible Buttons
#7977 posted by RickyT33 on 2008/11/16 19:50:50
using newskip.exe
Trigger Hack
#7978 posted by negke on 2008/11/16 20:18:53
info_notnull (brush)
use trigger_once
touch SUB_Null
targetname
target
See progs.dat thread.
Yeah
#7979 posted by Preach on 2008/11/16 21:04:21
Negke describes the only way to do it in the current version. It's not actually a bad way of doing it, the only thing that I feel is slightly dodgy about it is that the entity never ends up with the correct classname, but it's unavoidable. A more sophisticated method of doing this kind of thing(activating triggers /entities when other events fire) will be in the next version of Quoth, but that's a long way off.
I was hoping to be able to finish this with a short snippet of code to add to a clear quake source, which would make the "simplest way" work with all triggers. Sadly this isn't really possible, the only function which is called on all triggers is InitTrigger, but you can't do enough with it. It doesn't know what function calls it, so you'd need to hide all the possibly relevant fields like touch/use/health/etc, and create a use function
which restores all of these values. But even then you get ruined by trigger_teleport, which overwrites the "use" field after the call to InitTrigger. Bah!
RickyT23 / Negke / Preach
#7980 posted by JPL on 2008/11/16 21:49:09
RickyT23: I'm using metlslime skip for glasses, and I'm not sure it will help me with my issue :P
OKnegke: I'm not sure to clearly understand, well, I'll give it a try, and I will have a look in te progs.dat thread in anyway..
Preach: Thanks for the infos... ;)
So globally except the method negke described, there's no other way to do what I would like... or I will have to wait for Quoth3 :P
Anyway, thanks alot for the help: you rock !
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