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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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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!!! 
 
QBSP-bjp prints warning messages if any of the bsp limits have been exceeded. 
Read This... 
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. 
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 
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 
 
3.5/ Make sure there are no unwanted fullbright pixels 
Basestarter 
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 
I remapped it, fullvis 37m, and 1 warning.
And most of all, I don't need a large fitbox! 
MadFox 
AAAAAaaaaaaaaahhhhhh... you finally discovered the clean way of mapping ;) 
TexMex 
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 
It can be spedd up using scripts you know...

:P 
MadFox 
Congrats! 
MadFox Congrats! 
glad u took our advices!!!

:)=

is a pain in the ass but it worth it! 
WC3.3 Method Is Very Easy 
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..... 
"Quake tools" = "Quake WADS" 
Both Photoshop And Gimp 
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. 
 
Madfox a map with no leaks runs much faster! :)

no leaks and no warning!!!

http://trinca.quaddicted.com/tchak.jpg 
Yea 
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) 
 
huge map you're exploring. 
 
not as much as warpc but is big yes 
Trigger Enabling 
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 
using newskip.exe 
Trigger Hack 
info_notnull (brush)
use trigger_once
touch SUB_Null
targetname
target

See progs.dat thread. 
Yeah 
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 
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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