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Drew
#8569 posted by spy on 2009/06/09 16:47:11
just load the wad file with texmex, then go to file ->save copy -> save to wad3
this should do the trick, as i'm usually do it
http://www.imagebam.com/image/8d9f3b38459316
I'll Try It!
#8570 posted by Drew on 2009/06/09 17:04:07
thank spy!
...nah
#8571 posted by Drew on 2009/06/09 17:45:08
doesn't work.
I need to convert them to hlwad files, not wad3!
Im Surprised You Cant Get The Worldcraft Quakeadapter Tool
#8572 posted by RickyT33 on 2009/06/09 17:51:15
to work! I never had any problems with it, except if the wad contains over 1000 textures it will fail, or if one of the textures is too big (like >256x256 or something) then it wont work either.
The .wad files must be placed in worldcraft\textures\ then it just works automatically!
Im using XP32 BTW, havent tried other OS's. If you would like me to convert a wad for you and email it to you I would be happy to, just give me a URLs for the wads you want converted!
Hmm.
#8573 posted by spy on 2009/06/09 19:37:35
with a hammer3.4 it works fine, maybe wc3.3 a bit differs
Hey
#8574 posted by hey on 2009/06/10 02:36:35
I'm using Worldcraft 3.3 and trying to make my first Quake map. Quality wise its pretty visually appealing but I suck whenever it comes to traps and shit(I have the ideas but I cant technically implement them). So I have a question. How do I make a monster teleport in. The only teleport entity I have is info_teleport_destination and that just lets me give a name, not a target... PLEASE help. i have a lot of good maps iw ant to make but this really puts a hault to that.
Hey You
#8575 posted by generic on 2009/06/10 02:43:56
I included the MAP (source) file for my last speedmap, here:
http://www.celephais.net/board/view_thread.php?id=60343
It has several monster teleporters in it.
To Teleport A Monster
#8576 posted by RickyT33 on 2009/06/10 02:49:25
under standard Quake progs, first you have to make a small box-room away from the main map, put your monster in there. Then make a brush which covers the monster.
Next select the brush and click the "to entity" button (or right click the highlighted brush and select "tie to entity" or whatever it is from there.
Make the brush into a "trigger_teleport", set teleporters target to the name of your teleport_destination, and also give the teleporter a unique "targetname" (the name of the teleporter).
Then make another brush which will be the trigger for the monster teleporting in, so make sure it is in a place where the player will walk into it, and cant walk around it. Highlight this new brush and click on "to entity". Make this one a "trigger_once". Set the target of the trigger_once to be the same as the targetname of the teleporter you have already made.
These "brush entities" you have made will not appear in-game, so it doesnt matter what texture you give them. Most wads contain a texture called "trigger" which has "trigger" written all over it, but this is not necessary, any texture will work. I use the "trigger" texture as a marker so I can see which brushes are entities in my editor.
You can set "keys" of the trigger entitys to do things such as alter the amount of time it takes for the trigger to fire, for example, after the player has touched it, messages you want to appear in the middle of the screen and what sound is to be played (if any) when the trigger is fired.
Teleporting Monsters Tutorial?
#8577 posted by iloveQuake on 2009/06/10 03:03:52
I really have all these great ideas for maps and traps, and some of them involve teleporting monsters. I am using Worldcraft 3.3 and the only entity I see for telpeporting is info_teleport_destination... is there any help you guys can offer? Basically I want the player to step in a specific area and have an orgre teleported to a certain spot. What do I have to do to get this to happen. I can't seem to get it to work... and I all these great ideas. I would REALLY appreciate it if someone could help :) thanks in advance :D
Sorry I Lagged Out
#8578 posted by iloveQuake on 2009/06/10 03:06:05
thanks for the teleport help guys, ill try it out. sorry for the lag outs. wernt sure if my messages got through so i posted twice for save keeping. ima go try out these suggetions :D thanks alot
Ricky
#8579 posted by Drew on 2009/06/10 06:07:12
I'd love the kingpin set and maybe the ikblue... I'd love tons of them to be honest, but those two sound pretty inspiring right now. Thanks, dude!
OK, Gimme A Little While.......
#8580 posted by RickyT33 on 2009/06/10 10:14:17
(at work)
OK Success!!!
#8581 posted by RickyT33 on 2009/06/10 11:57:45
That was very hacky!
Yeah - for some strange reason IKBlue wouldnt convert because of two or one weird files within the wad. I had to remove a rather cool door texture (like 8 triangular wedges with symboly on it) and the pallette file to get it to convert.
As for the kingpin textures - well that wouldnt convert and it wouldnt say why! So what I did was open Wally (good old buggy Wally) and make a new package, a half life package (to which it attributes the file extension ".wad" rather than ".hlwad"), than I opened the kingpin .wad in wally, manually select all of the textures (using the left hand index column of Wally), copy them. Then go back into the new package, paste all of the files in. Then I saved this new package.
When I went to the directory through windows to view my new wad, it appeared as a 0Kb file, but when I copied it into another folder it came up as being 23Mb. Then all I did was rename the file from "kpin.wad" to "kpin.hlwad" using windows rename function (right click on file, click rename). Then I tried to load it into Worldcraft and it worked!! Job done!
Weird and annoying NOTE:
First I tried to do this on Windows Vista. Putting the original ikblue and kingpin wads in my worldcraft\textures\ DIR then loading WC brings up the all_wads_to_hlwad tool on startup. In Vista it calls an error for each wad, but wont show any details of either errors. In Windows XP it calls out the error for texuture No. 51, which atleast helped me identify which texture it was causing the problem. I used Wally to remove the bad texture and pallette file and it worked as normal.
But even under XP there was no detailed error report for the kingpin texture.
So in conclusion Drew I would recommend the following method in future:
1 - find your wads of choice
2 - open a copy of Wally: http://www.quaddicted.com/tools/wally_155b.exe
3 - open your first wad to convert
4 - click on "file-> new-> Half Life Package (wad3) (wad)"
7 - when the new empty wad file is opened, go back to the quake wad you are converting, select all of the files using the left hand index column, then drag and drop them into the new package.
8 - save your new package as normal, wherever you want.
9 - close Wally, and navigate to the folder with the new wad inside. Rename the new wad to "title.hlwad"
10 - Go and make a cup of tea! :P
PS - I will email you my results shortly! :)
Another Question
#8582 posted by iloveQuake on 2009/06/10 22:45:29
ever since i started compling maps ive noticed I cant even see my hud in the quake(I use the ezquake client). did it fuck up my resolution somehow? i mean my resolution is 800 x 600 like its alwayus been. but now part of the console drifts away and flickering where my hud should be. that happens on all hud types, 'classic' 'new' 'combined' and so on. PLEASE can someone help?
Well
#8583 posted by ijed on 2009/06/10 22:47:37
+ and - make the HUD bigger or smaller, but I doubt that's the problem.
What engine are you using?
#8584 posted by Spirit on 2009/06/10 22:53:33
ezquake is for Quakeworld. Use Fitzquake for singleplayer: http://www.celephais.net/fitzquake/
Well
#8585 posted by iloveQuake on 2009/06/10 23:02:24
the thing is ive always used ezquake for singleplayer before and it only JUST started happening when i began compiling maps. idk what could have gone wrong. its hard to describe. i cant see my HUD, usually whatever i was previously looking at(such as console) fills that in... if you know what i mean, how if you ever float outside a map that kinda thing happens. its relaly really annoying and its completely fucked up my HUD. no idea how to fix it. but yeah ive ALWAYS used Ezquake for everything and its been just fine up until now
Great
#8586 posted by Drew on 2009/06/10 23:23:32
thanks!
Ilovequake:
#8587 posted by metlslime on 2009/06/10 23:53:38
maybe try gl_clear 0?
Hmmmmmm
#8588 posted by iloveQuake on 2009/06/10 23:58:59
that makes it a black box with only the numbers shwoing up and other small things where my hud should be ... very very strange................
Tools
#8589 posted by JneeraZ on 2009/06/11 13:25:28
My current map is breaking my compile tools in bad ways so I was thinking of upgrading to some better ones. Are these the best available?
http://user.tninet.se/~xir870k/
And, if so, am I looking for Tx/TreeQBSP or "Enhanced versions of RVis, Light & BspInfo"? Which tools are guys using for large maps currently?
Both
#8590 posted by negke on 2009/06/11 13:27:04
And use Tx instead of Tree.
#8591 posted by JneeraZ on 2009/06/11 13:28:36
Are you sure? The TX has an older release date than Tree. What's the difference/problem with Tree?
#8592 posted by negke on 2009/06/11 13:30:28
Afaik, aguirRe once mentioned that Tx is the preferable one because of the tjunc calculation (which Tree apparently lacks).
Yeah
#8593 posted by RickyT33 on 2009/06/11 13:32:03
Your looking in the right place! TxQBSP is proabably considered to be the best (fastest, most stable, extended limits, enhanced bug and error reporting etc, etc, etc). Infact AguirRes light and vis tools are also awesome - the light tool has some fantastic features, and it can even emulate other modified light tools, as well as giving the most hi-res lightmaps for Quake that I think are currently possible!
All Hail AguirRe!! (Mr Yardrup for those who dont know him as AguirRe)
Only problem for you will be running them on OSX, Mac thingeymajig... I think they're all Win32 applications, designed for use with Windows XP.
Seriously though, the TxQBSP is a godsend - used it to compile horrible maps like Sickbase, which were full of errors.
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