Still Weird Though
#8615 posted by Ron on 2009/06/12 12:13:28
But the thing I don't understand is that it does work, even in DP if I play it through a mod.
Could there custom progs have something to do with it ? Just guessing here, I don't know much about all this stuff. All I know is that I've got a map that's nearly finished and it's (maybe) good enough to show to the rest of the Quake world.
However, I know that I need to learn a lot more about efficient map making if I ever want to become a really good mapper. But I'm not giving up ! :)
Static Ents Limit Is A Real Pain
#8616 posted by RickyT33 on 2009/06/12 12:42:37
I hit it on my little Coagula map! Its not so bad with base maps, but torches in medevil maps blows it.
I had to remove some torches and add weird lights instead.....
#8617 posted by Ron on 2009/06/12 12:58:06
Maybe I could compensate a little using the +0, +1 trick and then adding normal light functions.
I'll try something ...
#8618 posted by negke on 2009/06/12 13:35:54
You could of course get hacky and turn some of the torches into dynamic entities, but replacing them by texture light sources would probably be best.
Friday After All ...
#8619 posted by Ron on 2009/06/12 16:15:56
Well, I'll leave this for now.
The sun is out and I'm off to the pub.
Have a nice one, thanks for the help !
I Don't Get This At All.
#8620 posted by Drew on 2009/06/12 17:11:32
I can create the half life wad using wally. I can see it in wally (AND TEXMEX!) but it doesnt show up in 'my computer' or in worldcraft, even when I change the file extension to .hlwad. I am not enough of a computer dork to wrap my head around what I should do here. this is killing like, 80% of the enjoyment I used to get from mapping.
Hmmm
#8621 posted by RickyT33 on 2009/06/12 17:29:29
That's weird man.
Where are you saving it to from Wally?
Drew
#8622 posted by spy on 2009/06/12 18:47:04
try hammer instead, it's pretty same as wc
Aguire's Tool's On Os X!?
#8623 posted by grahf on 2009/06/12 21:29:40
Excuse me, I just came in my pants. Hope you can get it working, Willem.
#8624 posted by JneeraZ on 2009/06/12 21:31:39
It's my project for the weekend so I'll report back!
Buttons
#8625 posted by iloveQuake on 2009/06/13 05:56:05
hey i have a quick quesiton. im making a sewage map and i have a slightly discoloured single brick that i want to make shootable(only once) that will open a secret door. could anybody be kind enough to give me a quick little tutorial on that? :P
Ok
#8626 posted by ijed on 2009/06/13 06:19:56
Make the brick a brush, then make it a button entity and give it a health of 1. The player can't pus it, only damage it, at which point it fires its target - the secret door.
Yeah
#8627 posted by iloveQuake on 2009/06/13 07:00:57
yeah but for some reason it pushes back then comes right back out. i want to make it so it stays 'shot' and dosnt elt the player shoot it again. since it opens a secret door. ive made it a func_button but i see no option to make it 'shootable once only' or anything in that regard
#8628 posted by Spirit on 2009/06/13 07:57:19
wait: -1
Quick Question ...
#8629 posted by Ron on 2009/06/13 10:12:01
The normal "light" entity is not a static entity ?
#8630 posted by negke on 2009/06/13 10:58:59
Normal light ents are only used for lightmap creation (by light.exe) but do nothing in-game. They don't take up any entity slot unless they have a switchable or blinking light style.
#8631 posted by Ron on 2009/06/13 11:13:45
Thanks.
#8632 posted by Drew on 2009/06/13 15:17:02
Saving the file to c/program files/worldcraft/textures...
Maybe I'll try saving it in the wally folder?
Hooray For New Tools!
#8633 posted by JneeraZ on 2009/06/13 15:26:43
No, I'm not done yet but I do have TreeQBSP running on OSX and it solved my recent compiling woes. Well, it's hacked together so it works anyway. I need to go back and fix my hacks and smooth out some rough spots before I can call it "done" but at least I can compile my level again.
I'll work on LIGHT and VIS next... Woot!
Out Of Curiosity...
#8634 posted by JneeraZ on 2009/06/13 19:24:03
What is the standard today in terms of WAD specification? I know that multiple WAD support is a must but is it generally assumed that the worldspawn entity has full paths to the WAD files or are relative paths still expected to work (i.e. "gfx/metal.wad")?
I ask because it's getting hairy trying to support both and would be easier if I could just support full paths.
Initial BJP Tools Done
#8635 posted by JneeraZ on 2009/06/13 22:06:37
These aren't perfect and require things like full paths for WAD files to work correctly, but they do work on OSX with multithreading support:
http://wantonhubris.com/BJPToolsOSX/
There are binaries in there as well as source code for those who are so inclined. I'll be massaging these a little as I get a new version of my level editor ready for release (one of these months), but these work!
Willem
#8636 posted by necros on 2009/06/14 00:52:30
relative paths are prefered. there is a maximum limit to the number of characters you can put in a string, so when using multiple wads, if you had to type in the absolute path all the time, you'd quickly use up those chars.
#8637 posted by JneeraZ on 2009/06/14 13:09:49
OK, I'll have to come up with a set of rules about where it looks for everything then.
Hmm
#8638 posted by nonentity on 2009/06/14 16:01:19
Surely just getting it to check the folder the tools are in and <quake root>/gfx should be enough.
That and mebe a default WAD dir settings option added to search locales.
#8639 posted by JneeraZ on 2009/06/14 16:10:20
Well, <quake root> and <quake root/mod>. There's a bunch of permutations. I'll figure something out. I'm probably just going to pass the Quake path and the current mod name to the BSP tool to give it a big hint.
|