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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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Friday After All ... 
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. 
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 
That's weird man.

Where are you saving it to from Wally? 
Drew 
try hammer instead, it's pretty same as wc 
Aguire's Tool's On Os X!? 
Excuse me, I just came in my pants. Hope you can get it working, Willem. 
 
It's my project for the weekend so I'll report back! 
Buttons 
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 
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 
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 
 
wait: -1 
Quick Question ... 
The normal "light" entity is not a static entity ? 
 
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. 
 
Thanks. 
 
Saving the file to c/program files/worldcraft/textures...

Maybe I'll try saving it in the wally folder? 
Hooray For New Tools! 
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... 
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 
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 
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. 
 
OK, I'll have to come up with a set of rules about where it looks for everything then. 
Hmm 
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. 
 
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. 
Hmm 
Shit, forgot about mods (again). But yeh, throwing it the Quake path and mod name should let it find the WADs easily without having to search the entire HDD... 
 
That's my current plan. I'm going to pass it the Quake directory and the current mod name. That will allow it to try looking in the gfx folder in the mod, the gfx folder in id1 and if those fail, use whatever it has as a literal path. That should be enough! 
Hmm 
User defined custom 'uber wad folder' path from settings?

(I'm just making suggestions, all my WADs are in the Q3 map folder with my compile tools/batch files) 
Wait... 
is is all this an attempt to avoid supporting both full and relative paths? 
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