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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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Well... 
I ment proqcc but my hastiness cropped the text.
I used it to decompile the old Wilbur mod in which I succeeded.
Now I have the flamethrower.qc
Then I spend houres to subverse all the binairies in the Malice progs.dat to get the progs.scr which didn't worked. (of course)

Why did they messed up the progs.dat so bad?
I thought the licencewars nowadays were fairly obsolete?

o^o^o 
 
If I recall decompiling progs correctly: Their source code might have been good. But the decompiling cannot restore it in its glory. Thus the results from decompiling are not good.

It's almost like decompiling maps. 
On The Other Hand 
I might be violating a GPL licence. 
 
Normal progs.dat is divided in parts like:
defs.qc blah ai.qc blah world.qc blah etc

Malice progs.dat is divided in parts like:
��&#9788;&#9835;* blah &#9689;��&#9786;&#9787; blah &#9658;&#9835;&#9668;�� blah >��#&< blah etc

so the decompiler immediatly stucks on the
can't decompile ��&#9788;&#9835;* part.

I thought to be clever to change these parts in the same text as in the normal quake progs.dat but this didn't worked (of course). 
Mf 
And Spike's version? Even if there's not an official it's a cert he has one.

We can't compile RQ without fcqcc for the multi-frame and the other stuff. 
Hmm... 
I don't know if FTEQCC can decompile. I do know that stuff compiled with it will usually not be able to be decompiled by other things.

MadFox: Yeah. Someone believed that it would make it impossible to decompile if they used a program to scramble the strings that were the filenames of the QuakeC files used to compile it. If you can hex-edit something meaningful into those parts of the file, then you should be able to do it. 
Digit Block 
I don't know about Spike's version, where can I get it?
Should I check his site or email?

I tried FTEQCC, with no succes. And as I tried to fill in the hexidecimal parts I'm sure they're reiterated in the folowing hexidicimal part. As I'm not convenient with a binaire interpretator it's almost impossible for me. 
Check Site First? 
 
Items Falling Out Of The Map 
Hello again,

When I started my map in Bengt Jardrup's engine some items are not there. They were there in Dark Places. I use Worldcraft 1.6, by the way. I remember reading about this happening sometimes, but all related internet articles seem unfindable now. 
 
You placed them too close to brushes (walls probably). Move them away a few units and it should be fine. 
Err 
Of course walls, you can place stuff on the floor just fine. 
Thanks ! 
It's gonna be a damned puzzle making it alright though. Strange DP's doesn't mind. I had most of the weapons in cases. Oh well, I'll try something else then ... 
Help! No Textures :( 
Hello,

Just cracked open WC3.3 (+QuakeAdapter) to start mapping again. When I compile & run my map, none of the textures appear in-game. Anyone had this before? Anyone got any ideas?

Ta :) 
 
That generally means that QBSP can't find the WAD files during compilation. There should be a message about it in the compiler output. 
Do You See Them In Editor? 
 
 
No good advice, but if they're in editor you should be good. As Willem says check the compile window for errors, and your paths in the editor setup.

And make sure to use AguirRe's tools, although I think Baker packaged them inside the adapter. 
Nt 
Thanks, Willem - that's it: "WARNING: No valid wadfiles in worldmodel" from qbsp.

How can I get qbsp to find the right wads?

(I'm on Vista, which might be part of the problem.) 
#8751 Ijed 
spike's version, right
and where can I find his site? 
Ask Jonas 
I think he's on inside3d but I've never actually talked to him. 
LTH 
Uhm, edit worldspawn in WC or a text editor and add "wad" "..."? 
Negke 
It means that worldspawn will point onto a single wad file... But unfortunately, when you use different textures from different wad files, you will have to concatenate it before it works... hence more work...

Other solutions is to use a proper editor: QuArK owns this very well you know.. I guess it is the same for other editors ;)

So rather than editing the worlspawn, I would suggest to run the compiling processes from the editor itself, that may embed the proper wad generation with the necessary textures... safiest way to go I think ;) 
No. 
Editing the field manually, you can still have it point to multiple wads. And WC was one of the first editors to support this.
I assume the textures show correctly in the editor, so what if it's indeed some Vista issue? Maybe simplifying the paths could help. 
Negke 
Dunno actually, I've never tested such feature, manually at least... I'd rather prefer to stick to something I'm sure it is working ;) 
Heh 
One thing is very bad about Quark's texture handline though. It re-renders all the textures each time you open the texture browser. And it does not let you properly use it during that. This means that you will have to wait several seconds (for bigger wads) until you can select a texture. 
 
Spirit put file links... mine is fast... 
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