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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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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... 
 
and i always have lots of wads instaled! 
Hmm 
key "wad", value "wad1.wad;wad2.wad" in worldspawn, put all the wad files in the same folder as the .map/compilers. Like negke said, it'll eliminate the possibility of it being misread paths...

(And manually specifying wads is a breeze compared to using an editor that has features you require missing (or has undocumented 'features' you'd rather avoid ;) 
Hmm 
(sigh) 
What is with me and the slow portals all the time... 
 
Thanks for the help. Seems like I can add a "wad" key but the value field isn't long enough to fit the path of more than one wad! Even so, the .map file gets generated with another (presumably worldcraft-generated) wad key, with all of the .hlwads in it, which is clearly wrong.

So how can I get worldcraft to generate the correct .wad names instead of using .hlwad...? anyone? 
WC3.3? 
Text editor then. No idea how to change it permanently. 
LTH 
In WC go to Tools\Options\Textures Tab and add the wad files you need. They will show up in the map files automaticaly. Compile should work without problems. Maybe you have too long paths to the wads also. 
 
This is really dumb - I've had exactly the same setup working perfectly well before.

Ankh - I'm using WC3.3, so I have to specify .hlwad files in it - which are obviously incompatible with Quake. I thought that the quake adapter did some magic so that at compile time it would re-insert the correct wads, but apparently not (or at least, not in my case). 
It Doesn't 
Because it's pretty direct what happens with WC.

But it's fucking irritating when things don't work as they should.

You should have a folder inside WC called textures with all your wads in there. Inside the editor you go to tools/textures and add the wads that are inside that folder manually.

And you're good.

Tech support isn't easy across a forum - but that should set you right.

The adapter does nothing magical, it's just a collection of tools - most of the legwork is still yours, so patience and experimentation is needed. 
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