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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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Lit Files 
I want to take my old maps and use quark to add colored lighting as exported lit files. I don't think qip engine supports bsp 30. I have tyrlight to export the lit files. Any more info needed?

as 
Scragbait 
Do you still have trouble sending me email or are you just too busy? 
Shadowalker 
Re: #854, #861

What errors are you getting from TyrLite? 
Aguire 
Re: #858

Triangular is definately better.
Trust me, I know ;-) 
(off-topic) 
people are popping out of the woodwork last few days here... Fribbles posts, then Peej, and now Tyrann! I expect to see ZTN, Headshot, Retinal, Escher and all that old school crew next... 
Tyrann 
are you sure? I noticed in Scragbait's map that he'd used triangular shapes in some rock formations and the way they met in very thin and pointy brush corners made me think that qbsp might not like that.

Also, more brushes means more faces to have possible alignment errors in. My spontaneous recommendation would be less brushes are less problems, at least if everything's kept on-grid.

The only obvious risk is that you hit the face limit on the brushes (especially in hulls 1/2), but with modern compilers that shouldn't really be a problem.

Well, you're the more experienced mapper, so I'll take your word for it.

Scragbait: does this answer your question? 
As The Corps... 
What would be the easy-ist way, to change the
sequence tex between the four episodes.
I tried several times in client.qc but this does not seem to work.
Sometimes there is only {WrtiteScript MSG}
Sometimes there is WriteString (MSG_ALL, "As the corpse of the monstrous entity\nChthon

Although I changeds all the letters in the same account, it won't give a ridge.

Or should I make a Quark.qme script? 
Erm 
did you compile it? 
Map Not Compiled Yet 
I'm away from my main box. I'm still cleaning up my map file there. I'll continue in the new year. aguiRe's and Tyrann's answers contradict. I'll choose in a discetionary manor between the two options. I know that distorted (pointy, thin, etc.) triangles are undesirable for Finite Element Analysis (stress, thermal, fluid flow analysis) but I'm not sure if it matters for rendering or compiling. I think it could go either way. 
Scragbait 
Would you be interested to know that my poor P4 has been churning on your e2m1a map for 147 hours (that's six days) straight now and has only reached 82.5%?

To make me happy, RVis merrily suggests that it'll be just another 185 hours before it's done ...

When you have a spiffy new map version, please let me know.

Also, follow Tyrann's advice regarding the brush shapes. I recall him having some problems with his large [yet] unreleased idbase map some time ago. I'll bet he tried a few things to make qbsp feel better then ... 
Madfox 
Editing the end-of-episode text in CLIENT.QC, then compiling into a PROGS.DAT, is the only way to change that text (which should be in a line like WriteString (MSG_ALL, "End of episode text\ngoes here");

However, (at least in the QC editor I use) the text must be on one line. Line breaks in the text string itself are represented by \n - maybe that's your problem. It may be that your text is on multiple lines, and that's breaking your compiler. 
Nailgun Ogre...? 
anyone have nailgun ogre QC that I can borrow for a Q1SP ?
I tried the TUT on inside3d but the ogre would
only fire one nail at a time, and When I tried to make him fire more, he just shot them all at once :(
Basically, I didn't want to go and outright steal someone's code, I wanted to ask first, and or code It myself, but I kinda ran into a wall on this.

Also, are the Zerstorer ppl. still around?
would they mind If I borrowed their chainsaw code/mdl? Full credits would be in the Text of course, how would I contact them? Or does anyone know of a chainsaw TUT somewhere? I think "Street Rage Quake" had a chainsaw but hmmm...

Jimbo 
FC, 
the game will only break when a line is too long and takes more than a screen to write.
but line breaks should cause any trouble... i've written a few end game texts and i've never had much problem with them. 
As The Editorwriter's Corps... 
I changed the text in exact the same count on letters and slashes.
Don't know what it is, had a hard time inding the right *.qc because some only mention
WRITE_STRING {MSG_ALL}

But when I did, I got a SIGSEV failure.

And Jimbo, look at gamers.org
http://www.gamers.org/pub/idgames2/quakec/monsters/qt-ogre.txt
There is a convertion for the nail org, although you have to councel out. 
Mac VIS/Light/BSP? 
Is there by chance any of these tools for Mac? Preferably OS X, but if OS 9... I searched, can't find anything, but perhaps there is something lurking about. My Powerbook (867) would compile faster than my PC (150) so... 
Jimbo 
You can find most of the golden oldie QC files at http://www.gamers.org/pub/idgames2. I don't know if nail gun ogre is there, but most modifications that you would care to make can be done with a simple adjustment of some pre-existing design. For instance, my 'crotch sniffing' patch (the Ogres seem to like that one) is derived from the 'crouch' patch source.

As for Zer, I don't know; there is a bit of paranoia it seems in their copyright protection statement(so long as you are just suing my ass, and not the rest of me, I don't care). I have seen the chaingun in several mods though. For some qc patch work that would make for the basis of a complete episode, try Custent, I believe you can find it linked on Fat Controller's sight, and Nehahra has good source code, written in an interesting Pascal hybrid. Source of Evil sounded interesting in regards to its qc, but the download links from Tronyn's site do not function. 
Lit Files And Tyrlight 
I just had the files in the wrong directory, quark you have to your files in tmpquark. Quark won't compile it without a permission error. So, I use a batch file and still didn't work. I just had to change a bunch of lights at once. Finally worked, now the tough task of creatively lightning this older level. More questions...

Can the q3a tool bspc decompile quake1 maps? Because bsp2map, won't decompile scorn and other levels because of errors. Is mike reed still around? I'd love to give "crawling chaos" and scorn a modern look as an experience in mapping.

Also, I have new texture that comes off the wallpaper I made, if anyone's interested. I have the original PCD file, so I can remove the text.

Finally looking for mappers for ultimate deathmatch mod for quake. Mapping functions will be developed more, if someone is willing to map for it. I'll work with a mapper to develop it's mapping standards. If you can just convert a map DM or spq format, that's good. For now, just looking for interest.

as http://www.planetquake.com/ud/ 
 
decompilation of maps won't give you much to work with or learn from. you'll just have a really messy .map file. 
However... 
Yes, bspc does work, to an extent. You can't exactly recompile from it without errors though (unless the original is really simple). Normally only useful for figuring out entity setups.. or finding secrets n stuff.

About "Crawling Chaos"... it's author is now the admin of this site, so you might want to consider asking him about it. 
However... 
Yes, bspc does work, to an extent. You can't exactly recompile from it without errors though (unless the original is really simple). Normally only useful for figuring out entity setups.. or finding secrets n stuff.

About "Crawling Chaos"... it's author is now the admin of this site, so you might want to consider asking him about it. 
Random 
I clicked once & didn't refresh or anything... hm. 
QBSP Error! CutNodePortals_r:new Portal Was Clipped Away 
Ok, this is an Quake BSP error message people have been getting since time began, but I've never heard a helpful explanation of it.

Basically what happens is that I build something nice, my brushwork seems tidy, it's all on the grid and all convex. All good. Then I compile and I get that bastard message.

I haven't noticed any major problems with the resulting bsps but sometimes it seems to fuck up brushes ever so slightly and causes very troublesome leaks as a result.

Can any of you compiler guys explain this error and/or know a solution to the problem?

I have been using Worldcraft exporting to map then wqbsp 1.65 by Ken Alverston 
Sigh 
I found a chainsaw weapon in the gamers archive,
but it does wierd stuff, specifically, the .mdl
is screwed up in normal glquake and some ports,
It works fine in Telejano but fitzquake makes it appear odd, like some of the vertexes were not where they should be,
any suggestions? 
Than 
May I suggest that you take a look at the tools found at http://user.tninet.se/~xir870k ?

There are enhancements, too numerous to mention, to the qbsp/vis/light tools.

As for the CutNodePortals_r warning, AFAIK you can safely ignore it. I've never seen it having any relationship with any real problem. 
Maybe Thanbsp Is In Order 
which removes error messages, so as far as I know, everything is hunky dory :)

I'll check out your tools. I had actually seen them before and was planning to try them out but hadn't gotten around to it. Does you bsp support worldcraft exported maps? I think WC does something funny with normals and some textures can end up the wrong way around (particularly on 45 degree slanted stuff.) 
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