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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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ch_saw.zip was the one that I tried,
Mainly because it had source included,
I didn't want to try and decompile something. 
Begining Mapping 
#880 posted by xen [82.32.34.150] on 2003/12/24 21:10:47
>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.

Nope, I decompiled scorn with no trouble. Next, I recompiled with treeqbsp, rvis, and tylite with no problems, worked flawlessly. Just took four hours total with my dino p200.

>About "Crawling Chaos"... it's author is now the admin of this site, so you might want to consider asking him about it.

I sent him an email weeks ago, no responce.

I'm going to add eye candy to scorn and more rooms for the mapping experience... I'm not used to mapping in 3d, so this is a pain. For now, i'm re-lighting elmdm5(elmmagi series dm maps). I keep getting disoriented and changing the wrong lights, using the 3D window and normal xy and xz windows. Any tips?

as 
Chain Sores 
I used the Zerst�rer chainsaw in OUM, mentioned that it came from that mod. That seems to have saved me from being assailed by Psycho Copyright Lawyers From Hell.

There was another chainsaw mod I saw where you could climb walls with it, but I didn't use that since it wasn't as good looking. 'Sides, climbing walls would've scrozzled the levels. 
Correction - To Wazat 
That came out wrong. When you view the 3D window in quark. The light entity shown has no depth perception. They look the same size no matter how far or how close you are to them. I'm having to look at all three window at once to find the right location to the light. I keep missing the target and changing the wrong light. Any tips as to how to nav better?

as 
Shadowwalker: 
I sent him an email weeks ago, no responce.

Uh, I hardly think that December 23rd qualifies as "weeks ago." Anyway, be patient and you'll get a reply. 
 
In the fast paced mapping world, days are weeks and every second counts! 
Eh... 
...nice colour scampie 
Jimbo 
I just got back from me mum's birthday dinner. I'm going to work on it tonight. No biggie. Model making (and correcting) and texturing I consider fun. Animation, however, makes me cry like a wee little girl.

FC, that is a good sign, indeed. Perhaps, the fellows who made Zer~ no longer have a bulldog lawyer on retainer to sniff us rebellious, retrobate modders out for our pernicious tomfoolery. 
Distrans: 
thanks, thought it was time for a change. 
Going Native 
I was rebuilding the model from scratch, rebuilding each frame as a seperate asc just to ensure no incapatabilaties between them (though I have a feeling the problem may be in the qc compatabilaty , I had the same problem with Fitz that you reported). The skin is in a non standard size for plain modelgen, and it would be no problem in QpenQuartz but I no longer maintain Linux or Cygwin on my system and the OpenQuartz utilities need the libpng.2.1.dll to function. Anyone know of an easier solution than extracting the .dll from a Cygwin build? 
Update 
Just to save time I built the mdl file with a nuetral skin and with the original id tools, and the same problems persist.

I checked out the .qc files to see if it was worth recompiling them (the file dates april 97 which makes me assume the progs.dat is out of date) but there are some problems in the naming convention. It is used as a replacement for the axe, and it keeps the IT_Axe naming convention in the player.qc file, but renames the mdl file v_axe, and in the weapons.qc the functionality for it is labeled fire_axe.
Mind, if the original programmer kept this consistent, it is not a problem in and of its self, but I have not spotted the necessary linkage between the model, postional name, and weapon function that would have to be there to make it function normally.

I'm just going to go ahead and recompile it as is and see what happens. 
Sent Many Messages 
#892 posted by metlslime [216.190.2.43] on
"Uh, I hardly think that December 23rd qualifies as "weeks ago." Anyway, be patient and you'll get a reply."

Actually, i'v sent a few over the last few years that I recall, Might have been bad adresses and/or got lost in cyberspace. Too bad you missed my raves about that level.

as 
Okay, This Is What I Can Report 
The source code for that chain saw is good code. All the functionality connects as it should, and the gib spray code the programmer added is pretty sweet. The fact he was doing arm positioning back in early 1997 is impressive.

I recompiled it adding the player.qc file and weapons.qc to a clean version of v106qc, and these are the results using both the mdl that came with it, and my rebuild:

Unmodified (software) Quake -- It works
Telejano -- It works
Dark Places -- It works
Tenebrae -- It works
FitzQuake -- Chokes on it like something obscene
GLQuake -- boinked beyond belief

The only other one I would bother to look into is Tomaz Clean Source; the executables derived from it work so it should as well.
It is just a peculiarity of the way GLQuake reads model files. I believe a solution to this problem was posted over at QuakeC Extreme (http://qcx.telefragged.com) so I'll check into that sometime.

There are two other possibilaties -- include an executable with your project. I would personally ask Tei if its okay, he is pretty flexible, or, use FC's OUM as a source. Abuse his generosity for all it is worth. Take his turrent code while you are at it </;-)

Personally I like that chain saw source code you brought to my attention. The next step I'm going to take with it is to borrow my neighbor's Black'n'Decker and make a high polyversion for my darkplaces mod. 
Broken In Glquake 
One thing you might wanna try if it's looking all messed up in glquake, but working in other engines, is the mesh files(assuming you haven't already).

Glquake builds mesh files of quake models once, and saves them in moddir/glquake(and/or id1/glquake). Most modern engines no longer do this, as it causes problems if you change the model or load a different model with the same name. Instead they build the meshes from scratch each time you run it, as it's fairly fast.

So, I'd recommend deleting your glquake folders in both id1 and the mod directory. It is important to delete the id1 copy, as mods will look for meshes in there, even if the mod changes the model that mesh corresponds to. Don't worry about deleting anything important, all this stuff will be rebuilt automatically. 
Yeah, So 
where do you go for beta testing?
does anyone here still betatest q1sp maps? 
Necros: 
of course people still beta test q1sp maps.

Either ask some of your buddys here, openly ask for people to mail you if their interested, just put the beta up and link it for anyone to grab (screenshot thread, at least back on Qmap, used to double as the beta testing thread too so that'd be the place to do it), or hop on IRC, go to irc.gamesnet.net in #terrafusion and ask some of us to quit being losers and beta test your damn map. Plenty of options.

Also, I'd beta test your map if you want, just shoot me an email or something. 
Hardly Dare To Ask... 
betatesting?
Great, I was bizzy with Starlight21.
He tested my first 5 levels, and did a great job! Sure he did.
I have the levels ending on e1m2.
So ready to send you. If you can have some Old School Q1 ragging? 
Thanks guys,
Deleting the meshes didn't work for Fitzquake, it still died, normal glquake worked though.

I may use this version of the saw anyway,
looks like it is easier to integrate into
my current codebase than the Zer/OUM saw.
If I rename the .mdl (in code and file) it shouldn't conflict with the axe mdl meshes. 
Hey Guys... 
If you have a repeatable bug (crash or otherwise) in fitzquake, i'd love to hear about it. Send me an email if you can. 
What Is It With 
sections of a brush being transparent for apparently no reason at all?

my fix is to put a same sized, same textures brush as func_illusionary but it's just a hack, really... 
Metlslime 
Certainly. I haven't had a chance to test things since Friday, but I would suspect the source of the error is that FitzQuake is not allowing an override for the chainsaw uses the same .mdl name as the axe.

I apologize that I am not as familiar with your code base as I should be given the many bug fixes you have implemented for the Quake Source.

If I get some free time later in the week, I'll test this out further and e-mail what I find and any fixes that I may come up with. 
Metlslime 
I still have problems with FQ 0.75 aborting with "Bad surface extents" although the readme says that it's fixed. Also, I've also had rare aborts with something lika "Texture is not 16 aligned". 
Necros - I Test SPQ1 
I've got lots of experience. I'm available for testing in early January. 
AguiRe 
Cleaner map will come in January. I feel sorry for your P4 chewing the gristle that is my map. What I've done so far is neater and internal voids are being filled in.

Distrans - Good to see you posting. Know that I'm fighting the good battle to see E2M1a compiled. 
Heh 
My P4 didn't know what it volunteered for; it's currently at 98.27% after nearly 299 hours with an estimate of another 35. That's 12 days straight over a period of 19 days real time. A new record for me at least.

Scrag, don't worry, I do it mostly to see if it's actually going to finish and to test my tools. Just let me know when you have a new version ready and we'll take it from there. 
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