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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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Dumb Simple Question 
setting sunlight?

good value for day time light?

I don't understand the angle situation. I've just never bothered to. Can someone give a simple explanation of how they'll work? 
Ofhand 
No, but just read AguirRe's docs:

http://user.tninet.se/~xir870k/

More and more concise information than you'll need. 
Offhand, Even 
 
Nice 
Thanks Ijed. I can't believe I haven't read through that stuff already!
Kind of confused about the implementation of 'second suns'.
My basic understanding is that I just put _sunlight2 in worldspawn with a lowish value and it will lessen ugly shadows? 
_sunlight 
or take one sun and lighten those ugly shadows with a light.exe -light 15 so the deep darkened places keep their luminance for a degree of 15. Helpfull, while it diminish placing lots of extra lights.
^v^ 
Yeah 
it's really not _sunlight2, it's _sunlightarea_minlight.
it's a different minlight for areas that the sun hits. 
Oh Okay. 
Thanks guys, I think I actually get this now. 
Hammer - Selection In 3d Window Issue With Catalyst 
I confirm that this solution to Hammer 3d window selection issue works:
http://www.celephais.net/board/view_thread.php?id=4&start=8179

I have put this file into the hammer directory and the problem on my laptop is fixed.
http://rapidshare.com/files/138119760/atioglxx.dll

Great! I can continue now. 
 
I just wish there was a similar fix for Nvidia cards. 
I Think It's The Same Dll I Posted A While Back 
It works, but if I look at a face and not all of its verticies are visible in the window then the projection screws up, aligning the last UV coordinate to any other visible vert.

That's a bad description. Basically the UV's are all fucked up. That's better.

And Orl, there will be such a fix for your card, AFAIK Nvidia is much better supported, although to be honest I didn't know there was a WC problem.

What the DLL does is disable stuff, you'll notice there wasn't one there beforehand. WC checks if one exists and if so uses it in favour of the onboard library.

Does anyone have the knowledge + inclination to make one that forces software mode on? In WC1.6a there was an option for this :P 
Ijed 
Maybe I don't understand the problem with UV's that you described, but try to enable Texture Filtering in 3d options window. After enabling this option the textures look ok for me. 
Will Give It A Try 
If it works my mapping time will double. 
 
And Orl, there will be such a fix for your card, AFAIK Nvidia is much better supported, although to be honest I didn't know there was a WC problem.

Unfortunately, I very highly doubt there will be a fix. Basically the problem is, using any Nvidia drivers after version 182.50 in Worldcraft 1.6a in software mode, the 3D view is completely garbled, making it impossible to see anything.

And yet, even the older Worldcraft 1.1a's 3D view works perfectly fine with the latest Nvidia drivers... strange.

For whats its worth, I'm running Vista SP2 with an 8800gt. 
Ankh You Are Legend 
That works; turning off filter textures. Can't believe after pissing about with all those different (non) solutions I missed that option.

So the dll + filter off solves it for me - thanks!

Orl, have you tried 3.3? It might sound like a ballache to switch, but the texture lock alone makes it worth it. The renderer changed a fair bit (which is why I and others have had problems) but maybe its worth a try so you can map. 
Speaking Of 
textures and wc 3.3

does anyone else have problems converting texture files (not just because of overly large textures) with Bakers wad converter?

I think RT23 had some issues with that too - or maybe he helped me with mine... It's all foggy... ...what year is this? 
I Think I Converted Some For You 
But the wads you wanted were weird

I never had that problem until I tried to convert that WAD which you were saying you couldnt manage.

Cant remember if I had to use texmex or wally as well as the supplied util. Its all on this thread somewhere, lol!

Most textures convert fine, it would seem to be some wads which dont (!) 
Wrong Quake Lighting In Wolrdcraft ? 
I hope somebody here can help me.I have make some small maps and trying different stuff they compile right and start. But the lighting isn't just right... I don't know what's wrong. I downloaded the original quake one maps in a .map format and there is the same problem.

The map E1M1.bsp for example. Some corners and the first double door left is way to black. On the door you can't even see the textures....
Many places are pretty same as in the game but when i started the original map in the Pak0.pak not through Worldcraft everthings is normal.


I use fitzquake085.exe for the game and the Quakeadapter tools for compiling and testing.

What tha hell am i doing wrong ???
Please reply cause i want to make a real map and not test maps anymore, and that's the only problem that prevents me from getting starting.

sorry for bad english i am from germany! 
Heh Dont Worry Man! 
Open the .map file in a text editor, find some of the light entities and copy the text and post it here.

or upload one of your map files and ill take a look if you like.

Also take a screenshot of the Run Map window you get in Worldcraft when you press F9 "to run the map" and another screenshot of the "tools -> options -> Build Programs" window.
Seeing those might help too..... 
Lights 
Some corners and the first double door left is way to black

Maybe you use the wrong light options?
With Aguier's compilers you should have good results with let's say:
light.exe -dist 0.6 -range 0.6 -light 15 -soft

http://user.tninet.se/~xir870k/ 
Yeah 
the converter doesn't convert any of my wads. I could try to convert id.wad and it wouldn't convert.

actually...

"Error creating HLWAD: c:\program files\worldcraft\textures\id_base.hlwad ... details ...No log exists."

So, I guess I'll have to convert them with Texmex? I don't really even know how to do that - anyone have links to more info on this?

Oh, and good luck bobbbybob - i'm sure you'll figure it out if you follow Ricky's advice. 
Pretty Weird Man! 
I dont really understand how the tool was made.
I mean what is .NET framework, cause I dont know if the tool uses anything like that or even anything different or what-haveyou.
Its pretty weird that it dont work for you.
I have loads of hlwads on my HDD.

http://www.mediafire.com/imageview.php?quickkey=rjm5lvzf3i3

If you would like me to mail you any of them I will do happily :D 
Drew 
I get the same error. No solution yet.

BobbbyBob, post a screenshot - map data could help, but it sounds like you've got something badly configured somewhere in WC.

The screenshot will clarify the problem. 
Ijed, Drew ... 
"Error creating HLWAD: c:\program files\worldcraft\textures\id_base ...""

Are either of you using Vista or Windows 7?

The qconverge command line utility expects to be able to write to the folder it is in.

And come to think of it, the QuakeAdapter expects to be able to create a .bat file to execute.

I know with Vista the idea of having write-access to any given place isn't exactly a certainty. 
I'm Using Valve Hammer Editor 
and converting txtures via texmex, don't have a texture problems at all,

maybe it's time to switch to hammer editor to you guys? ;) 
Yeah 
Vista. It occurred to me that the security crap is most likely blocking the thing from working. Turning it off spams error messages so I was about to try converting in a 'non-secure' (aka 'non-fucked') folder last night but got caught up in something else. 
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