Ijed
#9219 posted by Mike Woodham on 2009/12/11 21:59:38
I appreciate the offer but I really only wanted breakablecrates for one specific event and it would have been easy to add it into my own modified progs.dat. Also, I don't want to go the effort of creating the models and things.
I'll just have to think of another option.
#9220 posted by necros on 2009/12/11 22:04:17
mike, what's your email address? you don't have it listed here.
Necros
#9221 posted by Mike Woodham on 2009/12/12 09:05:23
mikewoodham at msn dot com
Funny, I've been coming here since the one before but never actually 'joined'.
I'm Looking For A
#9222 posted by spy on 2009/12/12 11:17:41
mapconv by SleewalkR
any links?
Necros
#9223 posted by Mike Woodham on 2009/12/13 11:53:30
Oooops...
I just realised that the e-mail sender will show as Dooby Pollocks instead of me, so your filters may think it is spam.
Hehe
#9224 posted by necros on 2009/12/13 18:48:54
it wasn't caught as spam, but it did confuse me for a second. :P
Bspinfo
#9225 posted by madfox on 2009/12/14 03:27:15
what are the references to see if a bsp is vised level 4?
Or
#9226 posted by madfox on 2009/12/15 17:58:17
is it a stupid question?
Is That Bspinfo.exe ?
#9227 posted by roblot on 2009/12/15 18:57:42
How do you run this program? I never used it yet.
Its A Comand Line Utility
#9228 posted by RickyT33 on 2009/12/15 19:06:39
So stick your bspinfo.exe and your bsp file in some folder on your c:, take a command prompt into that dir and type:
bspinfo mapname
Cant remember if it tells what level vis was run at, but it definately tells you the size of the visdata
Okay Thanks
#9229 posted by roblot on 2009/12/15 19:30:54
Will look into it
Madfox
#9230 posted by roblot on 2009/12/15 19:38:43
I didn't see any -level 4 confirmation in bspinfo.exe, but while vis.exe is running you should see:
testlevel = 4
...and you'll have it!
Yes
#9231 posted by madfox on 2009/12/16 05:03:05
bspinfo formally gives the same info that has bsplog.txt has, only there's no map to compile.
I wondered if there was a way to see how a level was vised.
There Is:
#9232 posted by negke on 2009/12/16 10:00:41
r_showtris
Fine
#9233 posted by madfox on 2009/12/17 03:28:25
that's what I was looking for.
Spy:
#9234 posted by grahf on 2009/12/20 20:25:02
I found Sleepy's Java Mapconverter in the devkit of tigger's unfinished "industri" project. Link:
http://prdownloads.sourceforge.net/industri/mapcon_java.zip
Quite a useful tool, that.
Oh, and about breakables: Nehahra had breakables, lots of them. You can trigger em, give em health, have them throw many kinds of rubble, etc. func_breakable, func_sobject, and func_mindcrime were the classes, iirc. Amazingly I still have the Neh QuakeC source in a folder. Since Planetquake now sleeps with the Rotfishes, I'll up it somewhere (quaketastic), if anyone wants it. It looks extremely old (dated 2001) so I doubt Mindcrime would mind.
But
#9235 posted by ijed on 2009/12/21 02:04:45
they can't be walked on, only downside.
Grahf
#9236 posted by spy on 2009/12/21 06:18:16
thank you.
Grahf
#9237 posted by Mike Woodham on 2009/12/21 23:47:17
I would be interested in the source for Nehahra - if you can let me know when you are uploading it, I will watch out.
Here We Go
#9238 posted by grahf on 2009/12/22 04:26:12
Huh
#9239 posted by ijed on 2009/12/22 04:34:34
Didn't know it had been released.
Ah
#9240 posted by ijed on 2009/12/22 04:35:58
It's pascal, I remember the dev tool stuff.
Can it be c+p'd into regular Qc? Not enough of a coder to know.
There Is A Readme File In There
#9241 posted by grahf on 2009/12/22 04:46:12
And it says:
More than a year after the release of Nehahra, I am releasing the "QuakeC" source code to Nehahra. I have placed QuakeC in quotes because it is not what you would call true QuakeC, but a Pascal-Hybrid. The compiler/decompiler was created by Armin Rigo, a set of utilities called ACCQC.
I have included in this archive REACC.EXE, which will compile a progs.dat from the .QC files. The error messages are in French. Sorry. :)
So yeah. Good luck with that, guys. Pretty sure this came from planetquake.com/nehahra at some point in the distant past.
GTKradiant + Darkplaces
Hello all,
I've been itching to create a map using the darkplaces engine, and since gtkradiant 1.5 has this option available 'out of the box' I went ahead and used this instead of Worldcraft 3.3.
I can compile a map and run it no problem, but here is my dilemma:
Not all of the textures load into gtkradiant. I've downloaded and installed the
rygel-dp-texturepack-high.pk3 and it is installed to:
C:\Program Files\Quake\Id1
The textures show up fine in darkplaces and in dpmod but only a certain few are showing up
in gtkradiant, and it is only like 5 or so that show up.
Can someone please provide me with specific directions on how to get all the textures to
load or show up in gtkradiant 1.5?
If I have to, I would be willing to use an older version of gtkradiant as long as I had
specific directions on how to set up darkplaces in it.
Thanking you in advance,
Protocol01
Doesnt
#9243 posted by RickyT33 on 2009/12/25 05:10:24
Doesnt Radiant require a .WAD file in order to view the textures? Rygels pack would be irrelevant especially in the instance of any editor because the textures which are "replaced" and "upgraded" by that pack all come from the originals which came from the WAD format used to create Quake.
The bottom line is that if you dont have the Quake wad file loaded into your editor then you wont be able to compile maps with all of the textures available from Quake.
The wads are somewhere within:
http://www.quaddicted.com/wads/
probably quake.wad or quake1.wad
The ting is there are loads of wads there for the Quake engine, and may have not been "re-made" by someone and have no hi-rez replacement. But that shouldnt meen you shouldnt use them because you can achieve many different themes with these wads and you dont have to worry that they wont load up in the end user's engine of choice. If you wanna use mega-hi-rez textures then use Source or Cryengine or Unreal Engine 3 or IdTech4 or something.......
[rant]
Merry Christmas BTW ;)
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