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#9244 posted by RickyT33 on 2009/12/25 05:12:56
i think its http://www.quaddicted.com/wads/id.wad that you need to load into your Radiant editor to work
bare in mind I have never used that editor, I always used Worldcraft, but I would have thought that this form of texture handling would be fundamental
Matter Of Preference, Sorta
#9245 posted by grahf on 2009/12/25 06:17:15
Personally I find GTKRadiant 1.5 to be stupid and terrible, whereas version 1.4 is excellent. As you have discovered, Protocol01, 1.5 has a real problem loading external texture sets. I don't know why. If you had Quake 1 .wads, then they should in fact load from the id1 directory.
Version 1.4 cannot natively load .wads but it has no problem with TGA's and JPG's. Seriously, try exactly what you were doing except using 1.4 and you'll probably have no problem.
Have a look at this guide for a reference on setting up Radiant for Q1:
http://industri.sourceforge.net/howto.php
Hmm, Ricky is probably right though, that you need to texture your map with the original quake101.wad. Then if there are TGA textures in the appropriate game directory with the same name as ones in the map's BSP, they will be replaced at runtime. The BSP needs those texture names and coordinates so it knows what to replace, and the ones from rygel's pack are far too big to fit into the bsp anyway.
Unless... what exactly do you mean by "mapping for darkplaces?" This has always kinda confused me. Which features and game are you trying to use? Cuz if you were trying to use Q3 or HL bsp support, then a lot of what I just said would be irrelevant.
#9246 posted by anonymous user on 2009/12/25 23:15:34
Thank you RickyT23 and thank you Grahf both for helping me. I guess I just assumed that radiant would have been able to read directly from the pk3 file, I didn't know I was going to have to have the .wad file. I see now that mapping for Quake 1 is VERY different than mapping for quake 3 arena. >.<
As for darkplaces, I mean that I was trying to make a Quake 1 map that could be used with the darkplaces engine.
I will try what you all suggested and go from there, thanks again and Merry Christmas all!
Let Me Explain Things A Little Further
#9247 posted by grahf on 2009/12/26 23:23:08
GTKRadiant 1.4 has a variety of game packs for Q3-engined games, but none for Q1. In the guide I linked to in my previous post, what you are basically doing is building a Q1 game pack from scratch and script files to trick the editor. The single most important change is in the .game file, "default_scale=1" instead of .5 as is used in Q3. You still don't get .wad loading, so you export that to jpg/tga and load those instead. Then after making a map, you run the .map through a map converter to get it into Q1 .map format so that your compile tools can read it. It's all kind of a hack, and adds several extra steps to the mapping process, but it does work.
Radiant absolutely can read and load .pk3's from the base game directory, assuming the directory structure is laid out like Q3's. This is how Radiant loads external textures and models, after all.
GTKRadiant 1.5 changed all this by using a totally different (xml-based) file format for the scripts, game packs, map format, etc. There is a Quake 1 game pack, which allows for .wad loading, but I think how it works is that if you are in this mode, it will not load jpg/tga textures. Also, GTKRadiant 1.5 is just a crappier editor generally, that messed up the clipping modes, vertex editing, and brush manipulation compared to the glorious perfection of version 1.4. Gee, I'm not biased at all, am I.
If all this sounds horribly roundabout and complicated (and it kinda is), there is a simpler way. A Q1-specific version of Radiant, developed by Sikkpin, that is based on the original opensourced QE4 editor that id used to make Quake 2. So basically you get all the goodness of oldschool Radiant style, with native Q1 .wad loading support and none of the added cruft like curve patches that is useless for Q1 editing.
Link should be somewhere in this thread:
http://www.celephais.net/board/view_thread.php?id=60225
Something else you might look into is guides on Nexuiz mapping, which uses the Darkplaces engine. Nexuiz mappers use a fork of Radiant called "NetRadiant," and I don't really know how it's different because I've never used it. However I do know Nezuiz maps usually have externally loaded jpg/tga textures, so you could probably find some info in that community on how to make sure they show up in a map, which directory to put them in, etc.
#9248 posted by necros on 2009/12/27 00:22:05
Gee, I'm not biased at all, am I.
you may be biased, but you aren't alone.
the 1.5 interface is overall slower and clunkier requiring more keypresses to achieve the same goal as in 1.4.
i believe the intent behind the 1.5 changes was to make it more like a professional 3d package. ironically, i felt the changes moved it farther away (i use 3ds max).
#9249 posted by Protocol01 on 2009/12/30 18:22:17
Grahf,
Thank you for the link and information. It was very insightful. I hope to get radiant setup soon.
Radiant 1.5 really sucks in my opinion, they keep messing up all of the features and usefulness, now it is more complicated to get things done, and I'm going to uninstall it and just use an older version.
Thanks guys.
Willem
#9250 posted by Jago on 2009/12/30 23:15:12
Any idea what magic do I have to do to get UnrealED (for UT3) to properly take advantage of 4 cores on my new i5 750 rig? For some reason, it only ever seems to use just 1 (even when doing a level build) and I am absolutely sure I read that UnrealED does scale well with multiple cores.
#9251 posted by JneeraZ on 2009/12/31 00:02:46
It scales to multiple cores during lighting rebuilds via Lightmass but UT3 doesn't support that. UDK would though...
Hammer 3.4 And ATI Fixed? Maybe
#9252 posted by mechtech on 2009/12/31 20:42:39
Have an ATI Radeon HD 2400 Series. So have the no select in 3D window bug with Hammer 3.4.
Just gave the new ATI driver a try. ATI Catalyst 9.12 Driver XP x64. Seems to be working.
Refreshing Mapping Skills...
#9253 posted by ziffon on 2010/01/01 15:01:24
Wow, I never thought the quake mapping community was still kicking. I've decided to finish my old quake1 DM level which has been sitting on my HD since early 2003. It's a great and pleasant surprise to see there are still enthusiasts to share mapping experiance with :D
Anyway, as I'm trying to relearn everything I've stumbled across an issue. I cannot get the teleporter to work. Everything seems to be correct but I get this error message when loading the level.
Object error in info_teleport_destination:
No targetname
In the map file I have:
Target_teleporter
Target tele1
and
Info_teleport_destination
Targetname tele1
I use GTK radiant 1.2.x something and Sleepwalkers mapconv tool.
Any ideas?
And a happy new year to all of you :D
I Think Its
#9254 posted by RickyT33 on 2010/01/01 15:36:12
"classname" "trigger_teleport"
"target" "XXXXX"
Also...
#9255 posted by metlslime on 2010/01/01 21:59:42
Make sure it's all lowercase
Got It...
#9256 posted by ziffon on 2010/01/02 19:30:53
Human error this time :P
Thanks for the replys.
And while I'm at it I might just throw you another question :) I want to make a lift that travels up only when a button is pressed. I get everything to work, but the lift starts behaving differently when connecting the func_button to the func_plat obj. Without the button connected the lift starts in "down" mode and raises when a player walks over it. However, when the button is connected the lift starts in the "up" mode. Then goes down when I trigger the button. AND after that it starts behaving as if it wasnt connected to the button. wtf?!
Any help here would be appreciated. I know it's possible to do this :) For example it works in the "Pinion1" map.
Thanks again guys.
Ziffon
#9257 posted by spy on 2010/01/02 20:16:04
you have to use func_door instead, not a func_plat
Yeah
#9258 posted by RickyT33 on 2010/01/02 21:09:52
You have to have a door which travels "up", cant remember the exact map file key/value of the top of my head.
You can have it travel a negatve or positive value "up" to 256 or 512 units. And theres a spawnflag for "toggle" (1 press, door opens, another press it will close). An you can link as many buttons or triggers to it as you like :D
*theres A Maximum Value
#9259 posted by RickyT33 on 2010/01/02 21:10:40
its either 256 or 512 - thats what I meant
Huh?
#9260 posted by negke on 2010/01/02 21:16:26
A door can move as far as you want - there is no maximum value. The distance is determined by its "lip" value.
Fixed!
#9261 posted by ziffon on 2010/01/02 21:43:57
thx for the quick response mate.
Sorry for spamming the board but any ideas on why I cant get the quad to spawn in? I use the "item_artifact_super_damage".
Also, while I'm at it.. the map is pretty much ready for some testing. Back in the days it was pretty easy to get some help with that, but how do you suggest I go about it today. Can I use this board somehow?
Cheers
Yeah
#9262 posted by spy on 2010/01/02 21:51:47
to quad to appear, item_artifact_super_damage must be placed. w/o any SF
btw, is it your maps safe1 and safe2?
#9263 posted by negke on 2010/01/02 21:53:04
The item ist most likely too close to a wall or the ceiling (has to be 60 units) and thus falls out of the level. Load the map in developer mode ("developer 1" in the console) and you'll see a warning message if that's the case.
If you're looking for beta testers, post a note in the Screenshots & Betas thread.
#9264 posted by ziffon on 2010/01/02 22:03:46
Spy: what do you mean with w/o SF?
Yes, I made safe1 and 2 and 3 is pretty much done now as well :P
Oh, developer mode :) Didn't know about that one. Going to try it out now.
Developer Mode Rocks :D
#9265 posted by ziffon on 2010/01/02 22:10:53
Thx, that really helped! Found a DM spawn point outside the level which for some reason caused the quad to not spawn.. odd.. but it works now :D
Beta Ready
#9266 posted by ziffon on 2010/01/02 23:38:07
well, beta is ready now :) Thanks for all the quick responses. I'll make a post on the beta board later.
Code Question
#9267 posted by JneeraZ on 2010/01/09 15:11:10
So say you had a bunch of quad damages in the room. Currently, they will all rotate exactly the same direction and start at the same angle so they are all perfectly in sync.
Is there a way in QuakeC to start them at random angles or change the rotation speed or do anything, really, to break it up and make it look more natural?
Randomiser
#9268 posted by Preach on 2010/01/09 15:20:39
I'd add
self.angles_y = random() * 360;
to the spawn function. This would randomise the angle they face initially, which should make them look better differentiated.
You could also set .movetype to MOVETYPE_NOCLIP and then give them an angular velocity:
self.movetype = MOVETYPE_NOCLIP;
self.avelocity_y = 10 - 20 * random();
I wouldn't recommend this though, because it entirely eliminates the benefit of the client-side rotation built into the model. You'll have constant network updates of the rotation, which seems a bit excessive for the feature. So I'd vote for option 1, but that's how either could be achieved .
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