License?
#9312 posted by megaman on 2010/01/26 18:34:43
Error
#9313 posted by madfox on 2010/02/02 15:34:20
Don't know what happened after a qc-script, in game leaves the message:
PR_executeprogram : excessive stack (53 normal = 31)
Nevermind
#9314 posted by madfox on 2010/02/02 18:13:06
bad scripting.
Hanging Vines
#9315 posted by DaZ on 2010/02/02 22:19:35
Doe's anyone know of a texture pack that has some nice alpha channelled hanging vines and overgrowth textures? Or any packs that feature some sort of old abandoned temple theme? I'm thinking more Mayan than Egyptian here, any info would be appreciated!
Iirc
#9316 posted by necros on 2010/02/03 00:59:17
the original rtgnosis texture set had a vine/leaves overlay with an alpha channel.
Also
#9317 posted by grahf on 2010/02/03 20:15:35
Sock's Pyramid of the Magicians (pom) level.
Grahf
#9318 posted by DaZ on 2010/02/03 22:43:25
I had totally forgotten about that map, damn its perfect =)
Thank you very much!
Hammer For Quake?
#9319 posted by [Jimbo] on 2010/02/05 19:12:37
I know this is probly in here somewhere, but...
Is there a guide / howto for editing quake maps in valve source sdk? Is this possible or should I just be using hammer 3.4 (3.5?)?
Can't Be Done AFAIK
#9320 posted by ijed on 2010/02/05 20:08:04
Although search for Baker's Quake Adapter for hammer 3.3 - maybe I'm misunderstanding what you want to do.
Edit In New Hammer
#9321 posted by [Jimbo] on 2010/02/05 21:33:04
My goal was to be able to edit maps in the new hammer, export them somehow, compile for quake with the new tools. I figured I'd ask here first in case there was a tut somewhere.
If it's not doable I am gonna fire up hammer 3.4.
It's been a few years (and a few computers) since I had a mapping environment setup. ;)
Have A Go
#9322 posted by ijed on 2010/02/05 23:48:29
I've been meaning to do it myself since the latest beta version can apparantly show model meshes inside the 3d window.
Killtarget Flag
#9323 posted by Ron on 2010/02/08 15:28:36
It works in Fitzquake, but it doesn't in Qrack.
Why could that be ?
#9324 posted by negke on 2010/02/08 16:54:29
Could be the engine is Qrap.
What are you trying to killtarget and how?
#9325 posted by Ron on 2010/02/08 17:12:03
Shambler = dead = open gate
The gate was previously closed by another trigger. I want it to re-open (or disappear, that's good enough for me) when the monster is dead.
Qrap or not, it's got nice shiny stuff, I like ;)!
But what I really want is a level that can be played in multiple engines. Except Darkplaces, I've given up on that one, it is not accurate with the placing of items or monster spawns.
Alright
#9326 posted by negke on 2010/02/08 17:23:10
The problem is there's a glitch (or oversight) in the code that prevents monsters from using the killtarget field just like that. You have to give the Shambler a dummy target field for the killtarget to work.
You could probably also just set the "toggle" flag on the gate and make the Shambler target it normally.
Issues with item and monsters in DP often indicate improper placement, e.g. too close to a wall, that other engines ignore. For regular custom maps, any newer DP build should work flawlessly.
NNoooooOOOOOO!!!!!!!!!!!!!
#9327 posted by RickyT33 on 2010/02/09 02:09:04
----- TyrLight v0.99e -----
extra sampling enabled
colored output format: lit
BSP is version 29
1128 entities read, 956 are lights.
************ ERROR ************
TestLineOrSky: tstack overflow
Thats a bit of a grim looking one isnt it!?!?
Anyone here have any idea what that means? Had lit like 95% of the total faces when it spat this error :(
Please help!
Ouch
#9328 posted by ijed on 2010/02/09 04:31:00
Can't help I'm afraid.
How much compile time to see the error?
Probably About 20 Minutes, Maybe A Little Less.
#9329 posted by RickyT33 on 2010/02/09 10:17:26
AguirRes light tool works though. Doesnt give any clues to the problem. It will have to do for now.
RickyT23
#9330 posted by JPL on 2010/02/09 22:04:59
If you have the C code, you should have a look into it to figure out what's hapening: this is the first time I hear about this particular error...
Is There...
#9331 posted by generic on 2010/02/13 17:25:03
a hack to raise/lower the HP of Quake monsters? I think someone mentioned it before, but I am suffering from some intense mental fog at the moment.
#9332 posted by Spirit on 2010/02/13 17:47:20
armor, check the progs.dat thread.
#9333 posted by necros on 2010/02/13 20:07:02
armortype 1
armorvalue xxxx <-- however much extra health you want.
Tanks!
#9334 posted by generic on 2010/02/13 23:18:37
TAAANKS!
#9335 posted by ijed on 2010/02/14 00:42:28
(L4D2 / Swamp Fever / Plantation level)
A question - anyone have any advice /examples on how to make a spiral? Not a helix but a spiral as seen in SPoG's Q2 map (vertical spiral lift bars).
If I figure it out first then I'll post a .map.
Spiral
#9336 posted by rj on 2010/02/14 03:01:32
it's not quite SPoG standard but here's a pic of an old speedmap i did years ago: http://isoterra.co.uk/images/qspiral.jpg
basically for that i started with a 12-sided hollow black cylinder (128 units high in that pic), which each 'side' split diagonally (i started with one brush, split it first, then vertexed & copied it round to form the cylinder, making sure the split always went the same way. i then cloned the whole thing and stacked another on top; then it was just a case of deleting half the brushes & a little more cloning upwards
if you can master that then it shouldn't be too hard to work out how to do different shapes & sizes. there is also a much messier way of doing it by fusing 6 4-sided shapes together to make a cuboid and then vertexing the resulting cluster any way you want, but qbsp tends to get upset at large amounts of those!
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