#9437 posted by JneeraZ on 2010/02/23 17:01:18
Look, I appreciate the help but understand that I've been tinkering with PCs for over 20 years now. I understand all about getting the latest drivers and all that jazz. I got it. I just can't be bothered at the moment.
I'll maybe take another shot at it later this week but I've already lost several hours to getting Hammer working and, frankly, I'd rather be working on my brushes.
Hmm
#9438 posted by nonentity on 2010/02/23 18:55:10
Any ideas?
GTK 1.4
(seriously)
#9439 posted by JneeraZ on 2010/02/23 19:23:30
Last time I tried it, GTK was almost as large of a farce as this Worldcraft adventure has been. Does it have a simple installer and does it "just work"?
You're Being Shady
#9440 posted by RickyT33 on 2010/02/23 19:42:43
about your platform, whilst yelling "farce" and stuff, man. You ask for help then you tell me you "might" try again later.
I dont understand. I defend the editor because I have been using it ever since I upgraded from WC 1.6.
What features does Hammer have that Worldcraft 3.3 doesnt anyway? AFAIK they are extremely similar, the interface and button icons and everything are identical. But the Quakeadapter was meant for WC 3.3, but you used Hammer. Why?
Also, for future reference (for me) please tell me what platform you are using? Im only asking because in the future someone will complain that they have the same problem, and if you find a solution ever then I might be able to help them, or atleast be able to say that this happens with GPU x or OS y, and that using driver z helped, or whatever.
Do ya get me?
I understand that it sucks when stuff doesnt work out of the box so to speak (took me ages to get Bioshock DX10 to run on my Windows 7 rig, and yeah - I was frustrated, tired, had a million other things to be thinking of.
But anyway, if you get a minute, or ever decide to attempt mapping with this software ever again like could you let me know your GPU, OS, driver version and things please :)
Yes
#9441 posted by madfox on 2010/02/23 19:43:18
Absolute noob on compilers, but the one time I tried to instal GTK radiant I got lost in different versions my computer didn't like.
Win98 user - Dos fan.
GTK 1.4 worked right away.
#9442 posted by JneeraZ on 2010/02/23 20:33:30
Ricky
Again, thanks, but I'm going to try BSP for a bit and see how it goes. It works. That's all I ask from this stuff. :)
MadFox
I might try Radiant again but I remember a similar clusterfuck with it. Different versions, different feature sets, stuff to install, ... blech!
Willem
#9443 posted by Mike Woodham on 2010/02/23 20:54:52
What is the problem with the 3D camera controls on BspEditor?
#9444 posted by JneeraZ on 2010/02/23 21:11:16
They aren't UnrealEd's controls, basically. :)
I just have to get used to them I guess. Most Quake editors have clunky 3D camera controls. Any time you require me to use the keyboard to navigate, it's kind of a fail.
Willem
#9445 posted by Mike Woodham on 2010/02/23 21:38:49
Not sure which version you are using (I use 96b because they dropped support for BspBuild after that) but mouse scroll wheel for movement, and Alt+mouse for 360 looking work fine. I use Shift+ Left Mouse for texture alignment, CTRL + Left Mouse for texture sizing on the fly; and the mouse controls are fully configurable anyway.
#9446 posted by JneeraZ on 2010/02/23 21:42:09
ALT, huh? Will try that (right now it's my middle mouse button). I JUST picked it up last night so I'm definitely open to learning whatever I can about it.
Oh Yes...
#9447 posted by Mike Woodham on 2010/02/23 21:56:22
...and I use CTRL/Alt Left Mouse for texture rotation; especially good for aligning wood textures on spiral staircases.
Ricky !
#9448 posted by Drew on 2010/02/24 00:36:40
I'm still having problems converting my wads into hlwads with the qconverter stuff. I gave up on trying to figure that out, but I'm tired of the vanilla textures lately...
Ricky, I remember a long time ago you offered to give me a few more .hlwads if I needed them.
could you send me the Half life and DOOM hlwads!?
An Important Note For Nvidia And Worldcraft 1.6 Users
#9449 posted by Orl on 2010/02/24 00:36:56
Since we happen to be on the subject of mapping editors, I feel I need to share this bit of info in case someone else encounters it. I probably am the last person using Worldcraft 1.6, but irregardless.
If you are using an Nvidia graphics card with the latest drivers, and are on Windows Vista or 7, you will experience a garbled 3d view in WC 1.6 that seemingly can't be fixed. This is because it's due to an Nvidia driver fault, and not because of Vista or Windows 7.
Worldcraft 1.6 uses DirectX, NOT OpenGL. WC uses the nvd3dum.dll which is Nvidia's Vista compatible D3D driver. This is the driver that causes the garbled screen problem, at least the current version of it does now. Any version higher than 182.50 of this driver causes the garbled screen.
So in order to fix it, you must copy the nvd3dum.dll from an older set of Nvidia drivers (182.50 or below) and place it in Worldcraft's main folder. This will remedy the 3D view problem.
I will gladly provide the old nvd3dum.dll driver that fixes the garbled screen problem, but again I'm not sure if anyone else out there uses WC 1.6 anymore. Still, I felt it was necessary to share in case someone does.
Drew
#9450 posted by RickyT33 on 2010/02/24 02:11:28
I'll see what I got ready.
The HalfLife one needs to be tinkered I think because its too big/has textures which are too big.
But I got the doom ones :)
#9451 posted by rj on 2010/02/24 02:12:21
but again I'm not sure if anyone else out there uses WC 1.6 anymore
i thought my post above kinda suggested i did :)
i have a nvidia card too, but am only on XP. useful to know if i ever end up getting windows 7 though.
just to clarify, do you mean the normal 3d view or hardware accelerated mode? the latter has never really worked properly for me (can never seem to select the right brush/face/item) so always stick with the standard
Rad
#9452 posted by Drew on 2010/02/24 02:32:24
thanks dude, I really appreciate it if you can, but no worries if it won't work out.
Rj
#9453 posted by Orl on 2010/02/24 04:19:23
just to clarify, do you mean the normal 3d view or hardware accelerated mode?
That's a good question. Yes, it only affects the normal software rendered 3D view. It doesn't garble the 3D view when using hardware accelerated mode, but you can't use that mode either because you can't select anything in the 3D view, as you said.
But since you use XP, you won't have the 3D view problem regardless. :)
We Want
#9454 posted by ijed on 2010/02/24 12:07:45
Open Source Worldcraft - because Valve can't be trusted to make it work.
#9455 posted by Rick on 2010/02/24 15:43:12
I'm using WC 1.6 on Windows 7 with hardware acceleration enabled and it works. My computer is an Intel Core2Duo and nVidia 8800GTS.
This is not the original WC I bought, but a version I downloaded from somewhere (my original WC wouldn't run on Windows 7, I found this one while searching for a fix). The .exe file does appear to be the same though. This version came with a Direct3D dll in the folder that apparently used to come with XP but is no longer supplied with 7.
The hardware acceleration is not perfect though. When selecting in the 3D view it will often select brushes off in the distance somewhere instead of the one you actually clicked on. Re-orienting the view slightly will usually fix this.
#9456 posted by JneeraZ on 2010/02/24 16:12:57
BSP is pretty nice now that I've spent a few hours with it. I really like having multiple window set ups at my finger tips - I've set one up for editing, one for texturing, etc. Slick.
The one thing I don't like is that I don't see a way to hide/show brushes/entities without using groups. That will slow me down once a level gets to be a reasonable size.
Another Little Problem ...
#9457 posted by Ron on 2010/02/24 17:12:04
I made a floor that disappears with a trigger_counter>killtarget>floor.
It works fine, but the bodies and items keep hanging in mid air.
Oh, and the floor was a func_wall, I don't know if that's relevant.
Any suggestions ?
#9458 posted by negke on 2010/02/24 17:17:40
That's the standard behavior when killtargeting funcs. If possible, turn it into a door that moves down quickly (and quietly), with a lip value that makes it move a few units inside the lower floor.
Thanks
#9459 posted by Ron on 2010/02/24 17:26:46
Why can't it ever be easy ? ;)
Almost Funny ...
#9460 posted by Ron on 2010/02/24 18:10:59
I had to make the door move to the side, I can't make it go down. It works fine, only now all the bodies are pressed up to the wall where the door was last.
I don't think I can win this one ...
Well
#9461 posted by ijed on 2010/02/24 18:15:05
like Negke says, the corpses will follow wherever the door goes.
I'm guessing it can't go down because you've got stuff there?
If there's items then just move them up a floor, if it's monster you can try spawning them in after the floor falls away.
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