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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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Model: open ogre.mdl in QME. Scale it up. Delete the grenade launcher (+shoot animation) and the chainsaw. Paste an upscaled player axe minus the hand and move the vertices of the blades until they resemble a hammer (or simply use the Mjolnir mdl). Align the hammer to the smash animation.

QC: no idea.

I'm not going to do it. :) 
I'm Up But Horns Blow My Shields,,, 
I converted some monsters from DOE and SOA.
It's not such a difficult thing only qc is hard to extract as it worms all around.
I once tried the Gremlin for its weapon thievery.

I'm working on the Old Ogre so I could make something like that. 
Ron 
where's your ID or email? 
Some Questions 
Any help regarding any of these would be greatly apprecciated!

Textures - I am still unable to convert my Wads to HLwads. Does anyone know if there has been an updated version of Bakers wad conversion tool?
If not, what is the best way to go about converting the textures manually?

Curves - I have read and come to terms with CZG's 2 point curve technique. I was wondering if anyone could explain a nice clean way to extrapolate that into more detailed curves, using the arch tool or otherwise.
I usually find it impossible to keep my arches on grid/ at the right angles with the arch creation tool in WC 3.3.

Lights - How do I set spotlights up? Can detailed info be found on the Bengt page regarding that?

Thanks! 
 
OK, well Im nt going to carry on about the texture conversion, but the other points:

Smooth Arches - I tend to do this by eye, looking from the side.

Lights - so make a spotlight ad the key "mangle" with the value "0 -90 0".

The first 0 can be changed of you want the light to point in a funny angle (it rotates the angle of projection through the x axis), the second number "-90" says to point directly at the floor. This could be -45 for example, if you wanted it to point down at 45 degrees. And the final number "0" is irrelevant, it is just a marker. 
Drew 
Are you on Vista?

Also, don't use any auto-creation tools in wc3.3 - they're all crap.

This is how I make 24 sided stuff -

http://www.quaketastic.com/upload/files/screen_shots/24sided.jpg

Which should serve for high detail curves.

If you go back in mapping help history a couple of pages you'll find a discussion on twists / spirals. 
AutoCreation 
I include the subtract / boolean / carve on the list of bad stuff.

It's even better to make your own circles using slice, instead of having to auto-make one, rotate it, then snap it to grid with vertex manipulation. 
Vista? 
... yeah.

Ricky - thanks for that explanation - seems simple enough!

Ijed - I've only used the arch tool once - in sm149 (hence the title "Brushwork of The Damned") and I never plan to use it again!

The aspect that confuses me is making a pathway or maybe a hollow tube that encircles that 24 sided cylinder. tightly. without being leaky or buggy or otherwise shitty.

I understand how to me to skew and clip a path like that around a 12 sided cylinder, but I'm at a loss regarding how to do that around a 24 sided cylinder.

Hope that makes some sense. If not oh well, it's late and my eyes are bleeding. 
Texture Conversion 
Right click on the tool and run as administrator - I think that's how it works. Or turn of UAC.

The jpg I sent shows you how to wrap stuff around a 24 sider though - if you try making pie slices out from the centre (same as for a 12 sided) you'll see it stays on grid.

Does take a bit more trial and error though. 
Huh 
I'll mess around with it.

It's one of those things - I want to learn how to do it "properly" but it's frustrating tinkering around when I could be making a fun interesting map that just so happens to have crappier brushwork.

it's a fine line, especially considering this is just a hobby. I only want to map for fun.

thanks again for your help guys, I appreciate you taking time to answer my stupid questions! 
24 Sided Arch 
http://img693.imageshack.us/img693/2403/24sidedarch.jpg

How close is this to what ijed sent you, Drew? Can provide map file if you want.

I did it like this (in gtkradiant 1.4): Start with 24 sided cylinder, 256*256, using standard ratios. On an 8-unit grid, the ratios are: 2:0, 4:1, 4:2, 3:3, 2:4, 1:4, 0:2.

Then copy it and scale it up 1.5x, and again 2.0x, radiant can do this scaling easily. Then draw imaginary lines from the center to the edges, the points should match up (pie slices as ijed says).

Now... wrapping a hollow cylinder around a cylinder... is possible, but a fucking headache, and it's actually somewhat editor dependent as to what's possible or not. Last time I looked at the problem, it was simply not possible in Radiant to wrap a 12 sided hollow pipe around a 12 sided cylinder, because of, well I'm not sure exactly, but it has to do with how radiant won't let you make invalid concave brushes like worldcraft will. That old "CZG curve tutorial" is somewhat useless in radiant because they handle skewing and group edge dragging completely differently.

However it is entirely possible to wrap a simpler, 8-sided cylinder around a 12 sided one. It should be possible to do the same around a 24-sided cylinder, though I'm not sure if I've ever tried. If you do, make the pieces really big so it fits on grid. In the above screenshot, the arch goes down to 2 and 4 unit grid already. 
Almost The Same 
But mine's on a bigger grid - the principle's there but like you say, so're the different editor techniques.

Since the finalised shapes from wrapping around are valid have you tried figuring out a Radiant method from a .map made in another editor? 
Curves In Radiant 
I remember that I used the clipping tool a lot for wrapping curves. You can use it to cut the wall brushes of a pipe and other shapes very easily simply by drawing them from the center out to a point that is on the grid. The end points must however be chosen so that adjacent clipping lines all have the same angles (e.g. 360 / 24). I think I did that by creating a very large cylinder with for example 24 sides whose vertices were aligned on the grid.

Dunno if this makes sense, but I do remember that making curves was very easy this way. Also, you can extend this method to 3D using clipping planes, but it's obviously more work. 
Clarification 
The clipping lines for any curve brushes extend from the center of the curve to the vertices of the "guide" cylinder.

Also, remember that brush vertices don't need to be aligned on the grid since the brush faces are not defined by the vertices, but by three coplanar points. Radiant handles this very well, as opposed to other editors (QERadiant that is). 
Also 
Working with the brushes that make up the curve is very easy in Radiant due to its face dragging feature. 
Grahf 
I see you are using Radiant in Mac OS X there. How did you set it up? I tried it several times, but it never worked for me. Can you give me some hints? Which version is that? 
 
thanks grahf - I'd appreciate it if you'd send the editor - i'll try it out! 
Another Question 
probably a dumb one, but probably easy to answer.

fade attenuation value? 
Wee, Fun Stuff! This Is Gonna Be Long 
Sleepwalker: the short answer:
http://redsaurus.net/gtkradiant/ <-forum

http://www.redsaurus.net/macradiant/GtkRadiant_1.4_1.5_Macintosh.dmg <- should be universal binary installer

The long answer is, the short answer probably doesnt't help much at all. Half that forum is outdated information, the other half is info about useless games like Jedi Academy. The installer and some useful stuff is on there somewhere, though. I'll start from the very beginning because I don't know how far you got.


I am on PowerPC/Tiger and I suspect you are on Intel/Leopard, which is a minor hurdle but not insurmountable. I did have it installed on 10.5 for a while, but this old laptop just didn't get along with Leopard too well.

Install X11 first, nothing will run otherwise. In Tiger this came on the install discs, on Leopard get the latest from http://xquartz.macosforge.org/

OK, inside the DMG I linked to, you find GTKRadiants 1.4 and 1.5, and a Packs installer. There is some documentation in there, but it's not incredibly helpful. Run the Packs Installer; there is no Q1 pack, but it needs to find at least one game to install some files that Radiant needs, so point it at a Q3 installation. Put the Radiants whereever you want on your HD, it will just change the file paths we'll be editing later. I personally hate gtkr 1.5 with a passion, so everything that follows will be for 1.4.

Load that bad boy up and see if it runs. Oops, it almost certainly doesn't. You'll need this: http://www.redsaurus.net/macradiant/MacRadiant14intel.dmg

For more info on getting that to run, I'll refer you to:
http://tremmapping.pbworks.com/GtkRadiant1_4-Intel_MAC
http://openarena.wikia.com/wiki/Mapping_With_MacRadiant
http://alientrap.org/forum/viewtopic.php?p=37611

I don't have an Intel Mac (yet), so I hope that helps enough to at least get the thing to open. The NetRadiant fork may be easier to get up and running, but it's 1.5 based, so bleh.

Quake 1 support section! Once it at least runs, close it again, and do View Package Contents -> Resources -> sw -> radiant14. Hey look, it's the actual Radiant folder, buried in the app package. From here on, the process parallels what Tigger-On describes here, configuring Radiant for Quake: http://industri.sourceforge.net/howto.php

find the games folder, copy q3.game and name it q1.game, change some stuff. Mine looks like:

<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
<game
name="Quake 1 / Nehahra"
gametools= "/Applications / Games / Quake1 / pathofthesoul / MacRadiant14.app / Contents / Resources / sw / radiant14 / q1"
basegame="id1"
enginepath= "/Applications / Games / Quake1"
engine="Fitzquake.app"
prefix=".q1"
default_scale="1"
/>

Adjust accordingly. I added those weird spaces just now so the forum doesnt freak out, but you get the idea. Notice I have "Quake1" not "Quake 1" though, I might have done this because because Radiant didn't like seeing any spaces in its file path.

Now you can put stuff into id1/textures, id1/scripts, id1/maps, etc., just like on PC, yay. I later tried to get clever with project files and point it to a mod directory parallel to id1, which kinda works.

Ah, one last thing. every time you try to open or save a map, the file dialog probably isn't pointing to where you want it, and the GTK file dialog box is pretty shit. In your home folder, there is a hidden folder with the name given in the "prefix" line of the .game file, usually this is ".q3a" but I changed it to ".q1". Inside should be a folder with the name of the basegame directory, which probably will be "id1." Inside that folder, make unix symlinks to your actual working maps and scripts folders. The documentation file in the .dmg we downloaded has a simple method of finding the path, and a contextual menu plugin to make the symlinking easier.

It's worth noting, Sleepwalkr, that I'd have given up at this years ago if it weren't for your java mapconverter - works like a charm in OSX! So thanks for that. 
Drew 
It's just 1kb, zipped.

http://www.mediafire.com/?qjnimzdjnjl 
If Sleepwalker Can Quadruple Post, I Can Too 
Everything Sleepwalker said about wrapping hollow pipes around cylinders is correct. That is exactly how I did it, it's just been a while. 
Grahf 
Awesome, thank you very much for your detailed instructions. I'll surely try this out tonight, hopefully I can get it running finally. Cool to see my old mapconverter is still being used! 
Quake.pal 
please?

found this whilst i was looking for a quake.pal palette file for Paint Shop Pro, which was interesting:

http://www.studio-erebus.com/studio/tutorials/palettes.html

Scroll down for some quakey stuff....

Anyway could anyone really help me out and point me in the direction for a qauke.pal file, because i cant find a tool to convert palette.lmp to .pal format, or whatever it is im supposed to do here.....

Starbuck, heeeellllllpppppp!!!!!
Metl....? 
Do This 
1. open a quake texture in photoshop
2. export the palette
3. profit
4. ???

To get a quake paletted texture, open a wad in texmex or whatever, and export it in an 8bit format (gif or pcx should work). The texture has the whole palette embedded in it. 
On Wrapping Curves Around Other Curves 
Grahf:

I don't know if this is true or not, but I I'm pretty sure I remember someone saying that there's a setting in GTKRadiant where you can toggle it to behave like Worldcraft so you can make concave brushes and save a little time on doing curves around curves that way.

Anyone confirm this? 
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