Thanks
#9537 posted by JPL on 2010/03/13 21:41:27
I'll check it !
Db_rock05
#9538 posted by [Jimbo] on 2010/03/14 04:36:44
I came across an old backup cd with an unfinished map from 2005 on it but I don't have all of the texture wads to with.
Does anyone know what wad has the texture db_rock05?
it must be an outside dirt / rock type texture as the brushes are in an outside area.
Maybe...
#9539 posted by JPL on 2010/03/14 08:59:20
... it is from bulowad (or bulowad2) texture set
Check it out there http://www.quaddicted.com/wads/
Thanks
#9540 posted by [Jimbo] on 2010/03/14 22:30:36
Thanks JPL!
bulowad2 is the one.
Can Anyone Think Of
#9541 posted by RickyT33 on 2010/03/15 23:10:56
different versions of the Quake 2 textures?
either in maps or wads or zips or whatever?
Im particularly interested in any quake1 maps which use ported Quake 2 textures. I have the full intention of finding some textures which are better than the ported Quake 2 textures in quaddicted/wads.
I can do my own conversions but my attempts at converting the stock quake 2 textures or the standard hires replacements has had funky coloured results........
#9542 posted by necros on 2010/03/15 23:17:58
metl's oblivion?
Waterfall Sound?
#9543 posted by Drew on 2010/03/16 06:54:27
is there a waterfall sound in the quoth pack?
what is it called if so?
Necros
#9544 posted by gb on 2010/03/16 08:14:14
That's what I told him. Oblivion is nice.
Like Endless Rain Into A Paper Cup...
#9545 posted by Preach on 2010/03/16 09:51:45
There is a waterfall sound, the path to it is
sounds/necros/water6.wav
Correction
#9546 posted by Preach on 2010/03/16 09:54:07
Sound is of course singular in the quake directory structure, so I meant to put:
sound/necros/water6.wav
Then again, when you add paths to call sounds you have to omit that directory name anyway.
Worldcraft 3.3 Question
#9547 posted by Ron on 2010/03/16 13:36:27
Every time I go to the Check for Problems tool I get a list of errors that are no real errors, like this :
"The entity contains keyvalues that are not used in its class. You can fix this error with the Fix button."
I've not tried using the fix button, I'm not sure if the entities will be deleted if I do.
Anyone know how I can get rid of this problem ?
It's quite annoying because the Check for problems tool is quite useful for pointing out mistakes with vector manipulation.
Wellllll
#9548 posted by RickyT33 on 2010/03/16 14:19:46
This comes from the keys which are specified for each class in the FGD file. Its not a "real" problem, and clicking on fix wont remove the entity. Infact clicking on fix wont do anything really!!!
All of the "real" problems are usually at the bottom of the list. I always start at the bottom of that list and work up. You get any illegal brush errors there, or bad textures etc.
One thing which you get in WC is brush models with no volume (no brushes attached) which are often situated at position 0,0,0. You can delete these by clocking on goto error, closing the "find problems" dialogue and pressing delete ;)
Something Cool For WC3.3 Users:
#9549 posted by RickyT33 on 2010/03/16 14:23:23
http://games.softpedia.com/get/Tools/Valve-Hammer-Editor.shtml
This link is to a hammer.exe file which you can put in your WC DIR and then just run from there.
Then you can see how similar Hammer 3.5 is to WC 3.3! (its sooo similar i only noticed one real difference - you can load pointfiles and see them in the 3D window. in 3.3 they would only show up in the 2D views).
Ron:
#9550 posted by rj on 2010/03/16 14:33:46
Anyone know how I can get rid of this problem ?
just open the fgd file, find the relevant entity (or baseclass) and add any used keys that aren't there.. voila, errors be gone!
#9551 posted by Ron on 2010/03/16 15:38:04
Thanks a lot !
I'll have a look at .5, I take it the Quake adapter will work for that version too ?
Yeah
#9552 posted by RickyT33 on 2010/03/16 16:02:45
Well that's what I mean. I ran into this file whilst looking for a hammer installer. All I did was drop the only file in the archive (600kb) which was hammer.exe into the Worldcraft directory and clicked on the exe. I had already been using the Quakeadapter WC3.3 setup and this seems to use the same configs and everything.
Its not an installer, its a program.exe file :)
Hm
#9553 posted by ijed on 2010/03/16 16:16:56
Will take a look at that.
Don't use the fix button for that error message - what it does is delete all the keys it thinks are broken - so it removes all your entity configurations.
Need to get the RMQ fgd to stop reporting that crap.
In fact the only time you want to use Fix or Fix All is when you get a Texture Axis perpendicular to Face. The rest of the time it's best to just use the problems thing to find it, then fix the thing yourself. Like you've been doing from the sounds of it.
The perpendicular texture thing causes a corrupt bsp - and the chances are you won't even notice it since it doesn't affect all OS' / setups. Its caused when manipulating objects with vertex editing / slice.
Preach
#9554 posted by Drew on 2010/03/16 17:36:52
hahaha thanks!
Forgotten
#9555 posted by madfox on 2010/03/17 01:06:46
corps_removal?
#9556 posted by madfox on 2010/03/18 05:32:10
add to def.qc:
void () CorpseThink =
{
self.think = SUB_Remove;
self.nextthink = time + 30 + random() * 30;
};
All monsters in last death animation (ie example shambler):
void() sham_death11 =[ $death11, CorpseThink ] {};
Gtkradiant
#9557 posted by negke on 2010/03/18 10:57:38
Thanks to Ricky who owes me 90 bucks Quest doesn't work on Win7 64bit and the Virual XP Mode doesn't help either, because of some fullscreen issue.
Gtkradiant 1.5 then (couldn't get the newer branches to run, there's no fool-proof installer/pack). What's really bothering me, though, is that one is so restricted to the entity definitions. You can't use custom entities without adding them to the def file first. So there's some stuff I can't do and don't know how to change it. For example, triggers are defined as brush-based and it's impossible to use them as point ents (and vice versa, e.g. an info_notnull with a brush) - doing so, Gtkradiant will disregard their position/dimensions in the display windows and move them all to the map origin.
What can I do about it? Is there an option to make the editor less anal about such things?
New PC Negke?
#9558 posted by ijed on 2010/03/18 11:51:59
Try another editor maybe. There's bsp editor and maybe soon thanks to willem / ericw Toetag windows edition.
QuArK as well - although I hate the interface.
I think I remember you saying you hated the one from WC.
It's a pain upgrading OS. None of the Quake stuff just works any more.
Negke
#9559 posted by RickyT33 on 2010/03/18 12:44:18
I told you I was dual booting XP and Windows 7, and the way I see it is you havent lost anything, only the ability to run a REALLY old piece of software.
Try using Hammer.
FOR THE LOVE OF GOD!!!
Pointing Fingers
#9560 posted by Preach on 2010/03/18 12:54:20
Worldcraft/hammer is only slightly more flexable about interchanging point entities for brush entities. If you remove the definition of an entity from the fgd file, then you can place it as either, which is helpful for func_illusionary. It does mean that you lose all the smart edit functions though, so for anything more complicated than func_illusionary it gets annoying.
The hack we incorportated into quoth was to create a series of wrapper functions like:
void() func_wall_point =
{
self.classname = "func_wall";
func_wall();
}
You can then define a "point" version of the entity in the def file.
I suppose you could also do this with a preprocessor of your map file added to the compile process. It could just do a find and replace in the .map file of "funcpoint" for "func". Assuming you never use the phrase in text fields or textures. Replacing
"classname" "funcpoint
with
"classname" "func
might be safer...
#9561 posted by negke on 2010/03/18 13:03:29
ijed: Quark? lol
Ricky: So do I. But I told I would come back and complain no matter what. I actually might use a hammer on this computer sooner or later (and then come back to you to complain).
Preach: Yeah, I guess editing the def file and dublicate the entities in question is the only way. I don't need the smart edit functions except for the difficulty spawnflags.
|