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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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Grahf 
There was something about 1.4 I didn't like and which felt better in 1.5. Couldn't find a Q1 version of 1.4 so I haven't tested it again. 
1.4 Vs 1.5 
Does 1.5 still use the .def/.qc file format for entity lists? Because in 1.4, and all other Radiants going way back in time, it will parse the /* QUAKED */ entity notes straight out of a qc file. The format is dead simple too. I recall 1.5 and later changing the format to some byzantine XML monstrosity. I think you are actually right about Radiant not wanting to convert something it thinks is a point entity to a brush ent, and vice versa, because what I have in my .def file is two info_notnull entities, like this:

/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4) */

/*QUAKED info_notnull (0 0.5 0) ? */

The first is a point ent, you can see it has a bounding box. The second is a brush ent, its size is "?," i.e., whatever you make it. Inside the comment brackets I've dumped some of the cool hacks from the "teaching an old progs.dat new tricks" thread, so I can refer to them easily.

Radiant 1.5 changed the interface in a lot of subtlety annoying ways to make it more like a 3D modelling prog. If that suits you, cool, but it sure didn't do it for me.

With 1.4 you have to go through a texture and game file converting process to get it working correctly for Q1, which is described here:
http://industri.sourceforge.net/howto.php

Actually you should try Sikkpin's QuakeEd, it's all the goodness of oldschool Radiant, specifically built for Q1:
http://www.celephais.net/board/view_thread.php?id=60225&start=133
No gamepacks, reads wads directly. 
 
1.5 can use both, either XML or .def.

It seems to dislike /* ... */ for anything else than entity definitions - I had to change all my comments to

//
//

I'm not going back to Quest though. I map five times faster in Radiant.

You can set it to use .def files in the config file. It comes with a vanilla Quake XML entity file though. 
 
The latest version of 1.5 is not my friend, I do not like it,I want SPoG back working on it to get it back to how it was when 1.5 was 'new.' This latest version has very uncool features that I wish were removed and/or reverted. I am considering switching to Ogier.

/rant 
 
Grahf: Having to go through a texture conversion process every time I want to try a new wad sounds like hell of a hassle. :/
Could you send me your .def file? If 1.5 supports .def files as well, this might be an option. So far, I worked around the restriction issue by simply deleting the four or five conflicting entities from the default def.

gb: It definitely feels like a fast editor. Many current nitpicks are probably just matters of unfamiliarity that disappear once one gets used to the program after a while. I wouldn't even consider the def thing a major issue. However, there are other things I'm not sure of in the long run. I kind of get the feeling the way it works affects the shapes of my brushwork. Creating complex architecure, particularly of the trisoup type, must be a lot more difficult if not impossible?). The 2d hide/group function might be a sluggy, too. I wish there was an additional farclip option.
How do select entities in 2d mode? Through brushes and possbily cycling through all entities on the same plane (like alt+shift+click does for brushes).

Zwiffle: Like what? I assume you're talking about the latest nightly build (which I use) and not the stable version? What I find annoying, for instance, are things like the target/name change when cloning entities.


(I probably wrote the same stuff before..) 
 
How do select entities in 2d mode? Through brushes and possbily cycling through all entities on the same plane (like alt+shift+click does for brushes).

yes, they are selected just like brushes. 
 
Indeed, I see it now. Must have done something wrong yesterday then. 
Texture Values Cleared? 
I hadn't looked on the speedmap I mentioned a while back for a bit now... too busy with school.

I opened it up from my computer just now (not from within WC), and now all the textures values are cleared!

anything that was scaled down, or shifted has gone back to 0!

Any idea what happened there?

I haven't even checked what the entity values are like!

...

okay, they seem fine...

Is there a way to fix this, besides readjusting everything manually?

...it's pretty simple map so if that's what I have to do it won't suck that much. 
How Can This Be? 
Perhaps each of the editors uses a slightly different map format. Better finish the map in WC then.

Also try to get generic and/or Zwiffle to make a speedmap, too. 
Oh Hey 
Just found this: http://kneedeepinthedoomed.wordpress.com/2010/03/20/tutorials/
Nice tutorial, gb.

Netradiant sounds like something I should give a try - if it's indeed like 1.5 with additional features. E.g. being able to change the keyboard shortcuts. 
Yes 
WC has a unique texture system - that's how it does proper locking and a couple of other tricks. 
Netradiant 
So far it gives me some memory error every single time on load, ctrl+tab doesn't go to the next view like it said, it crashes when loading certain .wad files.

>:( 
 
My main niggle with it is that minimizing it causes all windows (I use detached windows for 2d, textures, camera) to minimize individually, and when returning it from the task bar, they all stay minimized. 
 
Yeah, that's a pain in the ass too, and kind of freaked me out when it happened. 
Whoa There 
> ctrl+tab doesn't go to the next view

that sucks. I'll have to install Netradiant and filter out these differences :-/

You would think they wouldn't change something as important as this. Maybe the key bindings menu will help.

Linux has no "windows inside windows" feature as far as I know - it has draggable borders between the viewports - that sounds terribly like Windows 3.11. Workgroups, right? 
 
Ctrl-Tab works. Sometimes it is not doing it right but that seems to be a focus issue. Going to 3D view and back fixes it for me. 
Anti-fud 
And you can use floating windows just fine if you want. Your window manager controls them! Yes, you get one item in the taskbar per window, just like GIMP did it. With workspaces that is very very handy.

http://www.quaketastic.com/upload/files/screen_shots/netradiant-linux.jpg 
Drew - Worldcraft Texutre Loading Problem: 
I think you might have loaded the .map file instead of the .rmf file.

RMF format includes valve 220 texture protocol (supported by TxQbsp), but the .map format wont allow you to load the information back into your editor.
So basically you have to always save your .rmf file, then save your .map file then do a compile. Then when you go back to re-edit the map you need to laod the .rmf file.

If you accidentally loaded a .map file, then did a compile from there without noticing that the textures were mis-aligned then it will have overwritten the .rmf file with the .map file's texture info and you will have lost it.

I would set .map file to default to a text editors format, so they all have a text editor icon. 
Quake1 .def 
there's one bundled with sleepwalkr's mapcon
http://prdownloads.sourceforge.net/industri/mapcon_java.zip

this one has some tenebrae stuff in it apparently?
http://industri.sourceforge.net/txt/quake.def

It's just a text file. Negke, open it up and find info_notnull, and paste the brush info_notnull entity into there, without deleting the point info_notnull. Put a note inside the /* comment */ to remind yourself which is which, as there will be two entries in the entity list. Like this:

/*QUAKED info_notnull (0 0.5 0) ?

Invisible entity. Used for clever hacks.

*/
 
Ahaha Yeah You're Right! 
what a weiner! I just patched it up anyways, I think there were like 8 textures that needed alignment in the whole map.


thanks ricky, you're awesome! 
Spirit 
Interesting, I don't think I can do that though. I don't even have a taskbar, I use openbox :)

Not FUD, anyway. I'm not sure if you're aware that FUD has a super-negative meaning; I don't think my post deserved that. 
NP :D 
I have made the same mistake more times than I care to mention :S 
Grahf 
Thanks. Doesn't seem to work in 1.5, though. It only recognizes one entry per name.

I guess I'll have to go with Preach's suggestion for now (into_notnull_brush->find/replace). Because as it turned out, deleting the entry altogether works for info_notnull, but makes the program treat triggers like point ents. 
Backpack? 
Hey,

How do you make an ammo backpack in quake/quoth, and how do you set what goes in it...

can you put health in there?

Also

What is a good sound for a large, slowly spinning cog in quoth? I tried the one that goes with dias.wav, but it's not the best.
it's a big cog.

kind of like that one in sm156_necros... 
Hlwad 
I can't seem to convert wads to hlwad, I get this message...

Error creating HLWAD: c:\program files\worldcraft\textures\decon.hlwad ... details ...No log exists.

Error creating HLWAD: c:\program files\worldcraft\textures\zerst�rer.hlwad ... details ...No log exists.

I'm on win7 is that makes a difference.

Also is there a way to brighten the 3d view in Wc3.3

Thank you. 
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