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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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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. 
Player Backpack And Ghost Medkit 
"classname" "info_notnull"
"think" "PlaceItem"
"nextthink" ".3"
"touch" "BackpackTouch"
"model" "progs/backpack.mdl"
"modelindex" "##"
// look it up on the edicts list
"ammo_shells" "##"
"ammo_nails" "##"
"ammo_rockets" "##"
"ammo_cells" "##"
// if 0, just leave the field out
"items" "##" // values from defs.qc, e.g. 32=RL
"netname" "abc" // for the 'You got the abc' message if weapons are given

For this to work properly in DP, you may need to add "maxs" "16 16 56".


Obviously, you can't give the player health through a backpack. But you can put an invisible medkit in the same spot so it gets picked up automatically.

"classname" "info_notnull"
"think" "PlaceItem"
"nextthink" ".3"
"touch" "health_touch"
"healtype" "#"
// 0 or 1 for <100, 2 for <250 (MH)
"healamount" "###"
"model" "maps/b_bh25.bsp"
// if precached - or use backpack/player.mdl instead for the bbox
Leaving the modelindex field out will make the item invisible, yet still functional.

Again, "maxs" "32 32 56" for DP and, if you want it not to play the health pickup sound, "noise" "misc/null.wav"
Quoth Compatibility 
Keep in mind though that Quoth 2 handles some of the models differently, which results in different modelindex values. So unless you add a Quoth detection system, a backpack that shows properly in id1 will use a different model in Quoth 2 (and vice versa, even though this isn't really a problem).

Also, the second "maxs" field in the post above should read "16 16 56" of course. 
Maxs 
Gah. Actually "32 32 56" is correct. 
Hrm 
what goes wrong in DP without maxs being set?

used backpacks for ammo in the speedmap i did earlier this week but didn't know about that 
 
I encountered an issue in my coag map where you couldn't pick up the item in DP if it didn't have the maxs field. However, I actually can't remember if it was a backpack or another item. I just tried another map that has a backpack without said field and it worked in DP. So I'm not sure if it was just something related to the DP build I used back then or a mistake on my part. Sorry for the confusion. 
Negke 
Awesome trick !!! 
Lol 
I tried to give the sewrpent a squaddamage backpack. Think I didn't knew it was a serpent.

http://members.home.nl/gimli/quaddama.jpg 
Then 
I copied the void()BackPackTouch and DropBackPack function as new in ITEMS.QC
as I couldn't see a skeleton dropping one.
Its own weapon makes more sense.

http://members.home.nl/gimli/backpak.jpg 
Cool Stuff 
 
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