News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
Looks Nice 
two things though..

the vis option should be 'level 4', not 'level4', get an error with the latter

'+map whatever' should just be added automatically behind the scenes rather than requiring to be typed in. if you've selected the 'run quake' option you probably aren't going to want to load a different map to the one you're compiling :)

and it needs an icon ;) 
Hrm 
thinking about it, that second thing should probably account for more than just mapname, and figure out the gamedir/path as well, based on what is set as the output folder. is that something that would be easy to do?

say if i keep my created bsps in id1/maps/other, it would do '+map other/[mapname]'

yet if someone decided to put them in quoth/maps/other, it could work out that '-game quoth +map other/[mapname]' would need to be entered... 
Making Hlwad's 
This works for me

1. Make a "logs" folder inside the
wordcraft\textures folder.
2. Create a new .txt document in same folder,
and copy the following:

wadconv.exe -wad2hl mywad.wad>logs\mywad.log
exit

3. Rename the .txt document to:

mywad.bat

4. Rename any .wad your converting to:

mywad.wad

5. Then rename it zerstorer.wad or whatever it is.

Don't know about Win7 though. 
 
You can (should be able to) do all the renaming stuff in the .bat too, using parameters and whatnot so you don't have to do so many manual renamings. 
Thank You 
That worked great. 
Err 
Step 5 should be...

5. Double click mywad.bat

6. Then rename it zerstorer.hlwad or whatever
it is. 
Rj 
regarding +map, you're right, it should probably just do that automatically.

but for things like -game or whatever, i don't want to add any automation because each engine does it differently.

say if i keep my created bsps in id1/maps/other, it would do '+map other/[mapname]'

yet if someone decided to put them in quoth/maps/other, it could work out that '-game quoth +map other/[mapname]' would need to be entered...


but say for example, i wanted to run a mod folder outside of quoth (so you can make your own pak files), fitzquake has -quoth, but darkplaces uses multiple -game
so if you were running a mod folder of quoth, you'd do:
fq -quoth -game mod +map map
dp -game quoth -game mod +map map

also, the output folder wouldn't be a quoth folder, so there's no way for the program to tell if it's a quoth map or just a normal mod map.

as for the problem with vis -level 4 vs level4, i just put those in quick. you can edit any of those buttons by right clicking them and choosing 'edit', so the gui should work with all compilers. 
 
as for the problem with vis -level 4 vs level4, i just put those in quick. you can edit any of those buttons by right clicking them and choosing 'edit', so the gui should work with all compilers.

ah right, missed that bit 8)

fair comments on the mod folders i guess. quoth was just the first example that came to mind but forgot you could use external directories with it. i'd still love the folder within 'maps' to be picked up though as well as the name as i keep all of my own maps in '/other' 
Linux Map Build Tools 
Thanks negke
I managed to find this site: http://tldp.org/HOWTO/html_single/Quake-HOWTO/

which has the port of bjptools you mentioned.

Doing good with that so far.

Have you tried running hammer in wine? 
Ne_q1spCompilingGui V1.0.1 
http://necros.quaddicted.com/downloads/ne_q1spCompilingGui101.zip

updated it so it launches the map automatically for you when running quake. it can figure out if your maps are in /maps or /maps/other or even /maps/any/number/of/folders. 
<3 
 
What To Do 
I'm sure the answer to what I'm about to ask is very obvious, but I need clarification. Consider the following scenario:

� Player walks into a room with only 1 entrance. There is an object in the room.

� The player can walk anywhere in the room and freely enter and exit the room as many times as they wish, as long as they do not grab the object.

� The player grabs the object in the room. Nothing happens.

� The player proceeds to exit the room after having grabbed the object, but when the player is a few feet away from the exit, a door will slam shut blocking the exit. The door will eventually open again either after a certain amount of time, or after the player completes a specific task.

How can I go about creating something similar to this? 
 
i believe you can use the trigger spawning hack (find it in the teaching progs.dat new tricks thread).

essentially, you make a brush entity called info_notnull and give it a use of "trigger_once" or something like that so that when the notnull is triggered it becomes a trigger.
you use that spawned trigger to close the door and start whatever event you want. 
 
I was gonna say the spike shooter thing, but yeah. that's much simpler. 
Metl 
I was just looking at the read me for contract revoked, and Kell thanks you for "drawing [Kell's] attention to the 'powers of 2'"

What are the 'powers of 2'? 
Thank You Necros 
Much appreciated :) 
Drew: 
I'm not really sure since it's been so long, but maybe I had told him about how non-power-of-two textures get resampled by gl-based engines and how bad it looks compared to power of two textures. 
Hmm 
That or brush sizes relating to compile times 
Power Of 2 
As a rule of thumb everything in games should be a power of two, if not a multiple of.

Off-grid is non multiple of. Textures that aren't a power of two get resized at the whim of the graphics card (stretched or squashed up/down left/right) like metl says. 
 
Unless the engine prevents that. Good engines (Fitz, DP, jdhack's) do. :-)

I have a half-written post about that. 
 
Huh. 
makes sense! 
Non-power-of-two Images 
GLQuake

resamples all of them using a crappy "nearest pixel" filter. The result is that you see specific rows or columns of pixels being repeated. Spirit's screenshot shows this, you can see what looks like columns of double-wide pixels but actually that's just two columns with the same exact pixel colors.

Fitzquake

1. hud/menu graphics, model skins, and sprite frames: images are padded with empty pixels to make them powers of two, and texture coordinates are modified so you only see the actual artwork part of the image. This means they look as good as power-of-two textures, since there is no resampling or distortion.

2. world textures: since they have to be able to tile, these textures can't be padded, so they are resampled using bilinear sampling to be a power-of-two size. This still degrades the image somewhat, but looks better than glquake's resampling.

Aguirre's glquake

Aguirre does bilinear resampling, similar to fitzquake, but for all images. So menu/hud/skins/sprites are also somewhat degraded, but not as bad as glquake.

Other engines

not sure, i haven't researched other engines. 
Bug? 
Hello there, I was making some maps for Quake and Hexen 2, but in one of my maps, in some places when I crouch I fall through the floor and keep falling. I tried everything...Anybody here experienced such thing? I�m using Unofficial Quake engine(UQE). 
ATI FINALLY Fixes Their Drivers 
I was fooling around with my new machine trying to get Hammer to work. The same shit was happening again with the selection bug in the 3D view. I couldn't believe it. REALLY?! Still?

But, if you install the latest Catalyst drivers from the ATI site the bug goes away! So if you're an ATI user who has been wanting to use Hammer, you're all clear! It finally works. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.