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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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Haha 
awesome! ^_^ 
Gtk/netradian And Darkplaces 
Hello, i have the ID.wad file in the /quake/id1 folder, but the radiant cant load the textures... I selected the darkplaces game and setupped properly, but i dont have any texture in the editor... pls help 
 
ID.wad in id1/gfx/ perhaps? 
 
no 
 
Some error logs from GTK/Net radiant...
Unable to find default tag file C:/Program Files/GtkRadiant 1.5.0/darkplaces.game/shadertags.xml. No tag support.
Unable to find default tag file D:/NetRadiant/darkplaces.game/shadertags.xml. No tag support.
When i try to FlushReloadShaders in Netradiant:
Parsing shader files from D:/Games/DPquake/id1/scripts/shaderlist.txt
Unable to read shaderfile scripts/common.shader
Unable to read shaderfile scripts/quake.shader 
Question 
I'm getting an error from TXQBSP, "Invalid brush plane format on line (x)." I think the map file might be corrupt but I'm hoping there's something I can do about it, but I don't understand the format well enough to figure out what's wrong. Anyone have any ideas? 
Have You Tried.. 
importing the .map file back into your editor? that normally weeds out any broken brushes. if not then load it in notepad, go to that line and delete the brush manually (each brush starts with a { and ends with a })

it might be a crucial brush.. but then i guess you'll notice its absence if it is :) 
Heh 
yeah I tried deleting the brush in question but then there was another one, and another, heh, so yeah I'll try re-importing. Thanks for the response.

Now I have another question, which is how do you generate an .ent file (to edit map entities) using just qbsp anda bsp file. 
Hmm 
wow, k I just tried importing from the .map, and the .map appears empty in hammer. now this is messed up. 
Ouch 
hrm. hammer uses a different kind of map format doesn't it?

as to the other question, i know adquedit is a dead useful little app that can do it with little hassle... 
Anyway.. Vertexing Question 
i actually came in here to ask a question of my own :)

(this for anyone who uses an editor that *isn't* WC 1.6)

say you have a cube, in your top down view, and clip it half vertically then horizontally so you have 4 brushes joined together. then you select all and go into your editor's vertex editing mode

in your top down view, you should now see 9 vertex points. when you click on the middle 'one' (there are actually 8 on that z-line but to the human eye in that view, it's one), how many actual vertices does your editor select? is it all 8, the top 4, one of the top 4 or one of the top 4 and the corresponding vertex below it on the same brush?

and what about selecting the top 'point' in 3D mode? all 4 or just the one?

WC1.6 will select 2 aligned vertices but only one brush at a time, and only ever the one in 3D view. just wondering if any others did it differently. at the moment i have to draw a selection box around the point and hit enter to move all of them at once, ultimately i'd like to just be able to click and drag (or hit an arrow key) to move all the vertices at that point 
 
have you tried drag-selecting all eight points or four points or whatever in 2d mode (while in vertex editing mode) and pressing entar? 
Yes 
at the moment i have to draw a selection box around the point and hit enter to move all of them at once, ultimately i'd like to just be able to click and drag (or hit an arrow key) to move all the vertices at that point

just wanting to save time/effort when doing lots of it 
I Think 
3.3 Selects the singular vertex closest to the view.

Seems like there should be an option for this, aside from the middle points on/off thing. 
Tronyn 
I had the same problem when you sent me your RWOP files ages ago - nothing in the active windows.

Probably the only workable option is to use the fix options inside of Worldcraft, but also figuring out a way for the map to stop eating itself with errors.

I've heard of this before but never of a solution. 
Tronyn 
could you copy and paste the line (and the whole brush) in question? maybe someone will notice what's wrong with the syntax.

( -1952 -1088 2368 ) ( -1920 -1056 2368 ) ( -1920 -1056 2336 ) metal5_60 31 63 90 1 1

here's a standard q1 format line in a brush definition.

3 xyz coordinates, followed by the name of the texture, then x offset for texture, y offset for texture, angle to be rotated, x scale, y scale. 
Have To Say 
I pretty much hate 3.3 now.

I think I might go back to 1.6... 
Well 
After starting with 3.3 I hated it. I thought about going back to 1.6a but then remembered all the little issues that version had as well.

They're both temperamental, at least with 3.3 there's proper texture lock. 
Q: So Why Don't You Use An Alternate Editor? 
A: Because now all my maps are in 3.3 texture format...

And I like the interface still. 
 
3.3 is better than 1.6 by a lot, but it's just so damn cumbersome compared to radiant.

I wish I had the balls to go make my own god damn editor with exactly what I wanted to work how I wanted it to work :( 
If There's Hope For Him 
I've Found 
that one of the actual reasons why a lot of my new stuff is on a larger scale than my old stuff, is the ability to move the camera a lot more smoothly and quickly in 3.3.

Heres the data for the first offending brush in the map:

{
( 144 -144 -256 ) ( 272 -144 -256 ) ( 272 -160 -256 ) METALL BARS [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 272 -144 -384 ) ( 144 -144 -384 ) ( 160 -160 -384 ) METALL BARS [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 272 -160 -256 ) ( 272 -160 -384 ) ( 160 -160 -384 ) METALL BARS [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 272 -144 -384 ) ( 272 -144 -256 ) ( 144 -144 -256 ) METALL BARS [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 160 -160 -256 ) ( 160 -160 -384 ) ( 144 -144 -384 ) METALL BARS [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 272 -160 -384 ) ( 272 -160 -256 ) ( 272 -144 -256 ) METALL BARS [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
Could It Be... 
Something as simple as the space in the texture name?

Just guessing. 
Is That A Quake Map File? 
Cause it doesn't look like one. 
 
Cause it doesn't look like one.
yes, it's valve 'mapversion 220' format file 
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