#9710 posted by Ichiman on 2010/04/18 19:48:38
no
#9711 posted by Ichiman on 2010/04/18 19:54:56
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
#9712 posted by Tronyn on 2010/04/21 10:17:38
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..
#9713 posted by rj on 2010/04/21 10:34:27
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
#9714 posted by Tronyn on 2010/04/21 10:44:22
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
#9715 posted by Tronyn on 2010/04/21 10:51:32
wow, k I just tried importing from the .map, and the .map appears empty in hammer. now this is messed up.
Ouch
#9716 posted by rj on 2010/04/21 11:01:19
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
#9717 posted by rj on 2010/04/21 11:03:21
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
#9718 posted by RickyT33 on 2010/04/21 12:46:30
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
#9719 posted by rj on 2010/04/21 13:25:50
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
#9720 posted by ijed on 2010/04/21 15:37:46
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
#9721 posted by ijed on 2010/04/21 15:44:29
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
#9722 posted by necros on 2010/04/21 21:31:30
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
#9723 posted by Drew on 2010/04/22 01:38:03
I pretty much hate 3.3 now.
I think I might go back to 1.6...
Well
#9724 posted by ijed on 2010/04/22 02:34:47
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?
#9725 posted by ijed on 2010/04/22 02:38:20
A: Because now all my maps are in 3.3 texture format...
And I like the interface still.
#9726 posted by Zwiffle on 2010/04/22 02:51:16
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
#9727 posted by ijed on 2010/04/22 03:32:32
I've Found
#9728 posted by Tronyn on 2010/04/22 13:26:10
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...
#9729 posted by generic on 2010/04/22 13:58:17
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.
#9731 posted by spy on 2010/04/22 19:19:40
Cause it doesn't look like one.
yes, it's valve 'mapversion 220' format file
#9732 posted by necros on 2010/04/22 20:32:52
well, whatever it is, it needs to be converted into quake format.
you've got some strange syntax after the texture name (and i'm not sure you are allowed to have spaces either).
is that the enhanced texture positioning maybe?
Texture Names With Spaces
are a likely suspect. You should find & replace them with something else in a text editor and see if it works then.
Connecting Levels?
#9734 posted by sumguy on 2010/04/22 20:49:33
I'm certain this is a stupid question, but how do you link maps together so that the player can teleport to the next level(such as how it's done in the original Quake single player).
I know Half-Life used a "changelevel" entity, but I don't see that option available for Quake. Am I missing something?
Sorry if this is an obvious thing, but I can't seem to find an answer anywhere. I am using Worldcraft 3.3 with the Quake adapter if that helps.
Thanks in advance...
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