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Posted by MisYu on 2004/01/30 11:39:15 |
Hi,
I'm glued to Hammer 3.4, so the question goes to peeps, who're using it as well (Daz? Dranz? czg? erm?) or who're possesing superior knowledge to answer me.
Is there a possibility to use something except duBSP if I want to map with Hammer?
If no, is there a possibilty to update/fix/upgrade/decompile/hax0r this compilator without disturbing mr Riot? That's because it completely doesn't work in some cases, where other compilators worked fine. What are these cases- I cannot tell you precisely, so I cannot avoid them either, because dubsp is not telling what's fucked up.
No, I'm not going to use Radiant :(
czg what are you using? Old WCraft or Hammer?
That's a pity, you know. Both of us, qurneL and myself, are ready to map, are mapping, are hungry for brushes, have something(s) in progress, but our souls cannot be absoluted because we just can't view our maps in Q1 :E That's why qurneL canceled his nearly finished q1sp map =(
Any ideas? Please?
Another case: would you be so kind to suggest some good program for making Q1 models?
By the way, qurneL gets his site there: http://qurnel.qhlan.org/ so you can see what he is doing =) |
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Aguire
#17 posted by LTH on 2004/02/06 13:00:14
Where? Which file? Docs? etc.
Doesn't The Link
#18 posted by aguirRe on 2004/02/06 13:14:20
above work? There are files and readmes directly available, what is unclear?
So To Clarify
#19 posted by Zwiffle on 2004/02/06 14:40:22
if i want to compile my map I have to switch my HL .wad files with the original quake .wad files to get it to compile without the "wad not found in worldspawn" error (or whatever it was) ?
Yes, This Is
#20 posted by aguirRe on 2004/02/06 15:08:10
different from DuBSP, I've only added the capability to interpret the Valve 220 map file format.
See also post #9 above.
I'm Currently Looking
#21 posted by aguirRe on 2004/02/07 06:11:48
into adding the wad3 support also. However, I'm experiencing problems using the code from DuBSP. It appears as if some wad3 files (produced by TexMex) cannot be read by DuBSP, it aborts with a "ERROR 35: Failure reading from file".
When reading the wad3 file, DuBSP always seems to expect some palette data for each HL texture which doesn't always seem to be there.
Is this a known problem with DuBSP?
Ummm
#22 posted by Zwiffle on 2004/02/07 11:40:39
I haven't ever had that problem, but then again I didn't use TexMex to convert my textures, I used wadconv which came with DuBSP. The only real problem with that is limitations, it can't convert a wadfile that has above a certain amount of textures, and some textures are too big to be converted. But other than that it works prefectly.
Hm...
#23 posted by necros on 2004/02/07 12:02:46
well, all i know about half life wads is that they are supposed to contain palette data all the time
it's done this way to get over the palette problem of q1, where some textures look like shit because q1 didn't have the colors in the palette (like greens).
so all hl textures have their own palette info which allows nearly unlimited colors in the engine (why all textures, regardless of colors, look pretty good ingame)
sort of like how Cyan did all the images in Myst with their own palettes, so that they could save space but have 32bit looking images.
After Some Investigation
#24 posted by aguirRe on 2004/02/07 12:24:47
I think I've a picture of what's happening. DuBSP absolutely requires the palette data in the wad3 file, whereas the wad3 format only has it optionally.
This is also why Riot requests on his site that the wad3 files must be created by his wadconv tool (which always appends the palette data). This appears to me as a violation of the wad3 specification. It's also why wad3 files produced by e.g. TexMex don't work with DuBSP.
DuBSP also seems to append some garbage data to the end of each texture so the total texdata size in bsp is bigger than if wad2 had been used. This had me puzzled for a while.
I've tried to clean this up and now my compilers can hopefully read any wad2/wad3 file without any problems.
If anyone knows more of this issue, please let me know.
Oh... Heh.
#25 posted by necros on 2004/02/07 14:22:35
my bad. i thought they needed that palette data. ;)
I'm Not Sure Either
#26 posted by aguirRe on 2004/02/07 15:09:04
but since both Wally and TexMex have the same opinion (but different from DuBSP) on how to save wad3 files, I think it's likely that the problem lies in DuBSP.
I've only managed to dig up one readable description of the wad3 format but it seems reasonable. Anyway, I can handle both with and without palette data now so I hope I'll be safe.
If you want to see the problem, just load a wad2/wad3 file into TexMex and select File Save Copy to wad3 and then run DuBSP with this wad3 file.
Sometimes it seems to work (no error message) but when loading the bsp in an engine, the mipmapping is screwed up. When moving back and forth looking at a texture from different distances, it becomes distorted.
Other times it just bombs out with the above error message, especially if there are small textures (16x16) in the wad.
Well...
#27 posted by necros on 2004/02/07 15:19:43
it makes a lot of sense to me, actually. i always wondered why dubsp couldn't read regular wads. (wad2)
to me, the hl map format is sort of like q2 is to q1 format. basically the same thing (brush def'n) but slightly different (in the case of q2, q3, those extra flags at the end)
Oh, It Can Read
#28 posted by aguirRe on 2004/02/07 16:15:12
regular wad2 files without problems (well, I haven't seen any yet), same as Tree 1.62. It's the wad3s not created by wadconv it has problems with.
The wad3 format seems to be basically the same as wad2 but with the optional palette tucked on at the end.
Btw, I found a description here: http://folk.uio.no/stefanha/WAD3Files.pdf
Probably Should Menttion
#29 posted by starbuck on 2004/02/08 05:36:17
i'm going to be away for 3 months starting on the 10th of February, so I wont run or participate in any events for the next 12 weeks or more.
Starbuck
#30 posted by aguirRe on 2004/02/08 07:22:47
Did you get my email yesterday?
I Will Miss You, Starbuck
#31 posted by R.P.G. on 2004/02/08 14:02:08
...
#32 posted by starbuck on 2004/02/08 14:44:57
Sorry, i meant to post that message in the speedmapping thread :P
Ah I did get your message, aguirRe, just checked my hotmail account and there it was, I'll write a reply now.
And RPG, you know that we'll never really be apart, as long as the memory remains, and the soul still burns.
(I should play less soul calibur)
Wont Be The Same Without You Starbuck
have fun with the turtles. =)
Are You Joking Or...
#34 posted by madfox on 2004/02/17 09:18:38
as post#11 tells me I could download the full version of Qmle, I tried a few times and get looped back to the same page again.
Can I load this full version or not?
Thanks
I Just Tried
#35 posted by aguirRe on 2004/02/17 09:25:24
the link and it worked fine. Maybe you have some download software that conflicts with the site, try disabling it.
Me No Brainz
#36 posted by madfox on 2004/02/17 09:28:55
Got really lost in the server trick.
But now I've got it.
The only reason I ever went on the Internet.
Qmle3.0
thank you VERY MUCH!
If Anyone
#37 posted by LTH on 2004/02/17 09:56:54
has a dodgy full version of Milkshape i.e. no time limit, I'd be interested in having it :P
While We Are Asking For Things...
#38 posted by DaZ on 2004/02/20 15:17:09
Can LTH please give me back my left testicle, after swallowing it you said you would be able to give it back "in a few days".... I still have only 1 ball! ;(
DaZ?
#39 posted by LTH on 2004/02/20 19:13:41
Just exactly what kind of Austrian crack are you smoking???
The Good Shit
#40 posted by DaZ on 2004/02/20 20:58:49
#41 posted by anonymous user on 2006/10/07 10:25:06
:D
:D
:D
:D
:D
:D
:D
:D
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