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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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Necros 
mikewoodham at msn dot com

Funny, I've been coming here since the one before but never actually 'joined'. 
I'm Looking For A 
mapconv by SleewalkR

any links? 
Necros 
Oooops...

I just realised that the e-mail sender will show as Dooby Pollocks instead of me, so your filters may think it is spam. 
Hehe 
it wasn't caught as spam, but it did confuse me for a second. :P 
Bspinfo 
what are the references to see if a bsp is vised level 4? 
Or 
is it a stupid question? 
Is That Bspinfo.exe ? 
How do you run this program? I never used it yet. 
Its A Comand Line Utility 
So stick your bspinfo.exe and your bsp file in some folder on your c:, take a command prompt into that dir and type:

bspinfo mapname

Cant remember if it tells what level vis was run at, but it definately tells you the size of the visdata 
Okay Thanks 
Will look into it 
Madfox 
I didn't see any -level 4 confirmation in bspinfo.exe, but while vis.exe is running you should see:
testlevel = 4
...and you'll have it! 
Yes 
bspinfo formally gives the same info that has bsplog.txt has, only there's no map to compile.

I wondered if there was a way to see how a level was vised. 
There Is: 
r_showtris 
Fine 
that's what I was looking for. 
Spy: 
I found Sleepy's Java Mapconverter in the devkit of tigger's unfinished "industri" project. Link:

http://prdownloads.sourceforge.net/industri/mapcon_java.zip

Quite a useful tool, that.

Oh, and about breakables: Nehahra had breakables, lots of them. You can trigger em, give em health, have them throw many kinds of rubble, etc. func_breakable, func_sobject, and func_mindcrime were the classes, iirc. Amazingly I still have the Neh QuakeC source in a folder. Since Planetquake now sleeps with the Rotfishes, I'll up it somewhere (quaketastic), if anyone wants it. It looks extremely old (dated 2001) so I doubt Mindcrime would mind. 
But 
they can't be walked on, only downside. 
Grahf 
thank you. 
Grahf 
I would be interested in the source for Nehahra - if you can let me know when you are uploading it, I will watch out. 
Here We Go 
http://www.quaketastic.com/upload/files/single_player/mods/NehQCsrc.zip

Glad that my obsessive packrat tendencies came in handy. 
Huh 
Didn't know it had been released. 
Ah 
It's pascal, I remember the dev tool stuff.

Can it be c+p'd into regular Qc? Not enough of a coder to know. 
There Is A Readme File In There 
And it says:

More than a year after the release of Nehahra, I am releasing the "QuakeC" source code to Nehahra. I have placed QuakeC in quotes because it is not what you would call true QuakeC, but a Pascal-Hybrid. The compiler/decompiler was created by Armin Rigo, a set of utilities called ACCQC.

I have included in this archive REACC.EXE, which will compile a progs.dat from the .QC files. The error messages are in French. Sorry. :)


So yeah. Good luck with that, guys. Pretty sure this came from planetquake.com/nehahra at some point in the distant past. 
GTKradiant + Darkplaces 
Hello all,

I've been itching to create a map using the darkplaces engine, and since gtkradiant 1.5 has this option available 'out of the box' I went ahead and used this instead of Worldcraft 3.3.

I can compile a map and run it no problem, but here is my dilemma:

Not all of the textures load into gtkradiant. I've downloaded and installed the
rygel-dp-texturepack-high.pk3 and it is installed to:

C:\Program Files\Quake\Id1

The textures show up fine in darkplaces and in dpmod but only a certain few are showing up
in gtkradiant, and it is only like 5 or so that show up.

Can someone please provide me with specific directions on how to get all the textures to
load or show up in gtkradiant 1.5?

If I have to, I would be willing to use an older version of gtkradiant as long as I had
specific directions on how to set up darkplaces in it.

Thanking you in advance,

Protocol01 
Doesnt 
Doesnt Radiant require a .WAD file in order to view the textures? Rygels pack would be irrelevant especially in the instance of any editor because the textures which are "replaced" and "upgraded" by that pack all come from the originals which came from the WAD format used to create Quake.

The bottom line is that if you dont have the Quake wad file loaded into your editor then you wont be able to compile maps with all of the textures available from Quake.

The wads are somewhere within:
http://www.quaddicted.com/wads/

probably quake.wad or quake1.wad

The ting is there are loads of wads there for the Quake engine, and may have not been "re-made" by someone and have no hi-rez replacement. But that shouldnt meen you shouldnt use them because you can achieve many different themes with these wads and you dont have to worry that they wont load up in the end user's engine of choice. If you wanna use mega-hi-rez textures then use Source or Cryengine or Unreal Engine 3 or IdTech4 or something.......

[rant]
Merry Christmas BTW ;) 
 
i think its http://www.quaddicted.com/wads/id.wad that you need to load into your Radiant editor to work

bare in mind I have never used that editor, I always used Worldcraft, but I would have thought that this form of texture handling would be fundamental 
Matter Of Preference, Sorta 
Personally I find GTKRadiant 1.5 to be stupid and terrible, whereas version 1.4 is excellent. As you have discovered, Protocol01, 1.5 has a real problem loading external texture sets. I don't know why. If you had Quake 1 .wads, then they should in fact load from the id1 directory.

Version 1.4 cannot natively load .wads but it has no problem with TGA's and JPG's. Seriously, try exactly what you were doing except using 1.4 and you'll probably have no problem.

Have a look at this guide for a reference on setting up Radiant for Q1:
http://industri.sourceforge.net/howto.php

Hmm, Ricky is probably right though, that you need to texture your map with the original quake101.wad. Then if there are TGA textures in the appropriate game directory with the same name as ones in the map's BSP, they will be replaced at runtime. The BSP needs those texture names and coordinates so it knows what to replace, and the ones from rygel's pack are far too big to fit into the bsp anyway.

Unless... what exactly do you mean by "mapping for darkplaces?" This has always kinda confused me. Which features and game are you trying to use? Cuz if you were trying to use Q3 or HL bsp support, then a lot of what I just said would be irrelevant. 
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