Textures Not Showing Correctly In Editor
#142 posted by damage_inc on 2014/11/04 18:24:44
I'm sorry if this has been posted but I didn't see this problem anywhere...
I installed "jackhammer_linux_11320_x64.run" on a Pinguy OS Distro which is based off of Ubuntu 12.04 located at "/home/dano/jackhammer". I ran jackhammer.sh and went to "tools>options" to set up the Quake game profile. The settings are all the correct locations for the .fgd, .pal file, quake101.wad file, game executable, directories etc etc.
Now, with all that if I load a map I simply get white brushes everywhere OR... if I delete the use of the .pal file(location in profile) I get some super low-res version, that's black and white, of the textures!!!!
Also on some maps I get the pink/black squares but I assume that's a texture in use that's not in my .wad file.
Even though I use Linux I'm basically an EX Windoze user with zero 1337 skills ;)
I have no graphics problem with any other game/program with my setup, nVidia gtx660 card.
Any idea's on how to solve this?
I dual boot with Win7, and JH works fine there, but I was hoping to one day find a non dual boot, native OS, editing solution.
Thanks.
Continued From Above.
#143 posted by damage_inc on 2014/11/04 23:35:37
Custom Palette
#144 posted by Preach on 2014/11/05 00:09:31
Is this the return of Quake Noir?
Wow
#145 posted by XaeroX on 2014/11/05 14:17:44
Seems like a palette problem.
When palette file is not defined, JH uses an internal "black-and-white" palette.
Are you sure your pal file is correct?
You mean the same file does work under Win7, but does not under Linux?
Yes, Same .pal File Copied From Win7
#146 posted by damage_inc on 2014/11/05 15:52:49
At first I went to quaketastic and d'loaded the quake palette from there. But the file size difference between it and the JH supplied file was suspect. So that's when I booted up Win7 and installed JH under that OS. After seeing it function correctly I copied the .pal file from Win7 into my Linux install of JH. No difference :(
Anyway, just looking to see if there was a quick fix that you had come across. Not really a big deal if I'm the only one ;)
#147 posted by XaeroX on 2014/11/05 18:32:34
And what if you specify the palette that comes with JH for Quake 1? Yes the colors can be incorrect, but are there any colors, or the default palette also fails to load and renders textures to solid white?
#148 posted by damage_inc on 2014/11/05 18:56:46
Yes, using the palette file supplied with JH renders the texture's to solid white. As shown in the first image in post #143.
#149 posted by XaeroX on 2014/11/05 19:06:57
And what about models? Are they also white?
My Apologies
#150 posted by damage_inc on 2014/11/05 19:45:16
After extracting the models the test I see I had chose my "Game" directory as my "Base Game" directory, grrrrr....
Everything is fine now :) Sorry for the time waste.
Contact?
#151 posted by JneeraZ on 2014/11/24 12:53:39
I'd like to contact the guys writing this editor but their website has defeated me. I don't speak Russian so the forums aren't useful to me.
Anyone have an email address or something I could use?
@WarrenM
#152 posted by Pekka on 2014/11/25 08:50:09
Their Moddb page has a link to contact info, but I think you have to be a member to access it.
http://www.moddb.com/news/jackhammer-new-cross-platform-level-editor-public-alpha
#153 posted by JneeraZ on 2014/11/25 13:36:44
Thanks ... but I created an account and this is what it unveils:
"Email : Hidden"
Are these guys actually CIA agents or something? FFS...
Russian Leet Hackers
#154 posted by mfx on 2014/11/25 13:40:38
Vodka Crew Moscow, Department "Burn your own and don�t die"
#155 posted by JneeraZ on 2014/11/25 14:36:58
Neat ... does that come with a contact email address or something? :)
I sent a private message on ModDB but I have zero expectations of getting a response.
You May Ask Me Here
#156 posted by XaeroX on 2014/11/28 22:13:34
if you must.
#157 posted by JneeraZ on 2014/11/28 22:23:00
FFS ... What's with the cloak and dagger?
Anyway, I have some time this xmas vacation to work on something. I think Jackhammer is VERY close to my ideal Quake editor but it's missing a few convenience features and has a few bugs to knock out first. They aren't huge and I'd be willing to contribute my time, for free, to work on the code.
If that's something you'd be willing to let me do, please shoot me an email.
warren.marshall@epicgames.com
Thanks!
I Never Thought It Would Be Hard To Establish Communication With Me
#158 posted by XaeroX on 2014/11/29 01:18:36
1) Well, the fact is email communication is not convenient for me, I personally prefer forums. Why not post your suggestions right here? Most people do that..
But, if there is something you don't want to share with the community, you can easy find my email address out, just click the PayPal "donate" button at the website, the PayPal page will be opened, and you'll get the email demystified (large bold text at the top of the page). :)
Crash reports are sent to "support at hlfx dot ru" and you can mail to it also.
2) My apologizes for not publishing the email at the website, this is not a conspiracy, this will be fixed along with a new public release and website update.
3) And I probably did not comprehend you right at the point of "contributing time to work on the code". JH is currently not an open source project, albeit I do my best to take all the requests into consideration.
#159 posted by JneeraZ on 2014/11/29 02:11:58
"JH is currently not an open source project, albeit I do my best to take all the requests into consideration."
I know, otherwise I would just work on it. :)
I didn't use your forums because, well, I don't speak Russian. It didn't seem productive.
Anyway, I'm offering my time is all. I know making Jackhammer ideal for Quake editing isn't necessarily at the top of your priority list. It's more of a side effect of the work you're doing ... I was hoping to polish it up some, if possible, and take that work off of your plate.
If you're interested, let me know!
Thank You For The Suggestion
#160 posted by XaeroX on 2014/11/29 12:54:26
Actually I'm not interested in trading for "free time". Although I have not much I don't hurry up.
The second reason is quite straightforward. One project = one coder, that's my point. Until it is complete, released in open source, then forked, and then I personally won't care a bit.
But anyway, thanks for paying attention to the JH project. :)
#161 posted by JneeraZ on 2014/11/29 13:17:48
OK, thanks for the response.
Don't Flip Brushes With Texture Lock (TL) On
#162 posted by Qmaster on 2015/03/09 06:18:46
#99 posted by Amran suggests a best practice right now with Jackhammer is to avoid flipping brushes with texture lock on. There is a horrible bug that causes textures to have their World and Face boxes unchecked meaning that their alignment mode is undefined to the bsp compiler. They will still compile, but any face that has an undefined alignment will cause its lighting to be split along the edges, particularly diagonals. Please see example photos:
https://dl.dropboxusercontent.com/u/20160676/tyrann_lightingerror1.jpg
https://dl.dropboxusercontent.com/u/20160676/txqbsp_beautiful.jpg
Please note this issue only seems to affect Tyrann's qbsp.exe but I haven't tested all compilers. Txqbsp treats them just fine.
...now to fix all the flipped brushes out of my total of 18179 solids whose textures might have undefined face alignment in my map. Fun fun.
If I do them all at once, then they will have their faces ALL flipped backwards on the x-axes.
My Bad...
#163 posted by Qmaster on 2015/03/09 06:29:54
#164 posted by XaeroX on 2015/03/09 09:08:49
Arbitrary alignment is generally not a proplem. A good compiler must handle it.
Warcraft 4
#165 posted by JohnSnow on 2016/09/02 01:52:25
Check warcraft 4 informations: http://warcraft4.us
3D Model Placement Issue
#166 posted by Qmaster on 2016/09/06 16:30:43
I've been having issue with precisely locating enemies when the 3D model is visible. The selection box wraps to the size of the model rather than the defined bbox in the fgd. This makes placement difficult as I can't tell whether the enemy is partially inside a brush or not, especially for non-symetrical enemies like the ogre. I fimd that its better to turn the 3D models so I can see the bbox for proper placement. Would be nice to have the selection box match the bbox.
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