#10319 posted by necros on 2010/10/07 04:29:10
adquedit can replace bsp textures too, iirc.
it's really old though and has a very strange user interface.
 Alright
#10320 posted by ranger on 2010/10/07 08:15:07
ok, so how do I do it?
In the file menu - TexMex can't export/save .BSPs
When I simply open a BSP with it and replace a texture then click save from the file menu, the opened BSP remains unchanged and TexMex creates a WAD with the modified level's textures
 Well Shit
#10321 posted by rj on 2010/10/07 19:30:23
just tried again to do it and i stand corrected. was sure i'd used it before for that :S
just tried adquedit and that works - basically it looks like you have to first find the textures you want to add in, and export them from wherever they are as .mip files (texmex can do this) then load the map you want to edit in adquedit, and choose 'replace mip', which lets you import a new .mip file
someone needs to remake adquedit :)
#10322 posted by metlslime on 2010/10/07 21:17:26
someone needs to remake adquedit :)
yeah... i haven't touched it since it malfunctioned and deleted my whole quake directory. It was halfway through my quake2 directory when i hard-rebooted to stop the devastation.
FrikaC's Fimg has some of the capabilities. I haven't used it much, though.
I actually wrote some command-line "lmp2pcx" and "pcx2lmp" programs a few years ago (right after the adquedit disaster), perhaps i should release them. I also made spr2pcx, but when I got to trying to make a pcx2spr, i realized you actually need some extra metadata to generate the spr (i.e. sprite flags, frame groups, etc.) and sort of ran out of steam at that point.
#10323 posted by necros on 2010/10/07 21:29:03
i wish i understood how to read files that weren't just plain text. i've wanted to do a sprite program since there are still things in fimg that aren't great.
for example, it's very difficult and lengthy to align sprite center points across multiple frames when the frame dimensions change. you basically have to wing it and do it by hand.
 Any Alternatives?
#10324 posted by ranger on 2010/10/08 07:28:11
If Texmex can't replace a BSP's textures, what should I use? Fimg?
As for adquedit,
replacing the .MIP files = replacing the BSP's textures?
 Yeah
#10325 posted by RickyT33 on 2010/10/08 10:21:16
each .mip is one Quake texture. A .wad file comprises of several .mip files. A .mip contains an image of a texture, and it contains smaller simplified versions of the same texture, to save on memory when you are far away from a texture. So a 64x64 .mip contains a 32x32, a 16x16 and an 8x8 version of the same texture :)
You will see this effect if you work with Wally or TexMex (I think) and you just focus in on one texture.
 Those Smaller Versions
#10326 posted by ijed on 2010/10/08 15:14:51
Are called mipmaps.
 NVM
#10327 posted by ranger on 2010/10/08 20:23:11
thanks anyways guys - I've finally got it working
"SubdivideFace: Didn't split the polygon near (-3232 -624 -208), twall2_5"
I broke it :(
 Well
#10329 posted by RickyT33 on 2010/10/08 21:44:40
Which editor are you using?
Also:
http://user.tninet.se/~xir870k/tooltips.txt
Very useful.
Do a "check map for problems" in WC3.3.
Try and find any faces with daft texture dimensions.
 Thanks :)
Doesn't come up with a brush problem in check for problems. Guess I'll just poke the textures as you said.
It's odd though. The section of map in question I made in a seperate file and copy/pasted over. Only broke when trying to compile after sewing it together. Was a lot of brushes though so I guess it just broke something :(
 Zoom In On It
#10331 posted by RickyT33 on 2010/10/08 22:08:16
and look for mis-aligned vertexes.
 Ah, Found The Blighter, Cheers :)
For some reason a random face at the back of a func_train was 0.25 scale...
 So...
...Fitzquake does have an entities limit :)
Have to cut my map in half :E
 Or...
#10334 posted by metlslime on 2010/10/09 02:10:21
raise max_edicts to a higher value.
Can I do that without changing source code? :E
 It's A Cvar
#10336 posted by metlslime on 2010/10/09 02:44:15
 The Clipping Tool And The Vertex Manipulation Tool
#10337 posted by RickyT33 on 2010/10/09 03:03:15
are invaluable in WC3.3, but the textures can often become fucked up as a result. The best bet is to highlight the brush, then go into texture mode, then send the textures from all brushes "to world" (see texture panel) or "to face". These give different results, depending on the angle of the face. "To World" is good if everything is on grid, just perhaps shifted slightly in 1 direction. ~Use "to face" if the face is at a weird angle or if the face just looks fucked up. :D
 When I Say "all Brushes"
#10338 posted by RickyT33 on 2010/10/09 03:04:42
I mean "all selected brushes"
 Also
#10339 posted by ijed on 2010/10/09 03:06:18
'Perpendicular to Face' is a common error from clipping, but the find errors thing will apply the same fix as 'apply world coords' and save you some time on a big map.
"It's A Cvar"
So it is...ahem, thanks :)
 Fao Ranger:
#10341 posted by rj on 2010/10/09 18:05:40
just found this tool which should make changing textures in a bsp with texmex possible:
http://www.quaketerminus.com/tools/updbsp.zip
 Very Weird Problem
#10342 posted by RaverX on 2010/10/12 00:46:41
I have a very strange problem. I have a tunnel somewhere in my map, everything is ok. I changed that tunnel a little (to make him more "curvy") and suddenly I have an error when I compile the map - the compiler say that it detected a leak on the map : I followed the red line and ... the line goes right THROUGH one of my tunnel walls ! WTF ???
I cand start the map (partially compiled - it has no lights) and I go where the problem is and what I see ? It's a solid wall but I can walk right though it and I fall from the map.
It's really frustrating, can anyone give a clue of what might be wrong here ? I don'r have func_illusionary or something like that, everything is solid...
 Corrupt Brush
#10343 posted by ijed on 2010/10/12 01:06:40
The brush with the line going through it is corrupt for some reason - delete it and make a new one to replace it. Most likely it's broke because it's concave and not convex, so bear that in mind.
It could also be the surrounding terrain that's breaking it, if you've got a lot of brushes intersecting each other off-grid, in which case make that not happen with vertex editing. In other words, make the places where the brush lines cross each other on-grid.
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