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Mapping Help
Posted by inertia [207.95.173.177], 21/06/2000 19:15 GMT
This thread is for mapping related technical questions.

When posting a question, please include the following in addition to your problem;

- What game you're trying to edit for
- What editor you're using
- Any error messages you've recieved

Including these points will help people answer your question.

To save the same questions being repeated time after time, some common questions are listed below.

Q: Which is the best editor to use?

A: There is no best editor, use the one that works best for you. Try out a variety of editors and then make the choice for yourself. Some of the common editors available are;

- Worldcraft: Used for Quake, Q2 and Half-Life (although for Half-Life it's now called Valve Hammer Editor)
- QERadiant: Used for Q2 (and Quake if you use the conversion tool provided by SleepwalkR)
- GTKRadiant: Used for Q3A, RTCW and most other QIII engine games (and Quake if you use the conversion tool provided by SleepwalkR and change the default texture scale)
- Qoole: Used for Quake, Q2, Half-Life, Heretic II, Hexen II and Sin
- QuArK: Used for Quake, Q2, Q3A, Half-Life, Elite Force, Kingpin, Sin, Heretic II and Soldier of Fortune
- UnrealEd: Used for Unreal and UT


Q: How do I set the message that's displayed when I enter my level?

A: You need to set a value for the 'message' key under the worldspawn entity. How this is done depends on which editor you use, but it is generally found under 'Map Properties' (or similar).

Q: Where can I find new textures to use in my level?

A: You can try either the BigHouse textures page or for Quake WADs, try the TFQLR textures page.

Q: How do I extract textures from a Quake .map or .bsp?

A: You can't do this with .map files, only .bsp files as .map files are just plain text. Open the .bsp into TexMex and then simply go to File->Save As and save it as a .wad

And please, let's try to keep this professional and without any flaming.
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About Compiling
#1 Posted by inertia [207.95.173.177], 21/06/2000 21:30 GMT
Well, I was wondering, when you compile a q1 map, does the order go BSP, Lite, then VIS? Or BSP, VIS, then Lite? Help would be appreciated.

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BSP; LITE; VIS
#2 Posted by GrindSpire [193.113.185.164], 22/06/2000 08:03 GMT , Refers to Post #1
Thats just for Q1 tho...

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RE: BSP; LITE; VIS
#3 Posted by inertia [199.35.235.37], 22/06/2000 08:17 GMT , Refers to Post #2
thanks, right before you posted i'd talked to some folks on #tf about it too :) (also right before you came into #tf, hehe)

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RE: About Compiling
#4 Posted by Tyrann [203.56.239.200], 22/06/2000 12:56 GMT , Refers to Post #1
Actually, as long as you do QBSP first, it doesn't matter which order the other two are in. The "traditional" order is QBSP, LIGHT, VIS; but if you are mucking around with colored lights, you may need to have the order QBSP, VIS, LIGHT.

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Textures
#5 Posted by Psycotic [195.5.73.179], 24/06/2000 12:26 GMT
I need gothic textures for q3:A Please if somebody know where I can find them toll me.
thanks.

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Grey Surfaces
#6 Posted by Gilt [154.5.69.4], 24/06/2000 21:02 GMT
I have this problem in Q1 where a surface is consistently grey. It is not affected by r_speeds and it is always the same surface.

Sometimes it will disappear after I continue mapping, but then it will come back again on the same surface and maybe another one too, after some more editing. It is hard to pinpoint the reason because the changes are on the other side of the map and there is seemingly no connection between the two.

Thanks if you can shed any type of light on the problem, or how to fix it.

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RE: Grey Surfaces
#7 Posted by CZG [130.67.143.117], 24/06/2000 21:22 GMT , Refers to Post #6
Sounds like you've got some greyflash there. Greyflash usually comes from that the surrounding area is a bit to complex, or that your Vis program is doing some bad stuff. Try switching to another Vis, and if that doesn't work, try to simplify that area.
There is one more thing that might be wrong though, but I really doubt it. If you make your map with custom textures, but forget to make submips (smaller versions of a texture,) for one, that texure will show up as grey from a distance. Doubt this is the prob though, as most wad tools these days create submips automatically.

Good luck
-
CZG

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RE: Grey Surfaces
#8 Posted by Fat Controller [203.96.101.219], 25/06/2000 03:25 GMT , Refers to Post #6
Sometimes, with fairly complex architecture, VIS will clip away part (or all!) of a brush face. The result is a window into the Grey Void (and any other bits of map in that direction).

One way to get around the problem is to "merge" a couple of textures together to use less brushes.

I had this happen with VIS removing the "baseboards" on some walls in one atrium. So, I made a wall tex with baseboards built right in. Not only did this fix the problem, but reduced brushcount as well. So the level ran faster :)

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RE: RE: Grey Surfaces
#9 Posted by Gilt [154.5.69.205], 26/06/2000 04:24 GMT , Refers to Post #7
Thanks both of you for your answers, much appreciated. The info you've given me has helped me at least try to fix the problem, but the whole VIS process sounds like it can be a bit chancey at times.

Now I've got a new question.
CZG said that the problem might be with the compiler. My question is which compilers are best for QBSP and VIS? and where can I get them?

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Compilers
#10 Posted by Vondur [194.87.189.190], 26/06/2000 06:42 GMT , Refers to Post #9
Well, my favorite compilers are:

WQBSP 1.65 - supports transparent water, you can get it from The Forge [files section]
http://www.planetquake.com/worldcraft/index2.shtm

RVIS+ - A faster vis program... with a progress indicator [modified by Tyrann].

Tyrlite - Modified lite prog... with a progerss indicator [modified by Tyrann].
This compiler contains all features from iklite and arghlite. Very useful.

You can get rvis+ and tyrlite from Tyrann's page: http://www.planetquake.com/tyrann/

Good luck 666

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RE: RE: Grey Surfaces
#11 Posted by Tyrann [203.56.239.113], 26/06/2000 07:19 GMT , Refers to Post #8
Sometimes, with fairly complex architecture, VIS will clip away part (or all!) of a brush face. The result is a window into the Grey Void (and any other bits of map in that direction).
Actually, this problem shows itself at the QBSP stage, before VIS has even been run (assuming we are both seeing the same effect). I think it is to do with QBSP incorrectly spliting brush faces or trying to merge some that shouldn't be. Sometimes deleting the problem brush and redrawing it works (changing the order of brushes in the map file), or you can try spliting the face into triangles yourself to save QBSP the trouble.

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Compilers.
#12 Posted by CZG [130.67.142.104], 26/06/2000 14:31 GMT , Refers to Post #10
I've actually had times where I had this greyflash (or Hom in GlQuake) go away after I switched from rvis to Hvis which I use now. Hvis isn't quite as fast as rvis though, but it has got this cute little porgress thing with portals done and portals in total and percentage and estimated time and all the cutsy bits Smile Now where did I get Hvis from? I don't think it's up for download, LordHavoc that made it sent it to me on IRC so... Sad

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RE: Compilers.
#13 Posted by Vondur [194.87.189.190], 27/06/2000 11:25 GMT , Refers to Post #12
hmm, i have to catch LH then =]

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Newbie Map Maker..
#14 Posted by daishi [195.92.67.68], 02/07/2000 00:20 GMT
Hi I've just started using Radiant and I've started my very first map (woohoo) but when I compile it and try to see it in Q3 it gets as far as loading the map then dumps me out into the main menu ... which after a day of doing this is becoming a pain in the ass

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Daishi
#15 Posted by killazontherun [203.164.3.164], 02/07/2000 06:06 GMT
In the console type sv_pure 0 first then try loading your map.

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RE: Daishi
#16 Posted by daishi [195.92.67.76], 02/07/2000 17:28 GMT , Refers to Post #15
Thanks !!

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Also, Daishi
#17 Posted by Lunaran [152.163.213.183], 02/07/2000 18:08 GMT , Refers to Post #14
Remember to put a player start in, because that can do it also. Smile I went nuts once before trying to find why my map wouldn't load, and it turned out there was no info_player_start.
Moon

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ARGH!
#18 Posted by GrindSpire [62.7.115.79], 02/07/2000 20:27 GMT
OK, on my new Q1 map I get the following from my compile tools...
** Executing...
** Command: C:Program FilesWorldCraftQToolsQbsp.exe
** Parameters: D:QUAKEID1mapsGSDM3

Transparent water QBSP with Hipnotic extensions
MultiWAD version 1.65
by Ken Alverson based on original code by John Carmack

outputfile: D:QUAKEID1mapsGSDM3.bsp
--- LoadMapFile ---
D:QUAKEID1mapsGSDM3.map
352 brushes
4 entities
7 miptex
20 texinfo
building hulls sequentially...
--- Brush_LoadEntity ---
351 brushes read
---- CSGFaces ----
2837 brushfaces
11327 csgfaces
2090 mergedfaces
----- SolidBSP -----
3123 split nodes
1453 solid leafs
1671 empty leafs
0 water leafs
5051 leaffaces
4694 nodefaces
----- portalize ----
----- FillOutside ----
2302 outleafs
----- SolidBSP -----
866 split nodes
540 solid leafs
327 empty leafs
0 water leafs
2303 leaffaces
2078 nodefaces
MODEL: *1
--- FinishBSPFile ---
WriteBSPFile: D:QUAKEID1mapsGSDM3.bsp
added 0 texture frames
1112 planes 22240
4066 vertexes 48792
2161 nodes 51864
20 texinfo 800
3969 faces 79380
1629 clipnodes 13032
1347 leafs 37716
4372 marksurfaces 8744
15633 surfedges 31266
9772 edges 39088
7 textures 139032
lightdata 0
visdata 0
entdata 378
30.0 seconds elapsed

** Executing...
** Command: C:Program FilesWorldCraftQToolsrvis.exe
** Parameters: D:QUAKEID1mapsGSDM3

---- vis ----
LoadPortals: couldn't read D:QUAKEID1mapsGSDM3.prt
No vising performed.

Can someone tell me why it won't VIS? Please...

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RE: ARGH!
#19 Posted by CZG [130.67.142.101], 03/07/2000 00:36 GMT
For some oddball reason the Qbsp doesn't go through the MergeAll bit of itself, and thus doesn't write a portalsfile, even though it doesn't leak. I see you're running this from within WorldCraft. Maybe try to run it from a normal Dos prompt. If that doesn't help, try a diffrent Qbsp. You're using WQbsp, which I also use and have had no troubles with, but you never know.

CZG

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I Forgot Sumthin'
#20 Posted by CZG [130.67.142.101], 03/07/2000 00:39 GMT , Refers to Post #19
Try running WQbsp with the -verbose command. Maybe that'll reveal some details on your problem.

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It Looks To Me
#21 Posted by Lunaran [205.188.192.39], 03/07/2000 01:02 GMT
like that "Fill Outside" part doesn't belong there. It's not supposed to fill outside, it's supposed to fill just the inside.

... is it? Spog?

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Dodgy Qbsp'ing
#22 Posted by Tron [203.12.165.144], 03/07/2000 02:37 GMT
I seem to remember having the same problem once myself where it wasn't leaking but still wouldn't compile. Try using a dif version of qbsp, I think that fixed it up for me.

Tron

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Q3map -vis Just.. Crashes?
#23 Posted by ->2k<-Seb [212.54.69.132], 03/07/2000 04:25 GMT
yeah, I can bsp and light just fine, but vis just comes up with this:

Q3map has caused an error in Q3MAP.EXE.
Q3map will now close.

The output is here, with verbose on..:

Q3Map v1.0m (c) 1999 Id Software Inc.
---- vis ----
verbose = true
1 threads
qdir: d:quakei~1
gamedir: d:/quakei~1/baseq3/
reading d:quakei~1baseq3mapsctf_22.bsp
reading d:quakei~1baseq3mapsctf_22.prt
1203 portalclusters
3436 numportals
4363 numfaces
6872 active portals
1034 hint portals
visdatasize:182864
0...1...2...3...4...5...6...7...8...9... (38)
7 average number of passages per leaf
22 MB required passage memory
0...1...2...3...4...5...6...7...

Then it crashes. =(
I've spent all night trying to fix it, but have had no luck..

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LOL
#24 Posted by ->2k<-Seb [212.54.69.249], 03/07/2000 04:54 GMT , Refers to Post #23
then I simply disconnect from the internet, and then it just vis' perfectly? ..rofl

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FUCKING MUTHA...
#25 Posted by than [212.49.240.232], 04/07/2000 10:58 GMT
FUCKING SPARKLIES!?!!?!?!?!??!

what the causes two curves which are aligned perfectly in the editor to become slightly misaligned in game which in turn causes small cracks to appear between them allowing you to see into the hall of mirrors that lies beyond!? WHY DO WE HAVE TO PUT UP WITH THIS CRAP!? I tried moving some vertexes along a little bit but the problem still occurs. It only happens on two curves in my map and once of them is a copy of the other anyway so it's more like one. I know you have all (q3 mappers anyway) had this problem at one time or another so can someone give me some help?

please?

-than

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RE: FUCKING MUTHA...
#26 Posted by GrindSpire [193.113.185.164], 04/07/2000 21:35 GMT , Refers to Post #25
It doesn't help but I had this problem in Q1, bloody annoying isn't it!

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RE: FUCKING MUTHA...
#27 Posted by Maj [193.128.238.146], 06/07/2000 20:38 GMT , Refers to Post #25
Than, you have put caulk behind the curves right?

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Of Course
#28 Posted by than [212.49.252.58], 06/07/2000 21:34 GMT
it's not a caulking prob

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RE: FUCKING MUTHA...
#29 Posted by VooDoo6 [24.161.240.62], 07/07/2000 06:33 GMT , Refers to Post #25
Do you have one of the later versions of q3r?
im not completely sure on this, but i think that might have somthing to do with it.

Im prolly wrong but thats the only thing i can think of.

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Yes
#30 Posted by than [212.49.235.132], 07/07/2000 07:40 GMT
I have q3r 201. Lun already told me the prob was to do with the lod calculations done on the two adjacent patches (I had an inkling of a feeling that this may have been the prob (honest :)). I haven't done this yet but Lun said increasing the patch density of one of the patches should help. Still, I know that will just cause more problems because I am using this patch for a floor, two trims and walls on both sides. The problem only occurs between the floor and the innermost trim on the curve.

Such is life eh?

-than

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Grid W/vodoo
#31 Posted by Froasty [208.35.37.13], 07/07/2000 15:51 GMT
I know I've seen this on other boards, but I can't find em' and i could use a hand. Just put a brand spanking new, default load of q3r and vodoo drivers, etc. on my machine. Now I can't see the grid when I open my maps. Is this drivers? Thanks all.

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RE: Yes
#32 Posted by Lanzelot [212.209.5.155], 08/07/2000 04:57 GMT , Refers to Post #30
If you have multiple curves stacked onto each other, try to break up the caulk brush where the curves are meet. That have helped me and is sugested in the manual under t-junktion cracks.

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Thanks But
#33 Posted by than [212.49.241.98], 08/07/2000 12:04 GMT
that's not possible since the curves run along a curve where they meet.

I'm just going to restart the map again anyway so it doesn't matter.

fucken q3 :)

-than

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Q3r Problem
#34 Posted by werewolf [212.181.179.231], 09/07/2000 14:19 GMT
i would be very pleased if somebody can help me with a problem i are having with my q3r,
my supporting grids has dissapear , if i scroll over the map it apperas in like a one ms,
to sole this problem i had tried this:
- reinstall q3r(v181 and v191 )
- deleted the register folder and reinstalled the prog again in deafult options.
- reinstlled my 3d-card (voodoo3 2000 pci)
- reinstlled opengl
- ate a big mac (and co!)

observe that a do not have any other grafic bugs , in varius games

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RE: Q3r Problem
#35 Posted by Auhsan [212.166.137.162], 09/07/2000 14:53 GMT , Refers to Post #34
go to www.glsetup.com and download the latest glsetup. I had the same problem with my Voodoo Banshee and the latest glsetup drivers solved it.

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My Maps Are Too Big :-(
#36 Posted by Tyrann [203.56.239.112], 10/07/2000 16:40 GMT
Ok, I just started getting the error PF_precache_model: overflow when I load my map (Quake 1). I checked the Quake source and it seems the limit is 256 models.

Could someone familiar with the quake source code please tell me if this is 256 unique models, or do I need to start taking out monsters and items and such?

I guess I can start by converting some of my func_wall entities back into solids - at the expense of r_speeds. Such is life <*sigh*>

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Suggestion
#37 Posted by than [212.188.139.25], 10/07/2000 17:49 GMT
try regrouping func_walls that are close by into singular func_walls. that should save on a few.

-than

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RE: Suggestion
#38 Posted by Tyrann [203.56.239.200], 10/07/2000 18:24 GMT , Refers to Post #37
Yeah, good suggestion. I'll do that where I can. Thanks.

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RE: My Maps Are Too Big :-(
#39 Posted by CZG [130.67.142.180], 10/07/2000 19:12 GMT , Refers to Post #36
I had that prob in my level, too, and it is 256 unique models yes. I did as than said (although he didn't say it then) and grouped my func_walls and func_illusionaries together, but then I got a "Too many Efrags" warning. (The entities span over too many leafs.) Finally I ended up with me turning all the func_s into ordinary brushes. The errors went away, and the compile time doubled. Sad

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RE: RE: My Maps Are Too Big :-(
#40 Posted by Tyrann [203.56.239.116], 10/07/2000 22:02 GMT , Refers to Post #39
After way too much prodding and poking at the map file, I discovered that the QC file that I have been using in BSP for the last four years has an error in it. It causes trigger_relay's to have a brush model associated with them. Well, since I had 42 trigger_relays, changing them over made the problem go away - for now. I'll just have to watch how many models I add now.

Just too annoy me some more, now I have to chase down one of those leaks where the pointfile goes straight through a solid brush Frown.

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Don't Know Where...
#41 Posted by maiden22 [216.154.2.246], 10/07/2000 22:18 GMT
...to post this, but can anyone recommend a good mouse for Quake??

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Can Anyone...
#42 Posted by ScopoiD [142.163.71.118], 10/07/2000 23:56 GMT
help me out with an idea for a teleporter for this Quake map I'm working on? I've been pouring over it for 2 or 3 days and all the ones I've come up with don't really match the style...
screenshots of the map
the 3rd shot shows a teleporter I tried, but wasn't satisfied with it.

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RE: Can Anyone...
#43 Posted by Lunaran [152.163.194.181], 11/07/2000 01:41 GMT , Refers to Post #42
Go with something bright orangey-red, like a wall of flame or somesuch. That's what I'd do.

Or just use the standard q1 teleporter texture with the beige dots.
Moon

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RE: RE: Can Anyone...
#44 Posted by ScopoiD [142.163.71.118], 11/07/2000 01:52 GMT , Refers to Post #43
Thanks Lunaran
Bah it's hard to be original :)
Maybe I should be eating more Cheese

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RE: Don`t Know Where...
#45 Posted by Vondur [194.87.189.190], 11/07/2000 06:46 GMT , Refers to Post #41
1. Razer Boomslang 2000 =) ~100$us - the perfect mouse for the Quake
2. Logitech. There is one model M-UB48. This one has a wheel, but there are mice that have no that wheel if you don't need it. This mouse rocks too. It costs ~8$ ps/2 and ~20$ usb.

666

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Gaming Mice?
#46 Posted by Lunaran [152.163.194.183], 11/07/2000 15:43 GMT
Who needs 'em? I've still got the same old vanilla 3-button dark blue Logitech MouseMan Sensa I've had for years and as long as I keep it clean and happy it works fine. Sure didn't cost no $100 either.
Moon

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RE: Don`t Know Where...
#47 Posted by Johnny Law [207.17.136.129], 11/07/2000 17:33 GMT , Refers to Post #41
Go to this thread, almost to the bottom, you'll see my opinions about mice.

http://www.quake3world.com/ubb/Forum6/HTML/006323-2.html

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RE: Gaming Mice?
#48 Posted by Fat Controller [203.96.111.201], 12/07/2000 04:21 GMT , Refers to Post #46
I have this image of lab animals refusing to run mazes; instead they prefer to frag each other in DM4... :)

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:)
#49 Posted by maiden22 [216.154.13.120], 12/07/2000 05:07 GMT
thanks Von and JL

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RE: Gaming Mice?
#50 Posted by maiden22 [216.154.13.120], 12/07/2000 05:09 GMT , Refers to Post #46
sure, there are better ways to spend $100.. I was just thinking, since I have to buy a new mouse, I thought I might as well get one that's good for Quake. That's all.

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RE: RE: Gaming Mice?
#51 Posted by maiden22 [216.154.13.120], 12/07/2000 05:11 GMT , Refers to Post #48
damn you and I have the same colours. Either that or I'm blind.

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Those Damn MD3's
#52 Posted by Evicerator [209.209.19.24], 12/07/2000 08:15 GMT
I don't know if any of you have noticed those tight ass shadows in ztn3dm1 (Blood Run) that use the timlamp model to create spidery shadows in the ceilings (you can kinda see them in the upper right area of his screenshot), but I'm trying to recreate that same effect in my map. Unfortunately, I can't figure out how the hell he did it. For starters that damn model doesn't even emit light and secondly, those idiots at ID didn't allow models to be solid (for bullet marks, etc.).

So far:
1.---> I spent literally half a day checking every goddamn website for a clue...nothin'.
2.---> I checked out ID's timlamp shader file. It uses surfaceparm alphashadow which supposedly allows light to be emitted through the alpha portions of the texture, but of course it doesn't. I've never got this to work on anything anyways.
3.---> I tried putting a light entity in the middle of the md3, but again no light emitted.
4.---> Regarding making models solid, the only solution I've heard of is to place a similarly shaped brush around it and apply the cushion texture but this seems damn sloppy.
5.---> I emailed the man himself, ztn.

If any of you guys got the solution or a workaround/trick/idea of some kind please lemme know. Sorry 'bout the long post.

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Clipping Solution
#53 Posted by Evicerator [209.209.19.24], 12/07/2000 10:10 GMT , Refers to Post #52
I was looking through the sample maps ID provided and q3dm7sample.map happened to also use this model in the manner I would like to use. Unfortunately they neglected to provide the part that creates the shadows. I did, however, find that the only way to make a md3 "solid" is to, indeed, place a similarly shaped brush around it and apply weapon clip (no telling why they designed it this way but I'll live). Well, one down, one to go.

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ShoveL Thought A Title Wasn't Needed
#54 Posted by ShoveL [134.148.24.16], 14/07/2000 06:15 GMT
What does -vlight do? for q3map.exe
I need curvs to cast shados ? :-/

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Func_wall?
#55 Posted by Jimbo [164.106.40.170], 14/07/2000 16:36 GMT
What exactly does func_wall do?
(In q1 Quake)
How does it lower r_speeds?

Jimbo

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RE: Func_wall?
#56 Posted by CZG [130.67.142.55], 14/07/2000 17:43 GMT
A func_wall is just a entity that does nothing bu sit there. (OK, if you trigger it it can change texture but that's it.) If you turn the itty bitty details of your map into func_walls, thy won't split up the bsp into so many leafs, (I better get the terms right or SPoG will have my head,) thus making it vis a lot faster, that's what detail brushes are for in q2 and q3. It would prolly cut down on your r_speeds too, but maybe you'd have to pay for it since you get extra epolys to render. Remember that entities don't block vis, so only turn the little unneccesary bits into them. Basicly they are the same as func_illusionaries, only solid.

That seemed terribly incoherent. Sorry 'bout that.
CZG

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OK Thanks
#57 Posted by Jimbo [164.106.40.79], 14/07/2000 19:17 GMT , Refers to Post #56
SmileOK that clears up the func_walls.
But what is a leaf exactly?<?>
Is there a glossary somewhere that has all these terms?

<?>Maybe Peej should put one up?<?>
MoonJimboSkull

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Yes There Is:
#58 Posted by CZG [130.67.142.55], 14/07/2000 19:23 GMT
It's long, complicated, and mostly about Q3, (but applies to Q1 too,) and it's written by SPoG and is located here:
http://www.planetquake.com/spog/stuff/technical.html
Read and weep.

CZG

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R_speeds In Q1
#59 Posted by dr0KheaD [62.156.45.31], 14/07/2000 23:29 GMT
I search a FAQ or tutorial about r_speeds in Q1. Can anyone give me a link or some tips how to prevent high r_speeds?? Thanx
-dr0K

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RE: R_speeds In Q1
#60 Posted by Lunaran [205.188.192.27], 15/07/2000 14:51 GMT , Refers to Post #59
Two things:
- Don't go mad on the detail. There's only so much stuff you can cram onto the screen in Quake1 no matter how powerful people's computers are getting. Build the map *for quake*.
- Use vis blockers. These are S, L, Z or -O- shaped hallways between rooms that make it impossible to see from one room to another.
- Use func_walls and func_illusionaries. Since they're entities, they won't intersect the rest of the brushes around them and split them into more faces the way they would if they were normal brushes.
- Build smartly. Don't carve, don't use more brushes than you have to, and don't carve.
- Don't carve.

Moon

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RE: RE: R_speeds In Q1
#61 Posted by Auhsan [212.166.156.9], 15/07/2000 15:28 GMT , Refers to Post #60
there's one thing I haven't understand...

can we carve?

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AAAAArgh!
#62 Posted by Lunaran [152.163.204.187], 15/07/2000 17:19 GMT
1) I hate shaders.
2) I hate Q3World.

Does anyone HERE who can actually ANSWER me know how to fix this problem?
Moon

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RE: RE: RE: R_speeds In Q1
#63 Posted by GrindSpire [193.113.185.164], 15/07/2000 21:09 GMT , Refers to Post #61
Um... I don't think so, but I'm not sure, it's kinda vague...

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RE: RE: RE: RE: R_speeds In Q1
#64 Posted by CZG [130.67.142.3], 15/07/2000 22:03 GMT
CARVING IS EVIL.
CARVING MAKES YOUR INTESTINES COME ALIVE AND TIE KNOTS AROUND YOUR AEORTA.
Or at least make your map messy...

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RE: RE: RE: RE: RE: R_speeds In Q1
#65 Posted by Tron [203.12.165.243], 16/07/2000 06:34 GMT , Refers to Post #64
heh, this reminds me of a tutorial I read a few days ago for some other game on how to make you first room. Basically it went "make a cube, hollow it, then carve holes into the walls where you want doors and windows.

Tron

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RE: RE: R_speeds In Q1
#66 Posted by dr0KheaD [62.224.20.179], 16/07/2000 10:10 GMT , Refers to Post #60
Thanx Lun!!!
BTW: Coriolis Storm Rocks!!!

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RE: RE: RE: RE: RE: R_speeds In Q1
#67 Posted by Auhsan [212.73.46.15], 16/07/2000 13:45 GMT , Refers to Post #64
Carving is evil, but it's soooooo fun. Try to make and sphere carving a 8 sides poligon.

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RE: RE: RE: RE: RE: RE: R_speeds In Q1
#68 Posted by GrindSpire [62.7.78.43], 16/07/2000 16:47 GMT , Refers to Post #67
OK, tried that, and half my RAM has just burnt out! (that bit is serious) :-(

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RE: RE: RE: RE: RE: RE: RE: R_speeds In Q1
#69 Posted by Auhsan [212.73.45.29], 16/07/2000 19:16 GMT , Refers to Post #68
hehe!stop mapping in a gameboy Smile

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RE: RE: RE: RE: RE: RE: RE: RE: R_speeds In Q1
#70 Posted by GrindSpire [195.99.46.254], 16/07/2000 19:26 GMT , Refers to Post #69
OK, I'm not serious about the mapping bit, but I did burn out half my RAM last night!

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Carving
#71 Posted by Vondur [194.87.189.208], 16/07/2000 19:27 GMT
Carving is the useful feature, use it wise.
For example: if you want to make a square window, you can carve it using one brush instead of drawing 4 brushes manually. It won't mess your map since this is the simple form.
So, use carving wise.

And of course, build with speed in mind.

666

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Wad File Needed
#72 Posted by IsmiteU [24.26.89.219], 16/07/2000 23:24 GMT
I've looked everywhere and I'm attempting to locate both a Plywood & Pine 2X4 textures. If anyone knows where I could find these pls let me know ASAP. :)

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Here I Go Again!
#73 Posted by Biff_Debris [152.163.205.78], 17/07/2000 02:42 GMT
I'm attempting to rebuild that Q1SP map with the trigger_counter and trigger_relay and the message on the door again. Confused? So am I -- after I deleted the old (working) version:

Okay. I've got three sets of doors -- one to the left and the right, and one in the middle. The middle set of doors has the trigger_multiple which brings up the message "go thru the other doors before here". The idea is to have the trigger_counter count off the passing of the other two rooms beyond the other sets of doors before the middle set opens, and the message becomes inert. Bare in mind also that a trigger_multiple doesn't allow a "targetname" key, so you can't name the trigger brush, and that while the door itself can have a message display, it'll only do so when the door itself is triggered.

I thought I had it all down on a document file, but I didn't. I suck so fucking hard, I know.

I promise I'll never bring this up again if someone can tell me how to do this. Scout's honor (even tho I never was one).

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RE: Here I Go Again!
#74 Posted by Biff_Debris [205.188.199.204], 18/07/2000 00:48 GMT , Refers to Post #73
Ignore that post. With help (CZG, Ray, Fats), I got it beat.

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Mapping Advice!
#75 Posted by GibFest [212.38.174.60], 18/07/2000 18:35 GMT
Right to start off, I`d like to know how everybody goes about making a map (Q1)...

I mean like when WorldCraft boots up, what is the first thing you do, coz I myself start from the floor and work up and never ever seem to be able to finish a map coz a new idea comes along I just gotta try and it won`t fit into the current level so as a result I`ve ended up with about 50 bits of level.


So....

What I want to know is how u go about mapping e.g. Do you make preparations or just jump into worldcraft, and how do you stick with such a map when all these new fangled images come into your mind.

Ohh yeah and what music do you listen to when mapping, anything would help.

It is the most annoying thing in the world to not be abled to finished a map.

Ohh yeah and I was seeing what my nice new coloured name would look like.

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Better Colour
#76 Posted by GibFest [212.38.174.60], 18/07/2000 18:40 GMT
This should be a bit better colour hopefully...

phew

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RE: Mapping Advice!
#77 Posted by IsmiteU [168.213.1.134], 18/07/2000 18:50 GMT , Refers to Post #75
ewww soooo Green :) I'm mapping "On the Fly" cuz I have no freaking idea what I'm doing. Music? what music I listen to explosions and large ammounts of ammunition going offfrom my son's PC :P

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.
#78 Posted by IsmiteU [168.213.1.134], 18/07/2000 18:51 GMT
I've realized I am the worlds worst speller.

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RE: RE: Mapping Advice!
#79 Posted by GibFest [212.38.174.60], 18/07/2000 19:00 GMT , Refers to Post #77
I`m trying to make the transistion from Reviewer to Reviewer and Mapper and am finding it quite hard.

Damn fast reply tho Izzy 8)

as for the music, I find it hard to map without. Cypress Hill are a prime example of music to map to or some Drum and Bass.


Which brings me to another query... How do I get a music track to play in a Quake1 level like a *.wav or *.mp3 not CD?

##------------------------------##

Ohh BTW D&B fans hit THIS SITE, just a blokey who makes music but some of his D&B and Experimental stuff is the bollox.

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RE: .
#80 Posted by CZG [130.67.142.189], 18/07/2000 20:34 GMT , Refers to Post #79
How do I get a music track to play in a Quake1
level like a *.wav or *.mp3 not CD?

You can't, No waw without modified QC, no mp3 without modified exe.

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RE: Mapping Advice!
#81 Posted by dr0KheaD [62.156.20.45], 18/07/2000 21:42 GMT , Refers to Post #75
I just do, what comes into my mind. When I get an idea that won't work in my current map, I do a new one. So far it's just like you do, but:
After a while I return to one of my unfinished maps and complete them (or bring them closer to completeness at last)
I usually have 3-6 unfinished maps on my drive.
About the music:
Industrial!!!! Industrial fits best to Q1 DM. Or electronical stuff, but that just for the mapping, not to play by.
Some Bands: FearFactory, Nine Inch Nails, Triggerpimp, The Shizit, Die Krupps, Corpse #87

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RE: Mapping Advice!
#82 Posted by Biff_Debris [152.163.206.177], 18/07/2000 22:53 GMT , Refers to Post #75
Try to keep yourself focused by drawing out some ideas on graph paper or whatever. This especially helps with DM, since you have to remember to keep things compact and up to speed. Once you get a *basic* idea for the overall design, you can be real flexible as far as improvising any extra areas or arch. details.

Don't worry about starting over! On my current Q1 (formerly q2, formerly Unreal) DM map, I've done just about everything I can think of, and rebuilt it at least five or six times! It's almost like "meditiating upon a theme", if you wanna get the boots out. You learn how to cut corners in certian areas, and embellish upon others. THAT'S what helps you as a mapper, IMHO -- just doing it.

Take yout time with it. Nothing worse than a rushed map, since once you've released it, everyone says "why didn't you do this or that?" and you know they're right -- and you would've thought of it had you taken more time. Believe me, I've had experience in this dept...

Hope this helps -- it's what the best mappers I know have been telling me, and they're right.

btw I've listened to King Crimson, Manson, and NIN when mapping -- just really intense stuff, which goes well with frenetic gaming.

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RE: RE: Mapping Advice!
#83 Posted by Biff_Debris [152.163.206.177], 18/07/2000 22:56 GMT , Refers to Post #82
Hehe -- nothing worse than a RUSHED POST either!

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Biff
#84 Posted by IsmiteU [24.26.89.202], 19/07/2000 01:54 GMT
It's nice to hear someones taken the same map and redone it a bunch of times. I don't know I feel really pressured to put a map out. I know I create my on pressure but then again I feel like if I don't get it out no one will ever take a look at it.

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RE: Biff
#85 Posted by Biff_Debris [205.188.200.58], 19/07/2000 09:43 GMT , Refers to Post #84
Yeah, I know what you mean -- but it's better to have a few good maps than a bunch of shitty ones.

IMO, if you're anxious for someone to see what you've done, just mail a buddy and see if he wants to beta an early version -- mebbe get a few tips out of them. That way you can get feedback immediately, and help with your map at the same time.

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Custents
#86 Posted by than [212.188.147.142], 19/07/2000 10:50 GMT
I need to find somewhere or someone that has the custents for quake file. I have been to the custents homepage but the file is not there (ARGH!!!!). I need a version that works with worldcraft so if anyone has the latest custents the PLEASE send it to me/upload it/tell me another url I can get it.

This is for a q1sp. I could use the following:
&#149; better ambient sound support
&#149; perhaps a couple more base enemies
&#149; breakable stuff
&#149; earthquakes
&#149; rotating stuff would be nice

HELP ME!!

-than

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Ptth
#87 Posted by than [212.188.147.142], 19/07/2000 10:53 GMT
I was sure the thingy characters worked.

&#149;

I bet it works now.

-than

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Thanx
#88 Posted by GibFest [62.7.50.140], 19/07/2000 17:19 GMT
:)

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RE: Thanx
#89 Posted by inertia [199.35.236.57], 19/07/2000 22:27 GMT , Refers to Post #88
GIBFEST!!!

Erm, just thought I'd let you know your color is nearly identical to NotoriousRay's :)

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RE: Custents
#90 Posted by Biff_Debris [152.163.205.61], 19/07/2000 23:44 GMT , Refers to Post #86
I wanna use that Q3 chant sound in me Q1SP! Damn, but it would kick ass...

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RE: Custents
#91 Posted by Nightbringer [203.109.252.15], 20/07/2000 01:53 GMT , Refers to Post #86
I'm not sure where to find CustEnts; you could try Zerstorer though, it's got at least breakables and extra base enemies (mega-enforcer, turret).

Awhile ago I was messing around with this sort of stuff, and ended up adding a bunch of miscellanea to q1, including some of what you're looking for. I've dug it out, fixed the fgd, and uploaded it. Not sure how useful it'll be (not very, is my estimate); but you can grab it from here.

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Than Wuz Axin Me
#92 Posted by Fat Controller [203.96.111.202], 20/07/2000 08:06 GMT
...earlier, so I'll send him my Custents zip, and tell him to:

1) Look up the word "Cranked" on filePlanet, for monster powerups

2) See the PainKeep site for a pak full of nice sounds

Now where are my pants!?

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It's Ok!!!!
#93 Posted by than [212.49.230.33], 20/07/2000 08:52 GMT
I found custents and have decided that zerstorer is probably the better bet. thanks for everyone's help anyway.

-than

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RE: RE: Custents
#94 Posted by Lunaran [152.163.197.81], 20/07/2000 14:54 GMT , Refers to Post #90
Which sound, biff? Don't you have q3?
Moon

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On Q3dm14 (?)
#95 Posted by than [212.49.229.110], 20/07/2000 15:38 GMT
when you walk near the jesus statue you can hear chanting. Thta's prolly the sound he means.

-than

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RE: On Q3dm14 (?)
#96 Posted by Biff_Debris [205.188.198.177], 20/07/2000 23:14 GMT , Refers to Post #95
Yes, yes -- that'n. I'd have to do some pak file surgery wouldn't I? Rename it to one of the already-existing ambient sounds? Right?

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RE: RE: On Q3dm14 (?)
#97 Posted by GrindSpire [212.126.144.12], 20/07/2000 23:40 GMT , Refers to Post #96
Yes, that's right

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Q1 Func_train Prob
#98 Posted by than [212.49.236.160], 21/07/2000 13:12 GMT
In my map I have a hollow crate with an item/monster (not decided yet :) inside it. The crate consosts of two func_trains, the crate and it's lid. These are triggered separately by a couple of trigger relays (which are triggered by a button). The whole thing moves along a path then stops by using a wait key of -1 at the end path corners to stop them. When the player gets around to where the crate has ended up there is another button. This triggers the lid of the crate and also a bar which carries the lid off. The problem is that the bar will move but the lid just stays where it is.

I have gotten all the names and path corners set up correctly as far as I know (I have checked). Is quake capable of restarting a func_train or not? Should I be using a different wait key? (is -1 correct if I want to retrigger it?) ARGH! help!

btw, I plan on using Quake c mods for other things so perhaps there is a func_train capable of being retriggered?

Also, is there a qbsp which lets you tie clip brushes to solid entities?

-than

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RE: Q1 Func_train Prob
#99 Posted by Tyrann [203.152.232.29], 21/07/2000 15:41 GMT , Refers to Post #98
You cannot restart a func_train in Quake once it has stopped. Ever (well, not without your own QC).

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ACK!
#100 Posted by than [212.188.130.219], 21/07/2000 15:58 GMT
...

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Nm
#101 Posted by than [212.49.251.250], 21/07/2000 21:03 GMT
doesn't matter aboot the func_train stuff now anyway as I set it up with perfect timing instead so it now all happens with one button press but looks much cooler.

Hopefully Fatty will let me use the OUM code so I can use earthquakes, breakables and forcefields. As well as thos extra base monsters.

-than

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RE: Nm
#102 Posted by Fat Controller [203.96.111.202], 22/07/2000 05:26 GMT , Refers to Post #101
Only if you let me stick you between Tyrann and Tronyn, sunshine :)

I'll tell you when a vaguely playable alpha of Towne is ready.

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Uhm
#103 Posted by than [212.49.232.66], 22/07/2000 09:01 GMT
that means presumably you want me to help with oum if I am using the oum code and stuff? well, my map is kind of designed to be a self contained map but if you wanted I could make a separate version for oum (if you let me redistribute the oum progs.dat with a separate version of my map). My map is probably about 60-70% complete at the moment with most of the time consuming stuff out of the way.

-than

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RE: Uhm
#104 Posted by Fat Controller [203.96.111.202], 22/07/2000 12:21 GMT , Refers to Post #103
Depends what you want to use from the OUM QuakeC. Mail me with your requirements and I'll whip up a custom version - sort of like DaMaul and his Bestial Devastation for Zerst&ouml;rer.

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Doh!
#105 Posted by Asriel [203.96.152.184], 23/07/2000 01:40 GMT
The mean arena Q3 - UT mod thingy copied my map idea... which I copied off UT, but still! :)
But mines for q2.

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Func_???
#106 Posted by Jimbo [216.12.53.19], 23/07/2000 22:08 GMT
QuestionWhat func_ is the one to make it easier for players to walk around "decorative" protrusions in <q1? DM maps?
Is it fun_illusionary?

SkullJimboMoon

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RE: Func_???
#107 Posted by Jimbo [216.12.53.19], 23/07/2000 22:09 GMT , Refers to Post #106
hmm...
Such atrocious spelling.
One might think I was public schooled.

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RE: Func_???
#108 Posted by kanaeda [207.208.137.146], 23/07/2000 22:18 GMT , Refers to Post #107
yeah. func_illusionary is what you are after. either that or some clip brushes.

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WTF?
#109 Posted by Biff_Debris [152.163.204.193], 23/07/2000 22:24 GMT
Has anybody had any problems compiling spotlights with Arghlite? I'm using a light with a mangle key (0 -90 0, pointing downwards), and Arghlite completely ignores this (produces a normal light). Only Tyrlite will take any notice, but I'd have to redo all the lighting values on the map, since its considerably dimmer than Arghlite compile.

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RE: WTF?
#110 Posted by kanaeda [207.208.137.146], 24/07/2000 02:21 GMT , Refers to Post #109
if it works anything like arghrad, then you don't need 3 values in there. it should just be _mangle = -90 0 (if memory is serving me properly tonite).

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RE: RE: WTF?
#111 Posted by Biff_Debris [205.188.199.36], 24/07/2000 02:49 GMT , Refers to Post #110
Nah -- doesn't work. Besides, you only need the "_" in the keyname for q2 anyway.

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RE: WTF?
#112 Posted by Tyrann [210.8.224.2], 24/07/2000 04:29 GMT , Refers to Post #109
Try playing with the "-dist n" and "-range n" parameters to tweak the brightness (I mean in TyrLite of course).

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RE: WTF?
#113 Posted by kanaeda [207.208.137.146], 24/07/2000 04:45 GMT , Refers to Post #111
but do you need all three of those values is what I was talkin about.

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RE: WTF?
#114 Posted by Tyrann [203.56.239.116], 24/07/2000 08:38 GMT , Refers to Post #113
but do you need all three of those values is what I was talkin about.

Yes you do, but the third value doesn't do anything - it's just a placeholder to make it look like the regular mangle values. As you might know, the values represent "yaw pitch roll" - and of course it doesn't make sense to "roll" beams of light ;-)

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Aww
#115 Posted by Biff_Debris [152.163.207.186], 24/07/2000 13:21 GMT , Refers to Post #112
That's some of that DOS box stuff, isn't it? I avoid that thing whenever possible. I know, I know -- I'm a DOS wuss.

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RE: WTF?
#116 Posted by kanaeda [207.208.137.127], 24/07/2000 18:00 GMT , Refers to Post #114
ok, then it does act a little bit differently than arghrad does. Smile

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Curved Ramp
#117 Posted by Evicerator [209.209.19.122], 25/07/2000 01:53 GMT
I've added a half circle ramp that fits the area correctly but the sections are torqued so that the texture is warped in some pie shaped sections. When you run up it you bounce like you're running up stairs. What gives?

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RE: Curved Ramp
#118 Posted by Lunaran [205.188.198.48], 25/07/2000 03:40 GMT , Refers to Post #117
If we're talking q3 here, which I think we are, I've got a curved ramp in lun3dm2 that does the same thing. Couldn't find a good way around it. The only solution is a higher detail level, which smooths out the polies more. If the ramp is a full semicircle, I'd try to go as high as a width of 9 (that's four segments).
Moon

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RE: RE: Curved Ramp
#119 Posted by Evicerator [209.209.20.9], 25/07/2000 22:36 GMT , Refers to Post #118
I've played that map many a time on my clan's custom server and I noticed how clean your ramp looked which is partially why I asked the question. Thanks for the reply; a big help.

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Query
#120 Posted by GibFest [193.113.185.163], 29/07/2000 13:39 GMT
How would I have a different skin on a grunt or any monster which I place in my SP map?

I am making a Storage Facility using the IKBase Tex and I need more Army type looking people on the main base e.g. the Doom bloke and I am gonna use the normal monster skins on the underground genetic experiment type level.

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RE: Query
#121 Posted by BARiUM [62.20.133.147], 29/07/2000 14:28 GMT , Refers to Post #120
you'll have to make your on game dir (ie not id1) then you will have to copy the monster there and extract the skin from the model (you can do that with quark if you want..) then you'll just skin it.. kinda..

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RE: Query
#122 Posted by kanaeda [207.208.186.127], 29/07/2000 22:12 GMT , Refers to Post #120
if both levels are part of one bigger batch of maps, then you are going to have to create a new monster type or sumthin like that, too. would probly require a bit of coding and some renaming of files.

then again, i could be way off and it could be pretty easy. Smile

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RE: Query
#123 Posted by Fat Controller [203.96.111.200], 29/07/2000 23:14 GMT , Refers to Post #120
First, I'd recommend getting some model viewer like, um, QuakeMe. It's old as hell, and clunky as f00k, but it allows you to add skins in a two-step process (first you have to increase the number of skins allocated to your model, then import the desired skin as a BMP.)

The grunt's mesh is much like the player's, but the skins may have to be cropped or resized slightly as the grunt skin is a little smaller. If you don't you'll get nasty black patches in places - not good.

Finally, once you've got your model skinned, open up the SOLDIER.QC file, and right at the bottom, you type in monster_army:

if (!self.dmg)
self.skin = 0; // base skin
else
self.skin = self.dmg; // select-a-skin


Admittedly all this does is give you the same old grunt in different clobber. Fortunately there are patches around (I can't remember where) which give grunty-poos more power; it's just cut and paste.

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Arrgh!
#124 Posted by Jimbo [216.12.50.6], 30/07/2000 03:46 GMT
Can ANYONE HELP?
Using "iklite.exe" to lite a Quake q1 map
and I'm getting the following error...

*** BEGIN LIGHT ***

76 entities read
Starting lighting thread.
Lighting 7213 faces total.

*** Error ***
Bad surface extents

What does "Bad surface extents" mean?
(I'm using txqbsp for the main compile
and rvis for the vis.)

SkullJimboQuake

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RE: Arrgh!
#125 Posted by Tyrann [203.56.239.116], 30/07/2000 05:33 GMT , Refers to Post #124
It usually means there's some kind of invalid brush in your map. If not then some particular part of your map is confusing QBSP.

Try to either:
1. find and eliminate the problem brush(es) 2. perhaps just a diferent QBSP will help (but probably not).

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Thanx
#126 Posted by GibFest [62.7.115.172], 30/07/2000 13:58 GMT
.. You lot.

Here is another Query for everyone 8).

I hope this doesn`t sound stupid but how do I get a door to open only if I`ve already picked up the key?

I don`t want it to open when I get thew key just let me through if I have it.

Also if I don`t have a key I want it to say "Get The Silver Key".

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To Fatty..
#127 Posted by GibFest [62.7.115.172], 30/07/2000 14:36 GMT
..How would I get one of those forcefields into my levels to be like the chambers for the shamblers etc

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RE: Thanx
#128 Posted by BARiUM [62.20.133.204], 30/07/2000 15:24 GMT , Refers to Post #126
spawnflags... 8 is gold key 16, is silver ( i think )

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Argh!
#129 Posted by Auhsan [212.73.46.145], 30/07/2000 22:09 GMT
Uhm... got problem compiling my q3map

I can compile it with fastvis but when i try to compile it with fullvis i cant. fullvis have been 6 hours compiling in my PII-400 128 Mb. I have try it in a K7-600 and it gave me the same problems. There are no warnings or problems in the q3r log...=(

If someones want the map to compile it i would be happy, or if somebody knows the solution give it to me.

argh!Frown

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RE: To Fatty..
#130 Posted by Fat Controller [210.55.84.191], 31/07/2000 07:33 GMT , Refers to Post #127
Forcefields (in OUM, Ritual or Custents) are actually comprised of at least three elements:

1. func_togglewall - the thing doing the actual blocking. Set to "start on" and "toggle" with a targetname.

2. func_particlefield - makes the pretty flashes. Powered by a func_counter. Set the "use count" flag and set it to fire on the count of one.

3. func_counter - actually a point entity. Shares the same targetname as the func_togglewall. Set to loop, start on and toggle, with a count of 2 and a time step of 0.5-1 second.

Multiple func_particlefields can be arranged for a working forcefield, running off the one counter. Nice wave effect.

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Thanks
#131 Posted by Jimbo [164.106.40.169], 31/07/2000 16:43 GMT , Refers to Post #125
I tried another qbsp(qbsp256) but got lot's of little gaps in the walls I'm thinkin it's the floating point textures so I've decided to:
<br>
1. find and eliminate the problem brush(es)
<br>
By the simple expedient of restoring from backup and rebuilding that section of the map
(`bout 200 brushes).
QuakeJimboSkull

[Reply]


A Few Mapping Questions:
#132 Posted by Grahf [209.145.68.56], 02/08/2000 02:33 GMT
I'm trying to light my Q1 map with the mac port of Tyrlite (though that shouldn't make a difference). I get the following output; the map lights fine without -extra.

----- TyrLite v0.3beta -----
extra sampling enabled
14 entities read, 8 are lights.
There are 719 faces to light
************ ERROR ************
light < 0

No more lighting is performed. Light less than 0? I'm not using antilights or anything. Annoying thing is, sometimes this happens part of the way through lighting, sometimes at the beginning, and sometimes not at all. Is this a common problem?


Also, has anybody conclusively figured out what the infamous "cutnodePortals_R: new portal was clipped away" actually means? I've read several different explanations. Sometimes my map won't seal when I get the error, sometimes it will.

[Reply]


Q3Radiant Woes
#133 Posted by Kayin [216.127.1.149], 02/08/2000 04:28 GMT
embarking down the road to deflowering my q3radiant ways... (first time) and i'll be damned if it REFUSES to work.

i get a dialog asking for a .prj file upon starting q3radiant and then it shuts down with an error? i config'ed everything fine as far as i can see and NOTHIng seems to work.. (snagged the recent version)

anyone mind telling me how they got radiant to peacefully coexist? i want to get dirty with q3 but can't even find the hole...

this keeps up and i'll be back to mapping for q1 again with my dirty whore worldcraft...

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Q3Radiant Woes (cont)
#134 Posted by Kayin [216.127.1.149], 02/08/2000 04:29 GMT
running win2k btw

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RE: Q3Radiant Woes
#135 Posted by Maj [193.128.238.146], 02/08/2000 13:14 GMT , Refers to Post #133
Which version are you using? Some are actually upgrades to a previous version rather than a full install.

The latest recommended version is Build 201, available at http://www.qeradiant.com/files.cgi?dirin=Q3Radiant/

[Reply]


RE: RE: Q3Radiant Woes
#136 Posted by GrindSpire [213.120.62.67], 02/08/2000 19:12 GMT , Refers to Post #135
Don't forget you will still need full install. I think the last full install was build 181, then just stick whatever over that. I am using the 202 beta and it is fine for me, plus the new compact texture menu rocks :-)

Pacman.....

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RE: A Few Mapping Questions:
#137 Posted by Tyrann [203.56.239.113], 03/08/2000 13:37 GMT , Refers to Post #132
----- TyrLite v0.3beta -----
extra sampling enabled
14 entities read, 8 are lights.
There are 719 faces to light
************ ERROR ************
light < 0


I can't really see where this could happen. In fact I'm pretty sure that it can't happen (but obviously it did). I assume you aren't using minlighting, so just add the key "light" "1" to the worldspawn and the problem should go away. If you are using minlighting, then something wierd is going on...

[Reply]


Half-life Editior??
#138 Posted by ][v][aster [206.170.65.10], 03/08/2000 22:43 GMT
Hi, I was wondering if someone could be kind enough to give me a link to a page where I can learn about and download a level editor for Half-life/Counter-strike?? Any help would be appreciated...

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RE: Half-life Editior??
#139 Posted by Lunaran [152.163.195.188], 04/08/2000 14:49 GMT , Refers to Post #138
The half-life ERC

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Minlight Doesn'y Help...
#140 Posted by Grahf [209.145.68.211], 04/08/2000 22:48 GMT , Refers to Post #137
----- TyrLite v0.3beta -----
extra sampling enabled
Using minlight value 1 from command line.
14 entities read, 8 are lights.
There are 719 faces to light
************ ERROR ************
light < 0

I ran tyrlite again, with -light 1, and the results were the same. Note that this is with the mac port of tyrlite, which may well have issues not present in the PC version.

I'll editing the worldspawn next.

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Hmm, No Title
#141 Posted by Grahf [209.145.68.211], 04/08/2000 22:49 GMT
Err, I'll try editing the worldspawn next.

Spellchecking is a virtue.

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Hmm, No Title
#142 Posted by Grahf [209.145.68.211], 04/08/2000 22:49 GMT
Err, I'll try editing the worldspawn next.

Spellchecking is a virtue.

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How Did I Manage That?
#143 Posted by Grahf [209.145.68.211], 04/08/2000 22:51 GMT
Ack.

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RE: Minlight Doesn`y Help...
#144 Posted by Tyrann [203.56.239.116], 05/08/2000 03:14 GMT , Refers to Post #140
Ok, I didn't realise it was on the Mac.

That version of Tyrlite is pretty old, and was ported to the Mac by a guy called Phaedrus Qtensilius (I hope I got that right). I don't know if he's still around, since his wadtool site seems to be missing [ http://wadtool.quakeintosh.com ], but I found this email address on MacQuaker.com if you want to try and contact him.

[Reply]


Q3R Blues..
#145 Posted by maiden [216.154.4.126], 06/08/2000 05:45 GMT
I SUSPECT Q3RADIANT IS B0RKED AGAIN!!! The red flag (on one of the walls in the main atrium in Q3TOURNEY4) has a black triangle around it and no longer moves/vibrates since I installed v2.02. Fuck not again!!

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Hmm, No Title
#146 Posted by Grahf [209.145.69.99], 07/08/2000 01:45 GMT , Refers to Post #144
Hmm, thanks for the email address. Quakeintosh has been down for quite some time (replaced by some UT clan site, bleh), btw.

Now here's something really wierd: I built another map just to make sure it was a problem specific to the map. The first time I tried lighting, it failed with the familiar light < 0 error I had been seeing on the 200th or so face. I tried it a few more times out of frustation. Oddly enough, it compiled all the way on the 4th try.


----- TyrLite v0.3beta -----
extra sampling enabled
light entity compression enabled
Using minlight value 2 from command line.
98 entities read, 5 are lights.
There are 2088 faces to light
Lighting face 2088 of 2088
Lighting Completed.

lightdatasize: 23558
0 switchable light styles
50.0 seconds elapsed

Perfect. Of course now the map won't vis, but that's unrelated. =)

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What Is The Best Version Of Radiant...
#147 Posted by -=Blitz=- [63.214.106.248], 07/08/2000 02:17 GMT
...for Q2?

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Latest QERadiant
#148 Posted by kanaeda [207.208.188.110], 07/08/2000 04:21 GMT , Refers to Post #147
is build #147. it's here Beer

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Q1 Trigger_monsterjump Entity
#149 Posted by than [212.49.235.70], 07/08/2000 10:03 GMT
I have a bit in my map which overlooks an area you reach early on and it is to house 2 enforcers. Later the player reaches this area and I want a fiend to teleport in and jump out at the player from beleow (the player appears from above when he/she comes round to it). This would need a trigger_monsterjump entity to work properly. The thing is, as the place is formerly occupied by enforcers, they would end up jumping aorund and looking fucking stupid. Is there a way to make the trigger work only with certain monsters?

-than

btw, I know about the hipnotic cnt key but this would be no use as it only sets the amount of times it can be used so an enforcer would trigger it, look dumb and then the fiend wouldn't jump at all as the trigger would be killed by then. Grr

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Do I Need 135 Too? Or Can I Jus Get 147?
#150 Posted by -=Blitz=- [63.214.69.216], 07/08/2000 17:15 GMT , Refers to Post #148
(above)

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Both
#151 Posted by kanaeda [207.208.187.229], 07/08/2000 17:54 GMT , Refers to Post #150
it says so in the file descriptions on their d/l page that you need both 135 and 147 since 147 is just an .exe update.

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I'm Gunna Take This Space To Ask....
#152 Posted by -=Blitz=- [63.214.109.137], 07/08/2000 20:31 GMT , Refers to Post #151
another technical question. When I use OpenGL mode for Quake 2, I get a wicked crappy framerate. (10-20 FPS) But I like the lighting and texturing way better on it. I think that my system is good enough to run OpenGL smoothly, but I guees not. AMD - k6 466 mhz 64MB RAM 10 GB hardrive? Is there a patch or something I could get to make it run faster?

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Hmmmm
#153 Posted by kanaeda [207.208.187.229], 07/08/2000 23:10 GMT , Refers to Post #152
what kind of 3d card do you have?

if you don't have a 3d accelerator that supports OpenGL rendering modes, then it is forcing your cpu to not only run the game, but do opengl rendering (which is waaaay more than it should be doing at once). If you have a 3dfx voodoo/voodoo2 then you do not have a 3d card with OpenGL support (they have a hacked, very shabby opengl driver to achieve q3 support).

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Hmmmm
#154 Posted by -=Blitz=- [63.214.72.185], 08/08/2000 00:29 GMT , Refers to Post #153
I have MMX rendering. I guess my question is...is 30 FPS good for OpenGL.

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Not Sure
#155 Posted by kanaeda [207.208.187.229], 08/08/2000 02:37 GMT , Refers to Post #154
but if you're getting a steady 30 FPS thru cpu rendering, then your doin alright. MMX rendering of OpenGL is nothing that you should be playing games on.

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Hey
#156 Posted by NotoriousRay [199.75.226.95], 08/08/2000 16:58 GMT
i remember hearing this problem early on when q3 tools were released, but now i'm encountering it now that i started my ra3 map. see since the first arena is so small (and the only one partially built) it is fullbrite ingame. how do i fix this, or can i?

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Re: Hey
#157 Posted by Lunaran [205.188.192.26], 08/08/2000 17:01 GMT , Refers to Post #156
Sometimes pulling down the console and putting it back up again gets the lighting going.

You could also just make the map bigger by putting in a huge hollow box next to it with 2 or 3 2000-watt lights in it.
Moon

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Or
#158 Posted by GrindSpire [62.7.61.149], 08/08/2000 17:53 GMT
Type vidrestart or something like that...

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Borked Colours
#159 Posted by Tron [203.38.138.22], 08/08/2000 23:51 GMT
This isn't really a problem as such but does anyone know what the deal is when occasionally you load up a map and all the palattes stuffed up. Bringing down teh console then putting it back up fixes it, but it looks really trippy. Does anyone know what causes it?

Tron

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Err
#160 Posted by NotoriousRay [4.17.66.144], 09/08/2000 01:47 GMT , Refers to Post #157
thanks for the tip, i'll try the big light box idea and see if that works, cuz the console doesn't do anything at all

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Q2 Textures
#161 Posted by Asriel [203.96.152.184], 11/08/2000 00:57 GMT
I need some 'future' textures to make the map im doing look good. Its set in space btw.
Some links for good techy textures for Q2 would be nice
Ta in advance

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Q2 Textures
#162 Posted by Friction [193.229.255.17], 12/08/2000 14:29 GMT , Refers to Post #161
The Reckoning by Xatrix (q2 addon) has some really nice unused techy textures. Im not sure if aynone has them online for DL though.

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Q2 Textures
#163 Posted by Asriel [203.96.152.184], 14/08/2000 01:01 GMT
Thanks Friction, I think I know where to get them from
Opiates Warehouse

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SPoGism
#164 Posted by CZG [148.122.66.52], 14/08/2000 15:36 GMT
As we all know, the lush Small Pile of Gibs SPoG, (and I think mister Fingers had something to do with that too,) has schemed a failsafe method of creating complex curves in Q1Q2 by using 12 sided and 24 sided cylinders.
Now I've memorized the 12 sided cylinder plan; 0:1 1:2 2:1 1:0
But I have no recollection at all of how the 24 sided cylinder bit was.
So could some enlightened being be so kind as to please type it here, so I may use it at my will.
Thank you.

CZG

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Re: SPoGism
#165 Posted by CZG [148.122.66.52], 14/08/2000 22:07 GMT
I'll just reply to myself here for future reference, as I got the answer from the man himself in #TF :
0:2 1:4 2:4 3:3 4:2 4:1 2:0

CZG

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Is It Just Me
#166 Posted by Peej [194.83.240.36], 15/08/2000 01:28 GMT , Refers to Post #165
or does anyof this make any sense to anyone?? Smile

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Makes Sense To Me.
#167 Posted by Lunaran [205.188.199.22], 15/08/2000 02:18 GMT , Refers to Post #166
Those are the ratios of the angles of the sides of one-quarter of a 24-sided cylinder.

First side is vertical in the xy view - ration 0:2. The next side slopes in at 1/4, then another side slopes in at 1/2, etc.

Moon

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Yep
#168 Posted by than [212.188.153.73], 15/08/2000 08:07 GMT
makes sense to all those who use those types of cylinders for simulated curves in q1/q2 ... an Lunaran, obviously :)

-than

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/me Understood It...
#169 Posted by GrindSpire [193.113.185.164], 15/08/2000 14:29 GMT
personally I use:

1:4 3:3 4:1

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No No No....
#170 Posted by Akaroo [169.207.115.80], 15/08/2000 18:41 GMT
Bah, you don't know who I am but i would go with 0:2 1:4 2:4 3:3 4:2 4:1 2:0


Oh.. and half-life mappers are better =P

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HAHAHAHA
#171 Posted by kanaeda [207.208.188.2], 15/08/2000 20:34 GMT , Refers to Post #170
Oh.. and half-life mappers are better =P

yeah, sure. whatever. at least I got a good laugh today.

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Aaaaaaargh!!!
#172 Posted by Auhsan [62.82.136.161], 15/08/2000 21:27 GMT
just carve a cube with a cylinder and shut up =].

And remember that carve it's evil, but so fun.

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Sure...
#173 Posted by kanaeda [207.208.188.2], 15/08/2000 21:32 GMT , Refers to Post #172
but then you lose the nice, easy scalability that comes along with the ratios that SPoG, Lun, and many others have stumbled on to.

go ahead and carve that bitch. now lets see you clone and scale the entire thing to 2x the size it once was. icky mess.

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Carving Cylinders.
#174 Posted by Tron [203.38.138.22], 15/08/2000 23:43 GMT
I was once a sad little man who used carve excessively. I used it a lot in trondm1 to do all those curves, as a consequence texturing was a bitch and the thing was full of leaks.

Carving = Evil
Vertex Manipulation = Good

Tron

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Bah
#175 Posted by Lunaran [205.188.192.28], 16/08/2000 02:01 GMT
Curve Patches = Better.



I am not going to ask what makes HL mappers "better". I know in akaroo's sentence "better" doesn't have any applicable definition (better game? no. more skilled? says who?) and this thread doesn't need that bullshit anyway.
Moon

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Personally...
#176 Posted by GrindSpire [193.113.185.132], 16/08/2000 08:08 GMT
I feel that the more skilled mappers are the ones pushing the engines to the limits. Yes, you may have made a nice map. But that takes less skill than someone who uses the engine to produce something amazing that is far beyond what is expected. Examples of this are some of the newer Quake maps, the authors have used the engine's full capicity. Yes, a Quake 3 map may look nicer but the person who made a Quake map that doesn't look quite so good is still more skilled as it requires less skill to make a nice looking Quake 3 map...

Hmm... I think I have a subject for my next column update :-)

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Grindspire...
#177 Posted by Auhsan [212.166.137.243], 16/08/2000 12:57 GMT , Refers to Post #176
arent so easy to use, It's easier to do a curve with brushes cos the textures are easier to align, in patch curves its fucking annoying.

And light your map it's easier in q1 cos theres no color lights. Color lights can fuck your map if u use it bad, as happens many times...Examples of color lights used well: lun3dmx, bal3dm2, yogi's map (dont remember the name)...and...and..uhm...not much more.

I'm not saying that mapping for q1 its easier than for q3... it's just different.

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Ouch!
#178 Posted by Auhsan [212.166.137.243], 16/08/2000 13:05 GMT
arent so easy to use
I was refering to patch curves =]

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Curve Patches
#179 Posted by Lunaran [205.188.195.33], 16/08/2000 16:32 GMT
They're pretty easy to align if you're used to how it works and are familiar with what the different functions like set and cap will do.

Maybe I should write a brief tutorial on how it works to post here ...

Moon

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I Agree
#180 Posted by kanaeda [207.208.138.161], 16/08/2000 17:04 GMT , Refers to Post #179
I think it's pretty easy to align textures on a patch. it might take a bit of time, but it surely isn't that hard. one important thing to remember is that the cap alignment only works on horizontal caps. took me forever to catch on to that one. ;p

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Oh, Kanaeda
#181 Posted by Lunaran [205.188.192.23], 16/08/2000 21:25 GMT , Refers to Post #180
you have so much yet to learn. :)

Pressing shift-control-N changes the application direction. It cycles through all three axes, positive and negative.

Moon

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Bad-ass!
#182 Posted by kanaeda [207.208.188.140], 16/08/2000 22:05 GMT , Refers to Post #181
I didn't even know that shortcut was there. thanks man. saves alot of hassle. :)

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/me HUGS Lun
#183 Posted by GrindSpire [193.113.185.132], 17/08/2000 06:42 GMT , Refers to Post #181
:-)

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That Shortcut
#184 Posted by than [212.49.249.103], 17/08/2000 09:09 GMT
I know about it but when I try and use it I get WIDNOWS FUCKING STICKY NOTES! I have no idea how to disable windows shortcuts so I have to keep going through the fucking menu all the time when I want to align a texture on an end cap (which I almost ALWAYS want to be non-aligned to the cap and look normal - but does it ever start that fucking way!? no).

Anyway, back to the point, does anyone know how I can disable stupid shortcuts in windows such as sticky notes and also how do I stop CQ from wasting all my shortcut keys without closing it. Actually scratch that last one, ICQ IS SHIT, I'll close it :)

-than

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Shortcut Keys
#185 Posted by Nightbringer [203.109.138.221], 17/08/2000 09:38 GMT , Refers to Post #184
To stop icq gobbling all the shortcut keys, go icq|prefs|contact list tab and uncheck "use icq shortcuts".

Not sure if there's a way of disabling windows app lauch shortcut keys; but as far as I can see, the shortcuts have to be on the desktop or in the start menu for the keys to have any effect (anyone know for sure?); so it should be fairly easy to find the offending one and remove it.

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Shortcuts
#186 Posted by Lunaran [152.163.204.53], 17/08/2000 14:36 GMT , Refers to Post #184
You can change the q3r keybinding in a user ini file. for a full list of rebindable commands, look under Help|Command List.

Add this line to your ini file.
CycleCapTexturePatch = <whatever key>

If you don't have an ini file, add this line before that line:
[Commands]
and save it as than.ini. Then open q3r prefs and select that as your user ini file (at the bottom).

Moon

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Disabling Shortcuts
#187 Posted by kanaeda [207.208.188.57], 17/08/2000 18:40 GMT , Refers to Post #184
the basic ones like alt+tab should be in the properties for the q3r shortcut. you can disble them there. not sure about that silly sticky notes shortcut... i've never ever seen the windows sticky notes. ;p

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Sticky Notes
#188 Posted by than [212.188.153.64], 17/08/2000 19:03 GMT
I think they were with office 2k. not sure. but I think it's FUCKING RUDE of any software developer to use windows general shortcut keys without asking you if you want them because it can mess up shortcuts in other programs and it PISSES ME OFF (as does everything).

-than

ps. FUCK (what an excellent collection of letters).

[Reply]


General Stuff...
#189 Posted by Johnny Law [171.66.164.29], 17/08/2000 20:17 GMT
I'm pretty sure the HL comment was a joke, note the smiley, don't be so prickly. :-)

As for the assertion that it takes more skill to make a map for a somewhat limited engine than for an engine with more features: sure, if you're talking about a map that looks exactly the same in both cases. But that seems like a pretty arbitrarily constructed point of comparison.

It doesn't take "less skill to make a nice looking Quake 3 map", because the bar is higher.

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Yes, But...
#190 Posted by GrindSpire [193.113.185.164], 17/08/2000 21:26 GMT , Refers to Post #189
...Because of newer games looking better, people are expecting more from the older games. For more thoughts on this see my column.

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YES, BUT
#191 Posted by Wiebo [195.193.202.50], 18/08/2000 10:27 GMT
...Because of newer games looking better, people are expecting more from the older games. For more thoughts on this see my column.

?? Then those are irrational and not straight thinking people. What have good looks of a new game got to do with an older game which an aged engine? I don't see why Q1 maps have to look as good as q3 maps. That's just plain madness.

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I Didn't Say It Was Sensible...
#192 Posted by GrindSpire [213.123.24.98], 18/08/2000 10:30 GMT , Refers to Post #191
It's just what people expect

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Ok, But...
#193 Posted by Wiebo [195.193.202.50], 18/08/2000 13:56 GMT
...there is only so much you can do with an old game. Pleasing 'people' who expect their q1 game to look like q3 is impossible and should not be your aim. please yourself, i say.

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Adding..
#194 Posted by Wiebo [195.193.202.50], 18/08/2000 14:03 GMT
what i forgot: if you can please yourself mapping and you know you've made a better map then that's all you can do, right? To hell with other people's expectations! =]

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Mappage
#195 Posted by Lunaran [152.163.205.17], 18/08/2000 15:03 GMT
If I had used some lighter reddish and brown rusty textures and made an abandoned desert fortress map for Q1, it would still rock even if I didn't include flying birds, dust, waving canvas sheets and curved sand dunes. It wouldn't be any harder to give the map an immersive theme in q1 than it would in q3 - q3 having more "features" doesn't mean it's easier to map for, because I've then got to use all those features. In Q1 I don't have to worry about them, and I don't think anyone will expect me to write my own GL port with fog and shaders just to keep up with another game.

Remember, these are people that still play Q1 even though Q3 is out. Would they worry that maps aren't up to q3 standards? If they did, they'd be playing Q3.

Moon

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Archs And Fog
#196 Posted by IkYiolul [206.158.235.198], 18/08/2000 17:42 GMT
Hey guys, I need some help, I'm in the process of making a map. I need to know how to do archs in Quark6. You see, my map is based on a Cathedral, and I need to make lots of archs. Can ya help me out? Oh and how do you make that cool animated thing that looks like a huge part of a snake? (that map with two of em comin out the ceiling,damn forgot what it's called) Oh and what about fog?

Thanx-
-IkY

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QOOLE!@!
#197 Posted by Asriel [203.96.152.184], 19/08/2000 06:24 GMT
grrr, i made some of a map in qoole, then to compile it only to find out that it is pitch blac (i only qbsped it, no lighting or anything) then i decided to export it to thread, But now it has leak in it for no apperent reason. So im trying to maek my move from QOOLE to something else,
which editor would u guys/girsl reccomend for q1 and q2 map making?

[Reply]


Hmm,
#198 Posted by GrindSpire [193.113.185.164], 19/08/2000 10:58 GMT
Q1 go for WC1.6 (www.planetquake.com/worldcraft/)

For Q2 use QERadiant (www.qeradiant.com).

You could always use the QER plugin to allow for Q1 support but it's your choice, get the plugin from www.planetquake.com/rem/

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It's Not A Plugin
#199 Posted by kanaeda [207.208.189.75], 19/08/2000 17:22 GMT , Refers to Post #198
it's a converter program that sleepwalkr wrote to remove all the quake 2 specific information in a .map file, turning it into the quake 1 format (it removes the texture directory and surface properties from each surface). :)

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Ta
#200 Posted by Asriel [203.97.31.106], 20/08/2000 04:05 GMT
thank you, i forgot about WC. I might get QER as well :P

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Q1 Prob
#201 Posted by Seth [195.157.160.166], 22/08/2000 16:35 GMT
can someone tel me what it means when i get booted out of quake with a allocbloc error when i try and load my map... i seem to have a big fuck-off leak that has no right to be there and i havent done anything psycho to the map... i only clipped a few brushes and it all went a bit pete tong :(... help me pleeeeeassse :)

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Coincidence:
#202 Posted by CZG [130.67.142.100], 22/08/2000 20:46 GMT , Refers to Post #201
Even though I know Shambler's away, I popped into TSQLRFPSDTS or whatever you abbreviate that with, the Q1 one anyway, and for some weird reason, prolly a brain spasm, I clicked on the Help link. And then for some fucked up reason, I read through the whole thing, and the last paragraph there, was exactly about this problem of yours, and if I can just quote Shamblah here:
You're screwed!! I've encountered this on 2 Quake levels so far, and despite asking repeatedly around the net, no-one has been able to help or explain it. You'll just have to play the level in software mode. If by any chance you do find out how to solve this, please email me.
And there you have it, straight from the white things mouth, aand frankly, I can't think of any better to say either...

CZG

[Reply]


WC?
#203 Posted by Asriel [203.96.152.184], 23/08/2000 06:42 GMT
does WC have resizeable windows 0 where u put in brushes etc, i like a large viewing area

[Reply]


Yes
#204 Posted by than [212.49.246.41], 23/08/2000 09:21 GMT
you can resize the windows in wc1.6 and below (just drag the window divider bars about) .If you are using wc3.3 then I think there are more viewport config options available.

-than

[Reply]


WHAT THE FUCK!?
#205 Posted by than [212.49.246.41], 23/08/2000 09:22 GMT
here, I copied my question from irc sionce no bugger answered it:

*** Now talking in #qeradiant
<than> hello
<than> could someone tell me wtf a light grid mismatch error is? this appears at the console when I compile a map which contains a certain texture of mine. The shader for the texture is the same as for another texture (which works fine) and the texture displays fine in curry... it just won't display right in q3. It's meant to be a masked texture btw.
<than> I think it may be a problem with the texture itself but I cannot see wtf the problem could be. It's saved as a 32bit tga with an alpha channel.
<than> you are all very lively in here, aren't you?

So, if anyone can help me with my prob then I wil buy them a pickle or something. k?

-than

[Reply]


Re: WHAT THE FIDDLESTICKS!?
#206 Posted by Maj [193.128.238.146], 23/08/2000 12:04 GMT , Refers to Post #205
A quick search over on q3world threw up that this is a known problem, and to email tools@idsoftware.com. Unfortunately a reply from there is about as likely as, say, Wales spontaneously exploding.

Theres a few suggestions in the other threads tho:

1) Have you have done a full light (Yeah, it's patronising, but I gotta ask)
2) Use -vlight
3) Make sure that the shader is being used in q3map _and_ q3. e.g. if it's not in shaderlist.txt, or you've got another .shader in a .pk3 that's overriding it in q3 but not q3map.

[Reply]


Grid Mismatch/vlight
#207 Posted by GlassMan [195.184.253.80], 23/08/2000 14:54 GMT
hmm..the only time I've ever seen that is when using -vlight so if you are using that I would try it without.

Also if the texture is on a patch you could try remaking the patch.

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Light-grid Mismatch
#208 Posted by DeFrag [207.227.185.14], 24/08/2000 04:01 GMT
Same here tonight.. I think its related to the texture with or w/o a referenced shader on a patch or in my case a cap.

Fuck all.. 'bout ready for a final-compile too! >:

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Hmm
#209 Posted by than [212.188.143.89], 24/08/2000 09:38 GMT
afik it's a problem with the texture itself but I cannot see what. There are no clashes with other shaders, it's on a standard playerclip brush (the shader also has player clip surfaceparms). I have done full light, no light and the error occurs whatever.

Why does q3 always have to give me this kind of shit? If I was doing it for hl all I would need to do is make the parts I want to not appear a solid blue colour and it would work. Q3 just appears to be a fussy bastard.

If you want I can upload the texture and shader for the texture (or entire shader file if you want to see it).

-than


er... btw, the shader file is in shaderlist.txt and I am not using -vlight to my knowledge. I just select light/fullvis from the q3 bsp menu. The shader works fine in curry but not q3 and I also have shaders which are identical except for the texture used which work fine... even on the same map so it's almost certainly a texture problem afaik.

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Re: Coincidence
#210 Posted by Seth [195.157.160.166], 25/08/2000 12:25 GMT , Refers to Post #202
ok... cheers CZG.....

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Re: Hmm
#211 Posted by Maj [193.128.238.146], 25/08/2000 14:17 GMT , Refers to Post #209
You can send it to me if you want, I'll take a look. Btw, are you sure that there isn't a .pk3 file about with a .shader file of the same name inside? You didn't mention it in your post...

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AllocBlock Error
#212 Posted by aguirRe [195.100.152.210], 25/08/2000 17:40 GMT , Refers to Post #202
I was recently confronted with this error in a very small map and I thought I should give it a try to change the map until the error disappeared.

I tried a lot of things but the only thing that seemed to help was to get rid of the *very* large brush structure and replace it with a simple box around all the entities.

Now the map was playable in GLQuake. However, the most interesting thing was that if I increased the size of the box to a certain extent, I would get the "AllocBlock" error again.

To sum it up, one of the possible causes of this error seems to be one or more large objects (probably brushes) in the map.

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Might Be A Leak...
#213 Posted by GrindSpire [193.113.185.164], 25/08/2000 18:15 GMT
If surrounding the entities in a box works then it is likely to be a leak.

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Re:Might Be A Leak...
#214 Posted by aguirRe [195.100.148.127], 25/08/2000 19:32 GMT , Refers to Post #213
A leak in the map might also be a cause for the AllocBlock error, but in the map I was testing there were no leaks at all, just a simple box with the player entity inside. No lighting either.

By just increasing the size of the box, I received the AllocBlock error (in GLQuake, DOSQuake was fine). There are probably also other scenarios that will trigger this error.

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Qbsp Error...
#215 Posted by SkLERoS [212.151.186.108], 25/08/2000 19:48 GMT
OK,I need some help with the invisble clip bug which can happen sometimes. In Quake aswell in HL. Well I have approached ppl at #terrafusion and I haven't gotten an answer to how to solve this pain in the ass. Is there or isn't it any way to get rid of the invisible clip brushes ? Please tell me if you know of ANY way to hinder or prevent them from appearing.

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Try This
#216 Posted by kanaeda [207.208.137.146], 25/08/2000 19:58 GMT , Refers to Post #215
If I'm thinking of the same bug you're talking about (strange clipping where there is no clipping brush at all) then you should try playing around with the brushes in the immediate area of the problem. try moving an edge, deselecting the brush, re-select the brush, then move the edge back where you want it. this will force a change in the .map. re-compile and see if it is still there.

if it doesn't go away, repeat the same process with a different brush in the same area.

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Maj
#217 Posted by than [212.188.139.101], 25/08/2000 20:31 GMT
I fixed the shader bug. I had an old version of teh shader file I was using nestling ina pk3 file. Still, I always get light grid mismatch on EVERY map I compile and I cannot figure out why. It's driving me mad. AND NOW THERE IS A FUCKING GAP ADVERT ON TV IN THE BACKGROUND AND I I AM TYPING AND AM THEREFOR POWERLESS TO TURN IT OFF! Ah, finished now... er, yeah, so I'm getting this error and I can't fathom it. To be honest though, apart from the extra polys I don't know why I want to map for q3.

-than

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Invisible Clips
#218 Posted by Lunaran [205.188.195.38], 25/08/2000 22:10 GMT , Refers to Post #215
Those are caused when brushes meet at certain angles. If there are any brushes that you can merge, even if it means changing their shape, do it.

I found this bug while making cliff walls. If you change the dimensions in the back of the brushes so you can merge them, the error goes away.

Moon

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Level Editing
#219 Posted by The_Gamer [194.65.14.67], 28/08/2000 17:12 GMT
How do I make maps for Q3?
Please tell me where can I find tools and tutorials to make them to...

The_Gamer

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Man U Are A Bit Lost
#220 Posted by Auhsan [62.82.139.147], 28/08/2000 17:27 GMT , Refers to Post #219
u need q3r (map editor):
http://www.qeradiant.com
u can find the radiant manual there (i think)if it isn't there go to http://www.quake3world.com

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Um...
#221 Posted by GrindSpire [195.99.57.109], 28/08/2000 17:36 GMT , Refers to Post #219
...Well Q3Radiant would be a good start:

http://quake3.qeradiant.com/

Then work from there, a good place for tutorials would be rust (http://www.gamedesign.net/)

Hope that helps

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Huge Tracts Of Land
#222 Posted by Perselicas [172.162.0.4], 30/08/2000 20:19 GMT
First question. It's probably hell on compile time, but would drawing a huge box around every brush in a Q1 map as a quick fix for invisible leaks actually make a level run slower within the game? A box would only have 24 faces total and 12 (I think) that would be invisible from any point within the box so I can't see how drawing the faces would bog down the framerate that much. I'm running an extremely high spec PC so it's impossible to tell whether my level runs slow or not (at lower vid_modes, the framerate seems to regularly top 125.00)
Thanks for any answers :)

Incidentally, has anyone ever managed to register Worldcraft? I hate having unregistered software on my computer but I called ACD Systems and they didn't know what it was. "World what? Wonderworks? What?"

~Pers

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One Word: Yes
#223 Posted by Fat Controller [203.96.101.195], 30/08/2000 22:36 GMT , Refers to Post #222
This "quick-fix" is known as a "daiper" in some circles, and doesn't really solve anything.

Basically, as well as rendering the inside of the daiper box, the engine will be rendering the outside surfaces of any brush visible from your location. That can be a lot of extra polys, and almost certainly will slow your map down.

If you absolutely must apply a daiper, find out where the leaks are and apply the daiper solely to that area - see my Swamp for an example.

Level-wide boxes should also be avoided for ego reasons.

As for WC, I got my registered version from someone else, and I'm not saying who. There. Two dirty secrets out.

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Diapers...
#224 Posted by Johnny Law [207.17.136.129], 01/09/2000 08:23 GMT
Doesn't Quake split up large polygons, too? So if your box was large, there would be a more than 12 tris involved... potentially a lot more.

Maybe I'm misremembering about that, though.

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Registering Worldcraft
#225 Posted by Tron [203.12.165.8], 01/09/2000 09:45 GMT , Refers to Post #222
It's not possible anymore. Valve bought the rights to worldcraft and so ACD stopped selling it.

Tron

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Re: Daipers
#226 Posted by Maj [193.128.238.146], 01/09/2000 11:02 GMT , Refers to Post #224
Yup. IIRC it was 256x256.

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The Allocblock Error.
#227 Posted by Scampie [205.243.60.13], 03/09/2000 01:22 GMT
Occurs when a brush has a face that's way too large. GlQuake doesn't like it. dos/winquake accepts it. This can sometimes be cuased by a bad brush... it will make the face extend to infinity in one or both directions... Best suggestion... remake the map. I once deleted almost all of a map trying to fix it... Eventually I just said "aw fuck it".

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Allocblock
#228 Posted by Nightbringer [203.109.252.15], 03/09/2000 05:20 GMT
If you find the error in the middle of an editing session and would rather not restart your map, the offending brush is usually valid in the editor - which means you can manipulate it just like a regular brush. Search for it - hide/region off one half of the map (or the portion you suspect the brush to be lurking in); compile; test. If you still get the error, halve the current region, and repeat.
Once you get down to a few brushes, you can generally remove them all with minimal impact to the rest of the map.
(compile toolchain experts - is it possible to eyeball the offending brush by checking the map file?)

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Prefab
#229 Posted by Killjoy [129.170.58.40], 03/09/2000 20:22 GMT
anyone know where i could get a really big q1 ship prefab? not quite as big as that UT level, big enough to fit in a large bay in a q1 map. medeival style wooden ship, not modern steel ship.

thx
-killjoy

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Those Gates
#230 Posted by Perselicas [152.163.207.206], 03/09/2000 22:43 GMT
With the way perssp1 is coming, I'm probably going to finish it with a runegate instead, but how in the world does anyone create those huge doors using wexit and wenter textures (at the end of e1m2 and e2m2 for example)? It looks like one half of the arch needs to have a mirrored texture on it, but if it's possible to do textures backwards, I don't know how :)

~P

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To Flip Textures...
#231 Posted by CZG [148.122.66.52], 03/09/2000 23:32 GMT
...simply scale them by -1
As easy as that, though I still think id were bitches for just making half of those textures!

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Invalid Brushes
#232 Posted by Gilt [154.5.31.57], 04/09/2000 00:25 GMT , Refers to Post #228
Like Nightbringer said, usually the invalid brushes still look valid in the editor. With worldcraft (I'm not sure about the others) if you export the map to a .map file and then reload the .map, it'll make the brushes look like they do in the game.

It's a lot easier looking for infinite length brushes this way, and the really bad brushes will just disappear.

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I Hate Invalid Brushes
#233 Posted by Fat Controller [203.96.101.248], 04/09/2000 01:23 GMT
...especially when you're trying something like a puddle which you don't want to splash.

In OUM2 I had a sealed door with a puddle of water in front of it; the idea was you'd try to open the door and be informed that it was sealed due to flooding.

Unfortunately, I'd evidently made the water brush 0 units tall. Uh oh.

So I gave up on that.

Now I need to work on ideas for a nuclear incinerator instead.

We need a "load of shit" icon, really.

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-100% Flip Textures
#234 Posted by Perselicas [152.163.206.213], 04/09/2000 04:31 GMT , Refers to Post #231
/me kicks himself very hard for not figuring that out.

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It Was A Smart Move
#235 Posted by kanaeda [207.208.186.62], 05/09/2000 07:10 GMT , Refers to Post #231
at the time, they needed all the available memory bandwidth they could use. making only one half of a door cuts the texture memory in half. then again, you most likely new this already so i'll shut up now. hehe

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Animating Flame Texture.....
#236 Posted by ]DR[Sozo [24.43.84.117], 08/09/2000 13:16 GMT
Hi all, great to see such good questions posted up here, this room is a lot of help!
Well anyway, i am wondering if someone can tell me how to animate my flame texture, i am trying to add some floating blue flame to myt map and i dont know how to have it actually flickering and wavering.....not sitting there looking like it is frozen in a time warp...unmoving. I already have it textured to the face of a no-draw brush, and cloned and intersected to give it the 3rd dimension, but no life! it just sits there....pitifully. hehe, any takers? Thanks all.....

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Animating Flame Texture.....
#237 Posted by ]DR[Sozo [24.43.84.117], 08/09/2000 13:19 GMT
LOL BTW< I AM USING Q3RADIANT HEHE SORRY!!!

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Re: Animating Flame Texture
#238 Posted by Maj [193.128.238.146], 08/09/2000 14:01 GMT , Refers to Post #237
http://www.heppler.com/shader

Read. Learn. Use.

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ERROR???
#239 Posted by Clueless [130.238.7.35], 08/09/2000 20:11 GMT
Why do I get this error? I get it on the maps that come with Q3Tools aswell, I get it when I try to load the map in Q3 after doing a FulLVis:

ERROR: RE_LoadWorldMap: maps/q3dm1sample.bsp not found

But it's THERE, under baseq3/maps...

What's wrong??

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Errors
#240 Posted by Lunaran [64.12.105.166], 08/09/2000 21:57 GMT , Refers to Post #239
Check c:/win/temp/junk.txt for errors, and make sure your quake3arena folder has the word "quake" in it.

Moon

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Why
#241 Posted by than [212.188.154.90], 09/09/2000 09:51 GMT
does q3 and q3r leave files all over the fucking computer. why can't they just keep them in their own god damn directory?

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Why?
#242 Posted by Lunaran [152.163.195.208], 09/09/2000 15:37 GMT , Refers to Post #241
because that would make sense.

Q3R is basically still a developer's program, hence the gobs of ram needed and so forth. It was inteded for a computer that had little on it except an OS, Q3A and Q3R, and maybe a few graphics programs.

~Lunaran

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Curves In Pipes
#243 Posted by GlassMan [193.113.185.132], 10/09/2000 21:50 GMT
I'm looking for a bit of help on how to make 'curved' bends in pipes like in spogsp1. I've done a simple curve with just a single 45 deg piece as in
-

|
with 3-point clipping but it was a bit tricky & not perfect. I browsed the old qboard & came up with this comment from than..

"Used a couple of curvy pipe like yours in SPOGSP1 but nothing like as many or as complex (I used your technique though - 1.25 stretch across the pipe then shear 2:1 and clip (actually works in WC)."

If anyone could expand on that a bit or provide any other shortcuts I would be grateful :)

(This is for q1 so no q3 curves)

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Ascii Screwed Up
#244 Posted by GlassMan [193.113.185.132], 10/09/2000 21:51 GMT
but u know what i mean.

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F* F* F* F*ING M*F* GODDAMN!
#245 Posted by Fat Controller [203.96.111.202], 11/09/2000 08:55 GMT
Towne is too damn big. Here's what happens atm after BSP and a fast vis:

1. Tyrlite crashes with a closebrace without data error (something like that)

2. Load the map? hah! a flurry of b0rky-looking "spawn parms" appear, then Quake crashes with much the same error.

Now, these errors may be because the map's too big even with a fast vis. Before I give Mike Woodham a tinkle...

Do you guys reckon that running a full vis might help things?

-Fatty
(Who's gonna be royally pissed if he can't get the damn map working again)

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Curvy Pipes...
#246 Posted by Tron [203.12.165.232], 11/09/2000 11:18 GMT
I've been trying to do exactly the same thing recently but gave up in the end, I'd be interested in knowing the secret as well (my pipes look perfect in worldcraft but have cracks in quake)

Tron

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Re: F* F* F* F*ING M*F* GODDAMN!
#247 Posted by Tyrann [203.56.239.115], 11/09/2000 15:36 GMT , Refers to Post #245
Oh no, this error is a real bitch.

I had this error while making actaltrz. From what I could tell, it is simply because the BSP file is too big. Do whatever you can - reducing the number of textures is probably your best bet. If not that, you'll have to attack some geometry...

Actaltrz was so close to the limit that I had the followig situation:

1. QBSP + Light = OK
2. QBSP + Vis = OK
3. QBSP + Light + Vis(fast) = Crash
4. QBSP + Light + Vis(level4) = OK.

So, the fact that level 4 visdata compresses
better was the deciding factor. What you need to do will depend on how close to the limit you are...

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ARGHHH
#248 Posted by Fat Controller [203.96.101.221], 12/09/2000 04:27 GMT , Refers to Post #247
Not even full vising (for 17 hours yet) helped!

Oh well, I'll have to break the map into three bits instead.

Anyway, the way I've built the map was incremental, so there're some built-in seams I can work on, I suppose.

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Full VIS Seeing More Polygons Than Usual
#249 Posted by Browser [L3M] [198.235.69.172], 12/09/2000 13:29 GMT
Hi, I've been starting to do Quake-1 maps for about 2 months now. I've noticed something after doing a full VIS compilation. It looks like VIS is seeing more polygons than what there are actualy. I mean, when I have my nose against a wall for example, the numbers from R_SPEEDS are telling me that it is seeing through the wall (numbers like >+100).

Now I don't know much about Q1 RVIS (I'm using an RVIS modified by Antony Suter that came in a build package within my Map editor QuarkV5.10), but the one I used for Q2 didn't have that problem. So is it a limitation of Q1 RVIS or is there a way to fix this ?

P.S. : my editor is calling RVIS this way
Rvis.exe -level 4 mymapname

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Error Message In TXQBSP
#250 Posted by Browser [L3M] [198.235.69.172], 12/09/2000 13:32 GMT
Can someone tell me what the warning error message below means ? I've started having this when I added teleports in my Q1 map. So far, nobody answered me on this in other newsgroups.

TXQBSP 0.6 - based on QBSP by John Carmack. Modified by Armin Rigo
--------------------------------
with extensions for QuArK (Quake Army Knife) :
floating-point coordinates and enhanced texture positionning
http://www.planetquake.com/quark
--------------------------------
outputfile: ./maps/l3mdm1.bsp
--- LoadMapFile ---
./maps/l3mdm1.map
...
...
---- MergeAll ----
1982 mergefaces
writing ./maps/l3mdm1.prt
WARNING: CanonicalVector: degenerate
...
...
WARNING: CanonicalVector: degenerate
MODEL: *1
...
...
MODEL: *25
--- FinishBSPFile ---
WriteBSPFile: ./maps/l3mdm1.bsp
added 4 texture frames
1214 planes 24280
4848 vertexes 58176
1170 nodes 28080
1669 texinfo 66760
3283 faces 65660
4190 clipnodes 33520
800 leafs 22400
4223 marksurfaces 8446
16332 surfedges 32664
8393 edges 33572
56 textures 484248
lightdata 0
visdata 0
entdata 13939
63.0 seconds elapsed

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Canonical Vector Degenerate.
#251 Posted by CZG [130.67.142.213], 12/09/2000 16:53 GMT , Refers to Post #250
I have no idea what the error actually means, but I think you should say yourself lucky as it didn't crash the compile as it usually does to me. Frown
Anyway, the best way to get rid of them is to try to compile only half of the map, (can you do that in QuArK?) and see if the error appears then. If it doesn't you'll know that it is in the other half of the map, and you can then compile half of that, and half of that again, until you've narrowed it down to as few brushes as you like. It is most likely some overly complex brush, and when you find the cause of the problem, you'll just have to either delete it and maybe rebuild it, or just try to replace it with something else that works... Sorry I can't be anymore accurate, but I really don't know what this error really means. Maybe some of the engine wizards hanging out here knows? <nudge nudge>

As for the Vis query, I don't find that much strange at all. Vis works in mysterious ways. Smile

CZG

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Curvy Pipes
#252 Posted by GlassMan [193.113.185.132], 12/09/2000 22:52 GMT , Refers to Post #246
Tron..I cracked it in the end see this post on the old board:

http://www.coremedia.de/qboard2/thread.asp?threadid=153

Fingers & Spogs exchange has all you need.

From my experience tinkering with it tonight, make sure before you start that your pipe has all its vertices on the grid..on the inside of the pipe & the outside. (Use Spogs 12-sided cylinder to make the pipe & scale it by 1.5 to provide a reference for the inside & outside of the brushes). Everything should stay on the grid but if it drifts off be sure to snap it back.

Making the angled bits should then go smoothly if you follow Fingers instructions (post 59).

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WC
#253 Posted by Asriel [203.96.152.184], 13/09/2000 05:46 GMT
Im a newbie to WorldCraft, so i have some questions
How do i appl a player start entity?
I read the help, but it didn't work :(

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/me Stares
#254 Posted by Fat Controller [203.96.111.202], 13/09/2000 08:02 GMT , Refers to Post #253
There's an "entity apply tool" icon - looks like an axe. Turns your cursor into a little axe with a crosshair.

By default WC assumes that the first entity to apply in a session is a info_player_start - look to the right for a dropdown box that has all the monsters and lights. If it doesn't read "info_player_start", click it and select same.

Then click in the map to place it. Select the pointer tool and move it where you wish.

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Info_player_bollocks
#255 Posted by than [212.188.131.127], 13/09/2000 09:47 GMT
you can change the default pointentity and solidentity classes. There is a scrolly menu at the side which lets you select what entity you want to place and also, if you select the entity you created (remember to right click on the little green box and select create entity :) and right click and select properties, you can change the entity from there as well as edit it's attributes.

-than

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Re: Help
#256 Posted by Seth [195.157.160.166], 13/09/2000 16:41 GMT
cheers 4 all ur help guys... i just hope i dont havce to start the whole friggin level again :-(

c yas

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To All You Curvies!
#257 Posted by CZG [130.67.143.53], 13/09/2000 17:31 GMT
As if the Fingers/SPoG conversation wasn't enough, I hax0red up a tiny .map file that demonstrates the wonders of teh 12 sided curve.
I also took a shot of it in WC so you can glare at it as a .jpg, but the .map file is a ctually smller than the .jpg, so you migh be bes toff having a looksie in the editor. This by no means demonstrates the full joy of curves, but it's a pretty good start to get you going. And beleive me, once you get the hang of those curves it'll be a curse! I can't make a single wall without curving it into the most awkwards shapes. Anyway, here are the warez:
Curve12.jpg - 75 Kb
Curve12.zip - 5 Kb
Yay!

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Dear God!
#258 Posted by CZG [130.67.143.53], 13/09/2000 17:34 GMT
I am utterly baffeled by the amout of typos in my last message. I'm really sorry, I'm not really a retard you know...

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HOLY FUCK BATMAN!
#259 Posted by CZG [130.67.143.53], 13/09/2000 17:36 GMT
And another one!
Hmm, this must mean I'm really a retard! Wow, I never knew...

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You Retards
#260 Posted by pjw [208.192.72.77], 13/09/2000 17:40 GMT
are always the last to know. (It's just because you're quite slow, really...)

Smile

(couldn't resist)

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Ta
#261 Posted by Asriel [203.96.152.184], 13/09/2000 19:11 GMT
ta Fat Controller and Than

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Rotate Scrip! Argh!!
#262 Posted by Deathmonger [212.14.102.72], 13/09/2000 19:27 GMT
I've made a 128*128 texture with a light swirling (128*128 too)1arround a circle that works fine, bu when I apply this to a texture
256*256 and a 256*256 light everything goes messy and the effect doesn't apply where it is supposed to, can anyone help me, i call Moon, I want to make the same effect he did in lun3dm2 bouncepads.

Aaaaaarghhh! Deathmonger.

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Oh Yeah...
#263 Posted by CZG [130.67.143.53], 13/09/2000 19:40 GMT
I forgot to mention, about those curves of mine, they are all fully scalable by 1 and 2 and 0.5 and 0.25 and pi. (Okay, so not by pi, but you get it right?)

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WC Again
#264 Posted by Asriel [203.96.152.184], 14/09/2000 03:33 GMT
There is no drop down list, but i think i have to set some more stuff up :(

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Where!?
#265 Posted by BlackPope [209.52.215.11], 15/09/2000 03:55 GMT
K... I've Completed a Q1DM map and need to upload it somewhere...
I tried cdrom.com in the pub/idgames2/incoming/ dir and it says I don't have permission to... (I've done it before I don't know why not now)
So I'm wondering where else I may be able to send my map around...
In hopes of eventually getting it reviewed somewhere...

Thx Muchos... BlackPope

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Bad News Mate
#266 Posted by Fat Controller [203.96.99.199], 15/09/2000 06:34 GMT , Refers to Post #265
cdrom.com is now a profit-seeking group and doesn't accept public domain stuff anymore.

I recommend getting some web space of your own (say with Xoom) and setting up your own webby. Even if it's just a "Download my map/s here" single page, that's what you'll need.

Apart from a good FTP program and an understanding of HTML.

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Or You Could....
#267 Posted by GrindSpire [212.126.144.12], 15/09/2000 06:53 GMT , Refers to Post #266
Send it to me and I will stick it up for you on my PQ/FP ftp (click my name above for my email address)

Counter-Strike~GrindSpire

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Problems With OpenGL Accelerated Editors
#268 Posted by Top Cat =^..^= [192.187.17.66], 15/09/2000 13:45 GMT
I have problems with all editors that use OpenGL visualization. Qoole 99, Tread3D, Worldcraft... generates a memory protection error. I think that origin of my problems is the screwed ICD that 3Dfx supplies for the Banshee, not good for windowed applications. Same results in different Win32 systems... W9x, WinNT ,Windows 2000...
There is an exception... QEradiant and Q3Radiant. Here all works almost fine, but... Can I use this editor for Classic Quake or maybe I should think in a new nVidia card?

Excuse my weird english... I'm from Spain... (No! I'm not a Bullfighter! =:¬ž

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Paixa Colega...
#269 Posted by Auhsan [195.57.233.74], 15/09/2000 13:59 GMT , Refers to Post #268
I'm from Spain too, and I got a banshee too(well until I receive my gf2)...I got a Guillemot Phoenix and the only driver that supports windowed mode was the first version...anyway contact me via ICQ at 72082991

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Or You Can Use...
#270 Posted by GrindSpire [193.113.185.166], 15/09/2000 17:16 GMT , Refers to Post #268
Sleepwalkr's program, get it from http://www.planetquake.com/rem/

It converts maps made using QERadiant to Q1

Hope this helps

Counter-Strike~GrindSpire

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Thanks, GrindSpire...
#271 Posted by Top Cat =^..^= [155.54.1.247], 15/09/2000 18:28 GMT , Refers to Post #270
Thanks for your pointer...! I'll try it.

By the way... Anyone knows when Team Fortress II will be released?

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---whooo---
#272 Posted by BlackPope [209.52.215.26], 15/09/2000 20:58 GMT , Refers to Post #267
Thanks Grindspire for your generosity

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TF2
#273 Posted by Tron [203.12.165.8], 16/09/2000 00:40 GMT , Refers to Post #271
That's like asking how long is a piece of string. I'm guessing 2007 as the release date. 8)

Tron

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Some Things I Need
#274 Posted by Speedy [213.221.48.20], 16/09/2000 01:03 GMT
1. Tutorial on making rotating geometry for Q1 (with hipnotic ents). Text and a map file - like the one that used to be on WC forge site (now it`s not there due to cdrom.com`s problems)
2. The latest version of Quest editor (their site is down for some months)
3. WinQoole 2.5 (not 99!) lmited sharewere is OK.
4. q1 model editor.
PLEASE! Answer by e-mail, as I dont have internet access. But mail me only links, not the files. Thanks in advance.

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For 1.
#275 Posted by than [212.188.128.176], 16/09/2000 14:04 GMT
check out czg's site.

Donkey Lovin'

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May I?
#276 Posted by BlackPope [209.52.215.74], 17/09/2000 00:04 GMT
Grindspire May I send you yet another map to post up?!
Please and thankyou...

BP

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Qoole
#277 Posted by Asriel [203.96.152.184], 17/09/2000 02:56 GMT , Refers to Post #274
iv got it one cd. but i don't have the cd atm
sorry :(
If you still need it when i get the cd back, ill put it on the net for u, or something like that

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Qool
#278 Posted by Speedy [213.221.48.8], 17/09/2000 03:28 GMT , Refers to Post #277
When you get it, put it on the net and mail me the link.
Speedy_man@mail.ru

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Rotating Geo And Textures (Q1)
#279 Posted by Speedy [213.221.48.8], 17/09/2000 03:43 GMT
rotate_objects get their textures misaligned
Any technique to fix this ?
(I have a nice texture for a fan, but cannot align it )

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Qbsp Error, & A Question
#280 Posted by Gilt [154.5.69.131], 17/09/2000 05:14 GMT
numbrushplanes == MAX_MAP_PLANES

That's the error that I get while qbsp is trying to build my map. Anybody know anything about it?

I found a little info on it in quakelab, but it basically said that they know it exists, but they need to look at a map with the problem to actually figure out what it means...

Also, how big can you make a level? What are the limits? I don't want to get into the same situation that Fatty is in.

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Ok Speedy
#281 Posted by Asriel [203.96.152.184], 17/09/2000 05:49 GMT , Refers to Post #278
oki doki

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Leak From Info_player_start
#282 Posted by Asriel [203.96.152.184], 17/09/2000 05:51 GMT
wtf!?! im getting a leak from my info_player_start , this is so annoying!

Is there a cure for this weird fault?

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Doh
#283 Posted by Asriel [203.96.152.184], 17/09/2000 05:52 GMT
its not just from the player start, its from all entities
grr!!

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Btw
#284 Posted by Asriel [203.96.152.184], 17/09/2000 05:53 GMT
this is from using WC

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Leaks
#285 Posted by Fat Controller [203.96.111.201], 17/09/2000 08:11 GMT , Refers to Post #284
Alrighty, what you have to do is run the map (the BSP file should exist) in Quake, then pull down the console and type POINTFILE. This will create a string of dots through the level that should pass through the leak's position.
Also use NOCLIP, GOD and NOTARGET as required to follow it.

Then make a note of where the leak is, and fix it. Sad but true. I found this info in WC's help file, BTW...

PS. See General Thread for what went worng with Towne.

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Yeah Sure...
#286 Posted by GrindSpire [195.99.55.220], 17/09/2000 08:43 GMT , Refers to Post #276
...Just send it over

Counter-Strike~GrindSpire

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Leaks Pt. 2
#287 Posted by GrindSpire [195.99.55.220], 17/09/2000 08:45 GMT , Refers to Post #285
You may need to run Quake with -particles 10000 as sometimes Quake can't display the full line

Counter-Strike~GrindSpire

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The Thing Is...
#288 Posted by Asriel [203.96.152.184], 17/09/2000 09:12 GMT
That there is no leak when ther are no entities in the map. (i just read that pointfile thing too )

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Ok , Im Sorry
#289 Posted by Asriel [203.96.152.184], 17/09/2000 10:00 GMT
i jsut got taught some entity/leaks stuff, so u neednt worry bout my last posts
sorry

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inertia Is Still Working On A Title
#290 Posted by inertia [207.95.174.107], 17/09/2000 14:55 GMT
HA!

im sorta back-ish (for today :/ )

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Re: Spinning Brushes Of Terror
#291 Posted by CZG [130.67.143.93], 17/09/2000 17:44 GMT , Refers to Post #279
Sorry, there is no fix that I know of for making the textures on a rotate_object stay aligned. However, it is misaligned by the same amount every time, so if you play your level, and look really closely on the rotate_object (preferably when it's standing still) you can figure out that it, like needs to be about 16 or so units lower and eight units more to the left. Then do those changes, compile it again, and see if you were correct. If not, then just keep on tweaking it until you've got it sorted.

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Re: Spinning Brushes Of Terror
#292 Posted by Tyrann [203.56.239.115], 17/09/2000 19:34 GMT , Refers to Post #291
I have found that the positioning of the "info_rotate" entity affects the texture alignment. Try moving it and you'll see what I mean.

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Re: Spinning Brushes Of Terror
#293 Posted by CZG [130.67.142.203], 17/09/2000 21:46 GMT , Refers to Post #292
Mmm, I have this wacky theory. that goes about as follows:
Since there is no such thing as an origin brush in the Q1 engine, the Qbsp is moving the rotate_object to the center of the level, according to the info_rotate, so the origo of the level acts as sort of a center of an imaginary origin brush. I am most likely way off though, but if any code hax0rs can elaborate, or even better; explain, please do...

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Oh, And I Forgot:
#294 Posted by CZG [130.67.142.203], 17/09/2000 21:48 GMT , Refers to Post #293
That would then explain to me why the textures come out misaligned...

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Your Best Bet...
#295 Posted by kanaeda [207.208.138.91], 18/09/2000 03:31 GMT , Refers to Post #293
would be to hope that whoever worked on the code for the ritual/hynotic mission pack (that's where the entity is from, right? ;p) is still at ritual. send em an email and simply ask them. you could also try sending an email off to a couple of the ritual level designers (paradox and levelord both worked on their q1 pack) and ask them.

then again... this could be from the rogue mission pack and then you'd want to get ahold of them instead of ritual. Smile

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Re: Spinning Brushes Of Terror
#296 Posted by Tyrann [203.56.239.112], 18/09/2000 04:43 GMT , Refers to Post #293
That is my theory as well. It is also supported by the behaviour of dynamic lighting on rotating entities. I made up a set of test maps and a rather lengthy explanation of all this for Fatty a little while ago. I'll see if I can find it and I'll post a link here...

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Re: Spinning Brushes Of Terror
#297 Posted by Tyrann [203.56.239.200], 18/09/2000 05:05 GMT , Refers to Post #296
Ok, I got it and uploaded it to my website. You can get the zip with maps and text here or you can just read the text here - Although you probably need the maps to follow what I'm saying.

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Texturing Rotating Brushes
#298 Posted by Fat Controller [203.96.111.201], 18/09/2000 09:26 GMT , Refers to Post #291
Sorry, there is no fix that I know of for making the textures on a rotate_object stay aligned.

Which is why I only use "grainless" or "flat" textures for coating spinning stuff...

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Water Using Qoole
#299 Posted by Mr. EviL [165.228.129.12], 25/09/2000 06:33 GMT
Could Someone please send me a link where i can get a tutorial on how to make water, and lava.
thanks

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Who Needs A Title Anyway
#300 Posted by BARiUM [213.64.109.22], 25/09/2000 13:16 GMT
what game ??
in quake, just use a *lava texture or a *slime testure...
in quake2 there are surface properties (slime and lava)

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Curios...
#301 Posted by BlackPope [209.52.215.33], 25/09/2000 18:23 GMT
After exploring many many of the wonderful QuakeDM maps out there I realized something...
Most (like 90%) of the lifts being used in the maps are func_door entities...
I'm just wondering as to why people prefer to use doors instead of the func_plat (which I prefer) , is it because you can get other sound effects? does it somehow affect the fps? Im at a loss here...

fill me in...
-=SkullBlackPopeSkull=-

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The Fact Is...
#302 Posted by Deathmonger [62.36.170.240], 25/09/2000 18:46 GMT , Refers to Post #301
When func_plat is placed in map editor what you are edoting actually is the final position of it, it will star "closed" at a lip distance acording to the group brush altitude. func_door are appear in the game as you have edited them in the editor.

So people who wants to place a plat and waste no time experimenting with the lip choses the func_door.

(well, that's what i can remember, I haven't used the worldcraft since... )

Deathmonger

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Bleh, This Txt Box Is Too Short.
#303 Posted by CZG [130.67.142.223], 25/09/2000 21:19 GMT , Refers to Post #301
Because this is my real topic:
There are other advantages with func_doors too!
With func_plats, you are just slapping some brush in the level, and let the QC take care of how it operates, and thus you can only have a plat that starts down, and goes up when stepped on. (Well, you could trigger it to wait in the upright position, but why would you want that in a DM map?)
And now there was a bunch of great stuff I was going to say here about the advantages of func_door, but Blitz in #Terrafusion made me forget it just now! Frown
Well, at least you can trigger them and have some funky sound effects, and you can delay how long it takes from stepping on them 'til they start moving, and some other stuff too.
This was supposed to be a really helpful and all out fabulous post, but the topic txt box being too short and the Blitz thing prevented that...
Boo

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The Clouds Have Parted...
#304 Posted by BlackPope [209.52.215.10], 25/09/2000 22:31 GMT , Refers to Post #303
interestink... I personally have never had a need to use a trigger on my lifts but I see how it would be useful in ... Oi! /me has a brain fart and forgets the name
... damn who's map is that... the lift takes up an entire corner section of a hallway (maybe its a couple maps) so a button would be needed because everone doesn't want to go up...

I'll just stick with func_plats... it's what they're for!

NEXT question....Quake
... I rarely see the ring of invis in DM maps... it's not an all powerful item...so why does nobody like it?
/me makes a point to sneak it somewhere in his next level...

BP

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Doors As Plats
#305 Posted by Fat Controller [203.96.111.201], 26/09/2000 01:47 GMT
func_plats (in Q1, at least) generate a trigger that spans from the "top/spawning position" to the bottom end of the plat's travel, about 16 units in from the edge.

This means that when you walk right up to the top of a plat's "shaft", it automatically rises to greet you. If you wanted to get down the shaft, that could be a problem ;)

Triggering the plat with a button simply causes the thing to stay "elevated" until button is pressed, then it's annoyance as usual.

Using a func_door triggered by buttons top and bottom offers more avenues of descent, and more control for players. It also offers some strategic fun, eg. laying a grenade on the lift, then sending it up for them upstairs to enjoy... or laying a trap if the lift has to be triggered at either end.

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/me Was Gonna Answer
#306 Posted by kanaeda [207.208.137.246], 26/09/2000 03:34 GMT
but you guys are just too damn fast.

/me uses func_door instead of func_plat because it is more versatile and altogether more controlable by the designer.

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Also
#307 Posted by than [212.188.147.22], 26/09/2000 10:26 GMT
I'm not sure you can do this with lifts but you can use func_doors to trigger other things by giving them a target and also add a delay to the triggering of this with wait (or delay, I don't remmeber). If you wanted a lift to rise up and always open a trapdoor above (for example) you could use this method rather than the slightly daft method of putting a trigger_multiple on the lift. This means the trapdoor would always open, wouldn't need extra triggers and if a player wasn't on it you wouldn't see a lift go through a solid door :)

I used this in apsp1 (although for doors and a drawbridge thing) where you trigger the first door with the gold key button which opens and halfway triggers the drawbridge which in turn triggers the second door as it gets about halfway.

-than

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Leak Help, Pls
#308 Posted by OneDead [166.82.233.10], 26/09/2000 20:08 GMT
I'm new to qmap.com, and fairly new to Worldcraft, for quake1. While compiling my 3rd map, i'm repeatly getting "...leak found..." anywhere i place my "info_player_start" entity?! The cords in my process window show my player start entity every time! Any ideas...help!! Previous maps didn't do this...

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Ooh, A Leak!
#309 Posted by CZG [130.67.143.112], 26/09/2000 20:22 GMT , Refers to Post #308
(Note: I know the Quake engine doesn't work at all like this, but this is a model of it that works fine for explaining things for me, so STFU all you engine wizards!)

OK, if you imagine that you are the Quake engine, and you have to remember an entire level, it'd be much easier for you if you knew that you could only walk around on the inside of it, because then you could forget completely about what's on the outside. No if your map leaks, it means that somewhere there is a hole from the playing area of your level and out into the big grey void outside. This would then mean for the Quake engine that you theoretically can get out that hole and see the entire level, outsides and all, all at once. This isn't good, because that's a lot to remember.

So basicly, there is a hole somewhere in your level, and it doesn't neccesary need to be your info_player_start that causes the leak, but the compiler tells you the coordinates of the closest entity to the leak.
Now to fix it, you msut first find the leak. Sometimes it is a big gapig hole that you just forgot to fill, and sometimes it can be a tiny crack hidden away in a corner somewhere.

The compiler shold when it reports a leak, also make a pointfile (*.pts) along with your bsp. Make sure both of those files are in the id1/maps/ directory, and then run you map as normal. (you are still able to play your map, only that it will run slower.) Now pull don the console, and type pointfile. Quake will then create a trail of dots from your leaking entity, through the leak, and into the void, that you can follow and then find the leaking area. Then it's just a matter of plugging the leak in your editor, slpa a brush infront of it or strech the surounding brushes together, just get it tightened up.

A lot of nonsense that maybe will help you...

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Thanks, CZG!
#310 Posted by OneDead [166.82.233.85], 27/09/2000 02:13 GMT
hey, problem fixed now! I honestly knew about pointfile, but forgot about it! Brain cramp, ya' know! But without your reminder, I probably would have torn it about, so thanks for saving me about 2-3 hrs more work, CZG!!

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Ring And Platforms..
#311 Posted by Kell [194.105.160.225], 27/09/2000 09:46 GMT

There are 3 reasons I can consider that incline people not to use The Ring in Q1DM;

Although it has zero effect on gameplay, the Ring Of Shadows' design is based on the defining artifact of Lord Of The Rings and therefore feels medieval; it looks out of place in an industrial map.

The Ring, like the Pentagram, takes -ages- to respawn, so one wonders if it's worth including at all, since some matches may be over before it reappears.

Although not as overtly powerful as the Quad,
invisibility in Quake does not have the funky 'refractor-field' effect of Q3A, just the floating eyeballs. Invisibility really means invisibility, which can give a skilled player as many free frags as he/she can scoop in 30 seconds.

As for the platforms...
I use platforms if I want a structure to function in a straightforward way. Players in the map quickly learn that standing on it means going up...and that's all. Simplicity can help gameflow. You can also check a flag that sets 'low trigger' meaning players can jump over a plat or even drop down a lift shaft without triggering it at the top.

Enough gibbering, I have a proper question, but I'll start a new post.

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QDM Changelevels
#312 Posted by Kell [194.105.160.225], 27/09/2000 10:01 GMT
My earlier DM levels (some of which are available here) are designed to be connected via a start map. An unconventional idea maybe, but the idea was to allow players to select a map they like, rather than playing in a restricted linear sequence.

The problem is, by default players carry all armour and weapons when the frag/timelimit is hit from one map to the next, and this screws up the gameplay. A rocket launcher in a perforator only level? I think not.

I tested this in Scourge Of Armagon; if you progress through the SP Armagon maps in deathmatch mode, there are breaks between each 'episode'. Within an episode, the tech levels say, all weapons go with the player: but jumping onwards to the medieval episode, the player starts with only s-gun + axe.
How do I get this to happen with my levels?

I thought it might be the func_command entity from Armagon. The way I assume it should work is that the entity creates an invisible trigger box; when the player enters it, a console command is automatically executed. If I set the console command of the func_command to be [map blah] it should work...but nufffin happens. At all.

Any suggestions? Help me keep rocket launchers out of kdm4 :)

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Re: QDM Changelevels
#313 Posted by CZG [130.67.143.95], 27/09/2000 15:58 GMT , Refers to Post #312
It is coded into the QC, something like
if(self.model) = hip1m2.bsp then give IT_shotgun IT_axe
I don't know exactly how it's written, I don't do QC, but it is there it's done, so sorry, you can't do that in custom levels without custom code too.

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:(
#314 Posted by Kell [194.105.160.225], 28/09/2000 09:46 GMT
dammit!
dammit!
dammit!

:(

thanks for the help, though, CZG

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Thanks
#315 Posted by Speedy [213.221.51.16], 30/09/2000 01:19 GMT
Big thanks to Tyrann and CZG for help.

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Kell, Read This
#316 Posted by XeNoN [195.8.75.49], 01/10/2000 12:11 GMT
If you set the changelevel parameter on all the main maps to a small map with a few dm starts, a rune, and an exit leading to the start map, it should work; Someone enters the small intermission map, grabs the rune, and leaves, (preferably the server) then everyone will restart at the start map with no weapons except the shotgun & axe.

I'm not sure it will work, but its worth a try.
--------
>>XeNoN<<

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Who Needs A Title Anyway
#317 Posted by Kell [194.105.160.225], 02/10/2000 15:47 GMT
It's certainly worth a try; I'll give it a go.

I have another query, whilst I'm on a roll.

The business of placing info_player_deathmatch entities at least 64 units from their centre to the nearest wall; is there a minimun distance vertically? How low can I make the roof above them?
I've got a few in my latest map: all the player starts are recessed in 'spawnboxes' but I occassionally get that 'respawn where you just died' problem?

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Textures... N Stuff
#318 Posted by BlackPope [209.52.215.57], 02/10/2000 23:46 GMT
Occasionally I run Qbsp and I get an error... well not excactly and error it just stops responding...
It decides to stop responding on the "added 0 textures frames" line... (i think i got that right)
this only happens however when I have certain texture wad's loaded into WC... The Xatrix KP textures and the HExen2 + expansion textures are the ones that seem to be causing the problems...im geussing its something to do with the animated ones...due to the line it stops on...

It's not a critical problem because I just Use Texmex to pull out the textures I want to make a map with anyway and put them all into one .wad

I'm just wondering if anyone has a problem similar to this and if there is an easier way to get around it...
THX
SkullBlackPopeSkull

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Stoneless
#319 Posted by Asriel [203.96.152.184], 04/10/2000 00:04 GMT
Where can i get stoneless?

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The Invisible Map!
#320 Posted by Biff_Debris [152.163.204.213], 04/10/2000 01:48 GMT
Hey guys, I'm working on my (second) Q3A map (with Quark, which is SWEET), but even though I haven't a single leak and all seems well enough, the sky shader seems to have run berserk and covered an entire section of the map (rendering it almost invisible). Has anyone else run into this prob, and know what might be causing it?

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Stoneless
#321 Posted by SPeedy [213.221.48.89], 04/10/2000 02:27 GMT , Refers to Post #319
http://netspace.net.au/~jewsbury/stoneless/

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Thanks
#322 Posted by Asriel [203.96.152.184], 04/10/2000 04:37 GMT , Refers to Post #321
Thanks Speedy
WC has usless texturing, QER is too complicated ( :) QOOLE sux, time to try another..

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Hmmmn.
#323 Posted by pjw [208.192.72.77], 04/10/2000 06:22 GMT , Refers to Post #320
Don't know if I can help you too much in Quark . . . does it "run berserk" in-editor, or in-game, or both? Maybe a screenshot? Do you get any error messages at the console when the map loads?

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Re: Hmmmn
#324 Posted by Biff_Debris [205.188.198.157], 04/10/2000 09:34 GMT , Refers to Post #323
No man, this is the compiled map which is doing this (although I've typically only been running it without vis or light, but even with a full vis, it looks the same). You can get a zip of four screenies I've made here:

http://members.aol.com/biffdbree/q3files/imp3dm2shots.zip

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Wow.
#325 Posted by pjw [208.192.72.77], 04/10/2000 17:19 GMT , Refers to Post #324
That's some serious HOM (hall of mirrors) you got going on there . . .

Sometimes levels just seem to do this for no (obvious) reason in a single area, especially when the geometry starts to get a bit complex, but there usually is an obvious reason. Some of the below possibilities are sort of dumb, and I'm not sure how much you know or don't know, so forgive me. Smile

I assume that you don't have any leaks--this would be the simplest thing (i.e. have you checked your junk.txt output to make sure that you aren't getting any leaks? A level will still compile and run, even with a leak, just badly. It's a good idea to check your junk.txt anyway, just to see if you have any other errors).

I also assume that everything looks fine in the editor, and that brushes are textured as they should be (no nodraw, etc.) and that when you load the level, you don't get any error messages at the console.

If all of the above checks out okay, then it's one of those less-obvious situations. Is your sky in that area unusually complex for some reason? (i.e. Is it more then just the typical roof w. maybe a couple of walls coming down from it?)

I have heard that sometimes hint brushes can get rid of odd vis errors, but I don't have any experience using them for this purpose, so can't really be more specific.

Is there something specific that you did in your last editing session that may have made this happen, and can you undo/redo it? The final resort (unfortunately) for this kind of shite is to simply rebuild the offending area, and fast-vis regularly to determine at what point your problem occurs. Hope this helps, and I wish I could have given you a more specific solution . . .

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Re: Wow
#326 Posted by Biff_Debris [205.188.199.34], 05/10/2000 00:29 GMT , Refers to Post #325
While Quark doesn't have an equivalent of a junk.txt, it does point out any leaks the map has, and even guide you to them. The sky brushes aren't necessarily complex (one section is made of of three regularly shaped brushes, so no fancy vertex manips are going on) -- however the ceiling and floor in that area is a little complex (mainly due to the area's odd shape). This is probably the culprit, and will probably have to be rethought (with several brushes simply going thru each other, rather than avoid this in the build). It may not be pretty, but hopefully I'll be able to see it. Thanks for all your help anyway, man -- I'll probably have more questions soon!

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Re: Junk.txt
#327 Posted by pjw [208.192.72.77], 05/10/2000 04:29 GMT , Refers to Post #326
Yeah, I think I forgot you were using Quark about halfway through my post . . . the onset of senility is a scary thing. Smile

Happy to (try to) help any time.

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Heard Of Arghrad
#328 Posted by OneDead [166.82.233.20], 06/10/2000 08:10 GMT
Hey, has anyone heard of the lighting tool Arghrad, for the original quake? I stumbled across a site a while back that used this (or a similiar named lighting tool), and man what a difference. (he had before and after pics) But, now that I'm a little more interested in quake level editing, I can't find this web site again. I am aware of Arghrad3, for q2, but I'm sure there's one designed/coded for reg. quake.....help!? :))

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It's Called Arghlite
#329 Posted by Tron [203.12.165.8], 06/10/2000 11:34 GMT , Refers to Post #328
The original tool was called arghlite for quake, you should be able to find it easily enough by just searching on http://www.fileplanet.com for "arghlite" Hope this helps.

Tron

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Or Try TyrLite
#330 Posted by Speedy [213.221.51.32], 07/10/2000 02:05 GMT
It seems to be the best light prog for q1

http://www.planetquake.com/tyrann

Attenuation formulas, coloured lights, sunlight, anti-lights and some other features.

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Music
#331 Posted by Kell [194.105.160.225], 08/10/2000 14:59 GMT

I know this isn't really a mapping question, but you guys know what you're talking about so I thought I'd ask.

Is there a way to listen to my own mp3's or CD's while playing Q3A?

I wanna rail Klesk ]:= in time to Ministry :)

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Q3A Beam Lighting
#332 Posted by Biff_Debris [152.163.195.204], 08/10/2000 23:38 GMT
I've got these four brushes using the "sfx/beam" shader, but they don't radiate light on their own. Do I have to use a really tight spotlight on them or what? Yeah, I'm still using Quark, so don't get too Q3R on me.

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Re: Beam Lighting
#333 Posted by Nightbringer [203.109.252.13], 09/10/2000 01:59 GMT , Refers to Post #332
If you want the beams to emit light, copy the shader and add a q3map_surfacelight parameter.

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Rere: Beam Lighting
#334 Posted by Biff_Debris [152.163.195.193], 09/10/2000 02:59 GMT , Refers to Post #333
You mean, copy the beam entry on the sfx shader file to a seperate file, including the _surfacelight param, and include it in the (eventual) .pk3 file for the map? How would I include it ("baseq3/scripts/sfx", or "baseq3/scripts/impfx", for instance)? I just don't wanna tinker too much and screw something up, here...

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Re: Beam Lighting
#335 Posted by Maj [194.83.240.23], 09/10/2000 05:21 GMT , Refers to Post #333
I'm confused. Why would you want the beams to emit light? Surely they're positioned next to a light shader that's doing all the lighting work?

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Don't Bother With Arghlite..
#336 Posted by ELEK [199.179.175.178], 09/10/2000 12:24 GMT , Refers to Post #328
Go straight to Tyrlite. It is a much better compiler, and you will get better results quicker. There are some excellent features in Tyrlite which arghlite doesn't support. Everything Arghlite has Tyrlite has and more.
-ELEK

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Rere (Maj):
#337 Posted by Biff_Debris [152.163.197.184], 09/10/2000 12:30 GMT , Refers to Post #335
Well, something isn't working then, since the beams ARE NOT lit. I've selected "sfx/beam", and everything looks fine in a fullbright build -- is there anything else I need to select/use/add to get them to light?

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Huh?
#338 Posted by Lunaran [152.163.204.206], 09/10/2000 15:58 GMT , Refers to Post #337
Check the beam shader in question, as well as the texture alignment on the brush. If there's a lightmap stage on the beam shader, it's probably an unused broken shader (since it's not supposed to be darkened by surrounding light).

Moon

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Well...
#339 Posted by Biff_Debris [152.163.195.193], 09/10/2000 20:26 GMT , Refers to Post #338
I wasn't sure what you meant by a "lightmap stage" for the shader, but I did notice that Quark has listed two identical entries for sfx/beam -- one under a texture folder, and the other under a shader folder. I had been using the one under the shader folder to texture the brushes in question, which I think might have been going about it back-asswards, since when I used the texture folder version, it lit up just fine in q3. They look don't look nearly as good as I would've thought, tho -- more like little see-thru cubes than lights. May have to go with spots.

So mebbe you helped =)

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That Was The Point...
#340 Posted by GrindSpire [193.113.185.164], 10/10/2000 15:58 GMT , Refers to Post #339
The beams aren't supposed to produce light, they are placed next to actual lights in order to produce the effect of it shining through fog

Counter-Strike~GrindSpire

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Well...
#341 Posted by Biff_Debris [205.188.199.136], 10/10/2000 23:49 GMT , Refers to Post #340
They aren't affected by the lightmap, so in a way they ARE lit. But yeah, the light entities do do the trick.

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I Still Think You Got It Kinda Goofy
#342 Posted by kanaeda [207.208.189.216], 11/10/2000 04:15 GMT , Refers to Post #341
you place a light somewhere, apply a light texture (shader) to the surface. then you make your foggy beam effect directly underneath/above the light that you built.

i would imagine it would look quite odd to have a like and a foggy cone, but no actual light texture to be found. ;p

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Vis-blocker
#343 Posted by OneDead [166.82.233.42], 11/10/2000 10:51 GMT
Does anyone know what produces a good vis-blocker w/ reg Quake? I thought I read somewhere that a door, at least 32 units wide, provides a good vis-block!? I have one room that is small, with a few brushes in it, then I have another huge room beside it that has lots of brushes, and both room's floors are on same gridline (no steps down or ramps upward). Any ideas, without tearing up both rooms??

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Shaders!!
#344 Posted by Deathmonger [62.36.167.148], 11/10/2000 19:56 GMT
I've made different shaders for some weapon spot textures and I have a problem.
All of them use the same cut'n'pasted source code (from Moon lunbase jumpad)Smile and amazingly only one two out of six work!!
I've made some tests and I've find out that some apply correctly only in the XY axis, others in the ZX and so on.
My question is:
WTF?

Thanx in advance, Deathmonger.

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Hmm, No Title
#345 Posted by XeNoN [195.8.75.176], 11/10/2000 20:38 GMT , Refers to Post #343
Um, No, you cant use a door or any entity as a VIS block, cos the Quake engine simply sees though them in game, and VIS ignores them, so you'll have to either reduce the amount of detail in the rooms, or use a sort of "donut Hall" where you exit one room, and have to follow a corridor round in a sort of donut shape (the idea is that a wall of some sort stops you from seeing both rooms at the same time)

NEways, try it and use the "R_draworder 1" command in game and see if the block has worked.

>>XeNoN<<

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Waitaminute.
#346 Posted by Biff_Debris [152.163.205.69], 11/10/2000 23:09 GMT , Refers to Post #342
WTF are you talkin', Kan? Are you talking about texturing a light entity with a shader or what? If you are (???), I can't do that in Quark, anyway, since it just has this little dinky icon and a crosshair for positioning a light entity.

What I did (or have done so far) is have a brush textured with the shader, and stick a light inside of it. The light is weak enough to dupe whomever sees it into "assuming" that it and the shader are one and the same thing in the map. If there's some other way to do it than that, believe me, I'm ope to suggestions...

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Ok...
#347 Posted by kanaeda [207.208.188.73], 12/10/2000 00:23 GMT
first you need to get a clear mental understanding of shaders and textures and the difference.

a shader is nothing more than an OpenGL script. this script manipulates one or more textures into combinations and effects that you see in game. shaders are as simple as the metal footstep sound or a light emitting surface, or as complex as animated flames or alpha-masked effects.

I don't have any idea how quark has them seperated. your description sounded really... confusing. if you open the directory of textures called gothic_light you will find a bunch of light textures, some with similar names but a different number associated to them. if you don't, well... try loading the shaders for gothic_light.

what you should have is simply one brush with a light texture on 1 face. this light texture has a shader linked to it that causes it to emit light. next you place your foggy beam brush directly under the face of the brush with the light shader. apply your beam effect to the new brush with nodraw on the unwanted sides. you should now have a working light witha foggy beam. no light entity needed.

if you really are lost still, let me know. I'll send ya a quick example to show you what textures or shaders you should be applying where. Smile

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I Theenk I Got It
#348 Posted by Biff_Debris [205.188.197.152], 12/10/2000 23:25 GMT , Refers to Post #347
So "sfx/beam" isn't a shader but a texture, and the shader file attached to it is what you're talking about. I've obviously made the mistake of referring to the light textures as shaders -- I was thinking of the shader files and their accompaning textures as the same thing, or rather working together for the same goal. So what you're saying is that I would also need a light texture to provide the light, and the beam texture to simply accentuate it. Right?

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Yes...
#349 Posted by kanaeda [207.208.188.108], 13/10/2000 01:00 GMT , Refers to Post #348
but they would be applied to seperate brushes. if you load up a couple of q3 maps that have that effect in them (addict from peej or yogi's reloaded come to mind) you will see what i mean. you don't need a light entity at all. Smile

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Schweet.
#350 Posted by Biff_Debris [205.188.198.174], 13/10/2000 22:59 GMT , Refers to Post #349
Well, that's one hurdle down the pike...

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Help Needed > Q2 Editors
#351 Posted by XeNoN [212.126.135.104], 14/10/2000 17:58 GMT
Which is the best, easiest free Quake2 Level editor out there? I am familiar with Q1 mapping, and would like to give Q2 a try.

Thanx,

XeNoN

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Hmmm
#352 Posted by kanaeda [207.208.186.136], 14/10/2000 19:44 GMT
best and easiest to use generally don't go hand in hand, but there are comprimises to be found. i'm not sure on URLs for all these but you should be able to track them down.

worldcraft (not free, but you can get help with that here on qmap since they don't sell it anymore anyways)

qeradiant (definitely not the easiest to use, but arguably the best there is and also would open up q3 design for ya)

BSP (i know it's still out there somewhere :p)

Quark (also has q3 support now)

tread (never bothered with it, had radiant)

Qoole (not free, but has a nice interface which makes it easier to learn. has some icky bugs)


I've used all of those except tread at one point or another. All of them will allow you to make quake 2 maps. If you can fight thru the learning curve i suggest you try qeradiant. It rocks. :)

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Nooo...
#353 Posted by Vigil [212.38.225.115], 14/10/2000 20:38 GMT , Refers to Post #351
Don't listen to kanaeda :). The best editor out there is the one you know best, you know how to use effectively and fast. So try different editors, see what like and use that. Say, I use WorldCraft and I like it. I have tried QERadiant but it would probably take ages for me to learn it as well as WC, so I can't be bothered right now. You may not like WC's system, if you don't, try out some other editor.

I'd say that's a pretty good list though.

Most games these days have one specific editor (HL with WorldCraft 3.3 being one example), but Quake 2 fortunately has some variety.

Yes, QEradiant is the way to go if you want to try Q3A mapping at some point, though if you like HL more, get WorldCraft. So the decision is up to you. Heh, it would probably be easiest just to use the editor you have used though, unless it's the piece-of-shit Radiant (remember to edit before posting).

Enough of me mumbling on my own.

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Thanx Guys,
#354 Posted by XeNoN [212.126.131.77], 14/10/2000 23:30 GMT
But where do I get QEradient? Does anyone know the UrL?

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Qeradiant.com?
#355 Posted by Auhsan [62.82.208.137], 14/10/2000 23:42 GMT , Refers to Post #354
Smile

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Like He Said Already...
#356 Posted by kanaeda [207.208.186.136], 15/10/2000 00:13 GMT , Refers to Post #354
http://www.qeradiant.com

you want the build 135 install and the 147 update. the rogue brush repair plug-ins are pretty bad-ass, too. :)

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On Light
#357 Posted by Speedz [213.221.51.19], 15/10/2000 06:00 GMT
Can you change the radial angle of spotlight (I use tyrlites mangle) I mean the thiknes of light cone

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Yeah
#358 Posted by GrindSpire [195.99.52.104], 15/10/2000 08:27 GMT , Refers to Post #357
What you set the normal angle of the light to is the width.

Counter-Strike~GrindSpire

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WC
#359 Posted by Speedz [213.221.48.39], 17/10/2000 04:55 GMT
Can I change the hotkeys in WC 1.6
And how can I get registered ? No answer from their site..

And is there a 3d (3 point) plane-clipping?

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RE: WC
#360 Posted by XeNoN [212.126.135.250], 17/10/2000 19:34 GMT , Refers to Post #359
Umm, I think they've stopped selling it now; and I'd recommend a different editor anyway, such as qED2, which is far easier to use and more versatile than Worldcraft.
Get it at www.3dmatrix.com , if yer interested

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Mapobjects And Textures--export Problems
#361 Posted by G A Z E B O [24.114.57.190], 17/10/2000 20:36 GMT
I'm having a problem getting custom .md3s to show up with textures in Q3Radiant...

I've tried using Milkshape, hacked the .qc file, Npherno's GL Viewer, PakRat (on the Mac), SkinLinker, and generally thrashed around with this for so long that I think it's time to admit defeat... I wind up with wireframes (the id models load fine... sigh). I know with Q2 there was a nice 'bind skin' thing in Q2MDL I used to use...

I am obviously missing something here.
Most of what I find on the web applies to character models, but there is no control/.skin file for mapobjects, so I am inferring that the texture is bound in the .md3 compile/export process. But damned if any of the little proggies I have found will do the trick... I can't even hack the .md3, because, unlike Q2, it's not ASCII :-(

Help!

love,
G A Z E B O

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Progetto Genoma .MAP File Available
#362 Posted by Mark Shan [212.216.23.248], 17/10/2000 21:36 GMT , Refers to Post #351
On my page http://utenti.tripod.it/shanks/genoma.htm the source .MAP file of "Progetto Genoma" is available for QEradiant : every newbie Q2 mapper can use it as base for addictional levels or personal modifications

Click here for more...

QED
#363 Posted by Biff_Debris [205.188.200.33], 17/10/2000 23:21 GMT , Refers to Post #360
Yeah, it's very similar to WC -- or at least the original one was. I was such a doofus back then: when I'd get a leak in my map, I thought it was the editor, and NOT me (/slap to the forehead). Then I went to Deathmatch Maker, and totally fucked up...

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Error In Linkdoors:
#364 Posted by Speedz [213.221.51.38], 18/10/2000 00:28 GMT
interconnected doors

(error in quake when i try to load a map.. )wtf?

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Oops
#365 Posted by Speedz [213.221.51.38], 18/10/2000 00:36 GMT
its cross-connected doors error

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QED2
#366 Posted by metlslime [63.84.192.10], 18/10/2000 00:45 GMT , Refers to Post #360

i used to use QED 1 & 2, before switching to Radiant. QED has a nice way to organize all brushes and entities into groups, and that is it's selling point i think. As for actual brush control, it falls behind QER. It has no vertice/edge/face manipulation, other than what you get from scaling the entire brush along one or more dimentions.

It also seemed slower than QER in general. It certainly was a step uip from Thred, which is what i used before QED. But if you are looking to learn a new editor, i would suggest QER over QED.

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I Don't Really Know Much About
#367 Posted by pjw [208.192.72.77], 18/10/2000 02:09 GMT , Refers to Post #361
the Q3 model process, but this thread on the Q3World editing forum seemed like it might provide some useful information. Hope this helps.

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User-friendly Mapping Programs
#368 Posted by Jesse [63.29.237.104], 18/10/2000 22:05 GMT
I'm a newbie to mapping, and I want to know what kind of map is very powerful with making Q1 maps. I tried the worldcraft.com link, but it doesn't work for some reason.....

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Jesse
#369 Posted by killazontherun [203.164.3.167], 19/10/2000 07:11 GMT
Look under cdrom/quake/utilities/level editors/(I think) and wc should be there.

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WC
#370 Posted by Asriel [203.96.152.184], 19/10/2000 18:38 GMT , Refers to Post #368
is at www.planetquake.com/worldcraft

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Editor
#371 Posted by Speedy [213.221.51.58], 20/10/2000 02:05 GMT
Visit http://www.gamedesign.net/links.shtml
for a list of everithing, including some editor sites (q1/q2)

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BSP 2 MAP Converter
#372 Posted by Perselicas [141.222.155.39], 20/10/2000 18:48 GMT
Is there a useful q1 BSP to MAP converter anywhere out there? The only one I can find generates a seperate brush for each face and gives a ridiculous number of brushes, but I doubt all the hacked maps I've seen were using it.

Thankx
~Pers

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Why Do You Want It?
#373 Posted by GrindSpire [62.7.7.94], 20/10/2000 22:29 GMT , Refers to Post #372
That be the question.

Counter-Strike~GrindSpire

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Winbspc
#374 Posted by Tron [202.7.186.34], 21/10/2000 02:27 GMT , Refers to Post #372
There is one around called winbspc that does the job reasonably, all converters will give you a bit of a dodgy .map file though due to the way they work. ASking for one of those around here isn't really safe either, there was a big argument over them once when there was the whole fiasco of people coverting maps to quake 3 without permission. 8)

Tron

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Converting Maps? Ack
#375 Posted by Perselicas [141.222.155.39], 21/10/2000 06:24 GMT , Refers to Post #374
No I just had a few plans involving the id deathmatch arenas. Quake 3? Y'all have nothing to fear from me ;)

~Percy QuakeQuakeQuakeQuakeQuakeQuakeQuake

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Extremely Frustrating Q1 Question
#376 Posted by Perselicas [141.222.155.39], 22/10/2000 15:17 GMT
How do you get a trigger_secret triggered by another trigger like a button or a counter? I'm thinking of e1m4 where the first secret appears to get triggered by a counter without the player walking over it.

Thanks ;)
~Perselicas

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Where Is...
#377 Posted by Killjoy [198.115.164.149], 22/10/2000 17:47 GMT
where is that tutorial by danimal for making a weapon that floats in midair? i'd like to mess around with this in my next q1dm.

thx
-killjoy

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I'll Take Them Both!
#378 Posted by CZG [148.122.66.52], 22/10/2000 19:06 GMT , Refers to Post #376
Perselicas:
Simply give the tirgger_secret a targetname that matches what you want to target it with. You might also want to set spawnflag 1, as that will keep anyone that enters the actual trigger (Yes you still set it up as usual) from making it go off.

Killjoy:
I heard from vondur that you place a func_wall under the weapon, and then kill it with some trigger with a "killtarget" field when the level loads or before you get to the place with the the func_wall in it.

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I Don't Think That Was It
#379 Posted by Perselicas [141.222.155.39], 22/10/2000 22:27 GMT
If I give the trigger_secret a target, it works as a normal (walkover) secret and triggers the object.

If I set spawnflag 1, it just sits there and does nothing, ditto if I do both.

I'm trying to figure out how to get the secret to tally when a button is shot because the secret is similar to the dropping ceiling in e1m4 which, as far as I can tell, is getting triggered by the buttons that drop the ceiling and not by walking over anything. A trigger that targets the same target as the secret doesn't trigger the secret, at least not when I do it :) And Worldcraft isn't giving my secrets a "name" field. When I try to add it myself, Quake tells me that "'name' is not a field."

Sorry
~P-funk Sad

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QBSP
#380 Posted by Asriel [203.96.152.184], 23/10/2000 00:43 GMT
im having trouble compiling maps: ie. i cant compile maps.

QBSP runs, gets down to writing a pointfile, then crashes. The weird thing is though, that it doesn't do this in QUARK (but it does in WC and the normal qbsp).

Anyone know how i can fix qbsp?
BTW, I dont think it is the maps fault, because i made a hollow square, with a default texture and a player start and it still did the same error.

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J00 F00
#381 Posted by than [194.82.103.36], 23/10/2000 01:44 GMT
As CZG said, "targetname" is the field, not "name". If you don't want to set spawnflag 1 you can also place the trigger_secret in a brush where the player can't get to it (cept in noclip).

-than

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Perselicas Is F00
#382 Posted by Perselicas [152.163.201.181], 23/10/2000 03:17 GMT , Refers to Post #381
I know CZG suggested targetname and not "name." I was only using name because I tried what I thought he was suggesting and it didn't work.

so far...

1) I created a trigger with the targetname "secret," created a button with the targetname "secret," ran the game and pressed the button, nothing happened.

2) Tried the same thing with spawnflag 1, nothing happened.

3) Created a trigger and button with the targetname "secret," created a door with the name "secret," ran the game and pressed the button. Nothing happened

4) Tried the same thing with spawnflag 1, nothing happened

Am I misunderstanding completely or is something really fucking weird happening here? :)

~plc

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Linking
#383 Posted by Nightbringer [203.109.252.15], 23/10/2000 04:11 GMT , Refers to Post #382
Set the key "target" on the activator to the value of the key "targetname" on the thing you want to activate:
func_button "target" = "secret1"
trigger_secret "targetname" = "secret1"

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Okay, I Did Exactly That...
#384 Posted by Perselicas [141.222.155.39], 23/10/2000 06:16 GMT , Refers to Post #382
And nothing happened. :( I made a test map using the directions if anyone's as curious or stumped as I am. The map contains a button, a door, and a trigger_secret. The target of both the button and the trigger and the name of the door are all the same. Noclipping through the trigger (above the switch) opens the door and tallies the secret. Shooting the button opens the door but does nothing to the trigger_secret like it's supposed to.

The URL is http://members.aol.com/suspenlute/notrig.map

This is extremely frustrating, I know it's possible. Argh...

~P Frown

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No You Didn't!
#385 Posted by GlassMan [195.184.253.80], 23/10/2000 12:55 GMT , Refers to Post #384
The trigger_secret should have "secretdoor" as its targetname, not its target.

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DOH!!!!!!!!!!!!!!!!
#386 Posted by Perselicas [141.222.155.39], 23/10/2000 13:26 GMT
Yeah that works. I really did completely misunderstand everything. ugh. sorry. Thankyou CZG, thankyou than, Thankyou Nightbringer, Thankyou GlassMan.

/me turns red and goes back to work

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Q1/Q2 Model Usage ...
#387 Posted by FragMental [198.103.146.133], 25/10/2000 16:39 GMT
Does anyone know if Q2 models/textures can be converted and used in Q1? I've seen some Q2 textures used in Q1, but no models ...

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Floating Weapons...
#388 Posted by Jaj [62.83.9.143], 25/10/2000 23:59 GMT , Refers to Post #377
This is another way to do it.
Ok, first of all you must create a func_door with the height you want the weapon (or another item)appear, this func_door must be touching the floor. You must give it these parameters:
Name:dest1 (for example)
Sounds: 0 (no sound)
Delay before close :stays open
Speed: 10000 (a brutal speed ;) )
Lip: -1 (very important!, lip must be a negative number, this makes disappear of view, the func_door totally)
Angle: Down.

Place the weapon, over the func_door.

In the Info_Player_start and all Info_Player_Deathmatch you must create
a brush rounding them with a height you want (1 is enough).
An alternative could be to create an enormous box around all the map.
(I prefer the first way).
Convert the brushes or THE BIG BRUSH to trigger_once and give it these
parameters:
Target:dest1

If you have more than one item floating in the map, its just the same method. Give them all (func_door) the same name (dest1) and of course all trigger_once (or the big trigger_once) the same target (dest1), it works!.
I've uploaded a little example map, if you want you can download it here.
There could be more refined methods to do this, but this one works perfectly. :)

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Q3 Glass
#389 Posted by nanospawn [62.36.139.44], 26/10/2000 20:48 GMT
A question
Dunno who of you has played my last map, spwn3dm2d (in beta, and save it by right-cliking, it's geocities >:(, the map weighs 1,5 megs ).

Near the RG there is a glass on the floor (with some pipes in) covering a hole. That glass is non solid (I had to add some clip texture).

Why is non-solid? the window over the RG has the same texture and it's solid...

Why the hell don't work Fullclip of missile clip textures, it's cos they are filling exactly the same space of the glass brush?

I can't guess why, and I'm wondering... plz help

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Floating Weapons A Bit "cleaner" Way
#390 Posted by Jaj [62.83.45.204], 26/10/2000 22:49 GMT , Refers to Post #388
Another option is:
Forget all the parameters i said you must give the func_door, only give it a name (dest1) in that parameter.
Then, in the trigger_once add a new parameter called killtarget and its value must be dest1, of course.
This method is more simple and you put func_plat instead func_door. I've only applied what CZG said in his response but it didn't work on a func_wall (or i did something wrong... don't know), but it works in func_door... .

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This Should Be Simpler...
#391 Posted by Perselicas [141.222.155.39], 29/10/2000 15:01 GMT
Than a secret with a targetname, I hope (still sorry about that) :)
How do you create a nice particle field like the one in A3 by Pingu or in some Q1 servers with invulnerable respawns?(screenshot here) Yes I'm already working on another map using the rubicon texture set (I think) :)

Thanks!
~Pers

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Effects
#392 Posted by GrindSpire [62.7.52.178], 29/10/2000 16:13 GMT , Refers to Post #391
You make a key called effect or effects for the entity you want to have the field around. You then give it a value. From memory only odd numbers work and different numbers give slightly different effects. And because of engine restraints, you can only have this once per level.

Counter-Strike~GrindSpire

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Telewhah?
#393 Posted by Biff_Debris [205.188.198.37], 31/10/2000 00:18 GMT
I've got two trigger_teleports in my q3 map, one targeting a destination named "t1", the second targeting a "t2". The prob is that both teleports end up at "t1". WTF is up with that?

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Rebuild 'em
#394 Posted by DeFrag [207.227.185.5], 31/10/2000 01:21 GMT , Refers to Post #393
nt

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*sigh*
#395 Posted by Biff_Debris [152.163.206.207], 31/10/2000 01:40 GMT , Refers to Post #394
I was figured someone would say that.

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*sigh?*
#396 Posted by Biff_Debris [152.163.206.207], 31/10/2000 01:41 GMT , Refers to Post #394
Sorry -- "I figured someone would say that". Jeez...

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You Probably Don't Have To
#397 Posted by pjw [208.192.72.77], 31/10/2000 06:48 GMT
really "rebuild" 'em, try just deleting the key values w. the button on the entities dealie and then reconnecting them w. Ctrl-K.

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Um...
#398 Posted by GrindSpire [194.164.208.102], 31/10/2000 07:57 GMT , Refers to Post #393
You haven't given t1 two different targetname values have you?

Counter-Strike~GrindSpire

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Whuh?
#399 Posted by Biff_Debris [205.188.198.28], 31/10/2000 10:10 GMT , Refers to Post #398
As I mentioned above, "t1", being a destination, is a targetname. And no, the other destination is named "t2". I'll just try rebuilding them, and hope for the best(?).

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Ooh
#400 Posted by Biff_Debris [205.188.198.28], 31/10/2000 10:11 GMT , Refers to Post #397
That sounds a lot better, man.

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Had To Rebuild 'em
#401 Posted by Biff_Debris [205.188.198.176], 01/11/2000 01:51 GMT , Refers to Post #394
And they work, by cracky! All I've got to do is place some goodies, compile for an aas, do some test runs with bots, and mebbe I'll be ready for a beta. Right?

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Play Testers Needed
#402 Posted by Paul "palldjon" Bros [203.29.11.38], 01/11/2000 02:27 GMT
I've got a new Q1 SP level on the boil (my first) and would like it tested and picked apart. I'm pretty happy with the layout, theme and architecture but I'm not a real player's player, so some help with item and monster placement over skill variations would be greatly appreciated. Any seasoned mappers/players want a crack?

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Of Course! :)
#403 Posted by Perselicas [141.222.155.39], 01/11/2000 03:20 GMT , Refers to Post #402
Always good to see new maps. I'm not the best judge out there of Q1 gameplay and difficulty, but I'd be glad to beta test the map, especially for visual stuff and stupid ass crushing wall bugs ;)

~Pers

[Reply]


Glas
#404 Posted by Gert [62.4.174.205], 02/11/2000 17:13 GMT
I want to use glas in Q3radiant for a brush.
How do i have to do it. Which texture?

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Glass
#405 Posted by Johnny [209.122.228.130], 03/11/2000 00:50 GMT , Refers to Post #404
The texture is base_wall/glass01. You must texture only 1 face of the brush with this texture. The other sides of the brush should be textured with common/nodraw.

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Portal Camera Roll - Help!
#406 Posted by G A Z E B O [24.114.57.190], 03/11/2000 14:43 GMT
Anyone know how I can stop/cancel/kill the rolling of the portal camera? I have messed as much as I can with the properties of the camera entity, and tried to compensate/futz with a portal_surface shader, and so far have had no success... I just want a portal that looks onto a place without the silly sea-sickness effect ;-)

love + rockets,
G A Z E B O

[Reply]


Simple Glass Shader
#407 Posted by G A Z E B O [24.114.57.190], 03/11/2000 14:58 GMT , Refers to Post #404
Glass shaders can also be created by using a .tga file with an alpha channel.

A simple shader might look like this:

snip -->

textures/yourMap/yourWindow
{

cull twosided
qer_editorimage textures/yourMap/yourTex.tga

surfaceparm trans
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm nolightmap

{
map textures/yourMap/yourTex.tga
blendFunc add
}


}

<-- snip

The alpha channel controls the transparency. I can post some URLs if all this sounds a bit greek to you ;-)

The nice thing about this shader is that it's two-sided, and it also doesn't have the added processing overhead of environment effects.

love + rockets,
G A Z E B O

[Reply]


Maj
#408 Posted by Maj [194.83.240.35], 03/11/2000 16:53 GMT , Refers to Post #406
There is no way of stopping the portal roll without a mod, unless it's been changed for 1.25.

Oh, and blendfunc add means that the alpha channel is (effectively) ignored.

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Uh, Yeah
#409 Posted by G A Z E B O [24.114.57.190], 03/11/2000 21:31 GMT , Refers to Post #408
Thanks Maj...

Too bad about that roll thing... I had a nice 5-dimensional room happening, but the roll ruins the effect...

And glad you caught the oops on the portal shader. I think I have too many hacked up scripts lying around ;-)

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End
#410 Posted by Asriel [203.96.152.184], 03/11/2000 22:14 GMT
When a map (Q1) ends, by fraglimit or time end, how do you make the players view goto a certain place
eg. on p3a when the map ends it goes to a view of the whole map.

how do i do this in my map?

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Info_intermission
#411 Posted by Fat Controller [203.96.111.201], 03/11/2000 22:23 GMT , Refers to Post #410
place this point entity where you reckon a good view resides, then give it a "mangle" field to set the viewing angles. The default value "0 0 0" has the intermission facing due east.

Mangles are evil. I can never remember which way around the axes the damn things rotate Frown

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Mangles As They Work For Me: (usually)
#412 Posted by Perselicas [141.222.155.39], 03/11/2000 23:15 GMT , Refers to Post #411
-the order of the values is pitch, yaw, roll
-they all need to be three digits (no negative values)
-I think pitch was mysteriously working in reverse the last time I had to place an intermission :)

~P

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THanks
#413 Posted by Asriel [203.96.152.184], 04/11/2000 04:36 GMT , Refers to Post #411
thanks very much Fat Controller

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Arches (q1)
#414 Posted by Asriel [203.96.152.184], 04/11/2000 06:41 GMT
How do you all make arches for q1?
Vertex manip, carving/CSG subtraction, skewing?

Or could someone point me in the direction of some arch prefabs, for ideas of course

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Arches..
#415 Posted by BARiUM [62.20.133.10], 04/11/2000 14:38 GMT
in q1 is preferably done with vertex manip...
and with the following info from SPoG...


12 sided 0:1 1:2 2:1 1:0
24 sided 0:2 1:4 2:4 3:3 4:2 4:1 2:0

Those are the ratios of the angles of the sides of
one-quarter of a 24-sided cylinder.

First side is vertical in the xy view - ration 0:2.
The next side slopes in at 1/4, then another side
slopes in at 1/2, etc.

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Thanks
#416 Posted by Asriel [203.96.152.184], 04/11/2000 21:40 GMT , Refers to Post #415
Thanks, BARIUM,

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Cylinders
#417 Posted by Speedy [213.221.51.42], 05/11/2000 04:37 GMT , Refers to Post #415
why 12, not 16 sided?

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Hmm..
#418 Posted by BARiUM [213.64.109.147], 05/11/2000 13:10 GMT , Refers to Post #417
i realy don't know.. thou shalt not question SPoG, for he is the allmighty!

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For Ease Of Use
#419 Posted by kanaeda [207.208.188.91], 05/11/2000 19:20 GMT , Refers to Post #417
it's harder to scale 16 sided cylinders and keep them on a clean grid. it also reduces the number of polys in the scene, and helps to simplify the vis table in that area. :)

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What Are Clipnodes?
#420 Posted by Gilt [154.5.31.53], 05/11/2000 20:41 GMT
...

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12-sided Cylinders..
#421 Posted by Fingers [216.201.152.165], 06/11/2000 19:48 GMT
Another nice-looking ratio:
1:4 3:3 4:1

Useful for a 12-sider that has points in the cardinal directions as opposed to "flat" sides, top and bottom... This way the transition to the sides of an archway also occurs perfectly level with the center of the arch... :)

(To make it 24-sided, you simply cut each side in half and move the new edge outwards a bit)

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Fingers
#422 Posted by Fat Controller [203.96.111.200], 07/11/2000 00:48 GMT , Refers to Post #421
Have you seen those shots of that map I did in yer Q3 IKbase tex yet?

http://www.planetquake.com/fatty/rcctf1.jpg
http://www.planetquake.com/fatty/rcctf1a.jpg
http://www.planetquake.com/fatty/rcctf1b.jpg

Lemme know what you think. I'm still having trouble with fullbrights here and there, but I'm trying to fix 'em.

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Interesting...
#423 Posted by Fingers [216.201.152.165], 07/11/2000 01:53 GMT , Refers to Post #422
Doesn't look too bad at all... Nice and crisp... I'll definitely check out the map whenever you release it :)

I'd put a border on the side of those stairs though, and a slab on the bottom... No floaty cubes ;p

Oh.. If you need a better rock texture, try working with this one...
http://www.planetquake.com/ikq/stuff/cliffy.jpg

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Thanks
#424 Posted by Palldjon [203.29.11.38], 08/11/2000 05:51 GMT
Vigil, LTH, scraggy, grindspire and than have agreed to beta test c4m1 "Material Demands" so I don't need any more help at this stage. All going well, I'll post the finished level in a couple of weeks. QMAP is superb!

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Fullbrights.
#425 Posted by killazontherun [203.164.3.167], 10/11/2000 08:25 GMT
ok, don't laugh at me but how do you get rid of fullbrights in q1?

I've tried texmex to get rid of them but that just adds more.

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How I Do It....
#426 Posted by Tron [203.29.136.138], 10/11/2000 09:02 GMT
Basically I just made a new pallete where all teh fullbright colours were black. I first convert textures to the full quake pallate, then load the new pallate which doesn't have any fullbrights in it.

Tron

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I'm To Brain Dead For A Title.
#427 Posted by killazontherun [203.164.3.167], 10/11/2000 11:12 GMT
Thanks tron, but I just redid the textures so they didn't have fullbrights in them. :)

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Texmex
#428 Posted by GlassMan [195.184.253.80], 10/11/2000 13:08 GMT , Refers to Post #425
Texmex also has an option to import without using full brites in the colour conversion.
View->Preferences->Workspace.

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Q3 Mod Team Seeking Level Designers!
#429 Posted by Jezebel [64.217.234.100], 10/11/2000 22:59 GMT
Any person out there who's interested in creating levels for a laid back Q3 mod team please let me know. Interest in map editing, motivation and the ability to work well with a team is really all we ask. We're comfortable with working around schedules, although we do ask that members attend our weekly Sunday development meetings. However for someone that's devoted, we are more than willing to make exceptions. :)

I would appreciate it if whoever is interested would post some of their artwork for me to look at as well.

Hmm.. what else... well, we're called Artemis Software and the mod is based around a Greek/Atlantis theme. We were originally founded by a group of young ladies but have just recently added a guy to the team. Our current level designers keep running into problems with their personal lives so they are having a hard time keeping up with development. Someone help us out here! ;)

Thanks!
Beth

Click here for more...

Mapping And Running
#430 Posted by Perselicas [141.222.155.39], 11/11/2000 05:51 GMT
I guess this is an aesthetical question... or something. Should a mapper even bother thinking about speedrunning potential while making a map? And if so, is it better to make a running-friendly or running-hostile map?

~P

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Who Needs A Title Anyway
#431 Posted by DeFrag [207.227.184.97], 11/11/2000 06:54 GMT
I have a jumppad that I used in Crippled Ice-Cubes. I turned the middle of it alpha so that I could place a round-fan texture underneath. Well... since the fan .tga also has an alpha-chan, I get HOM when I look through MY jumppad. I have a vis-block under both of 'em.. eh?

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Solution
#432 Posted by Johnny [209.122.226.208], 11/11/2000 07:23 GMT , Refers to Post #431
Make the brush that bears the jumppad texture a detail brush. Then the brush underneath will be rendered, and no more HOM. Be sure to make the unseen faces on that detail brush common/nodraw.

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B0rkage
#433 Posted by Nightbringer [203.167.247.214], 11/11/2000 07:58 GMT , Refers to Post #431
Ensure both shaders have surfaceparm trans. If they do, try making both the fan and the jump pad detail. I'm not too sure if/why this works...

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Ack
#434 Posted by Nightbringer [203.167.247.214], 11/11/2000 07:59 GMT , Refers to Post #432
...Beat me to it Smile

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Reached Occupant At...
#435 Posted by RectalPaingGenerator [165.247.131.153], 11/11/2000 23:05 GMT
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
reached occupant at: (-184,-328, 328)
no filling performed
leak file written to bsdsas1a.pts
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

I receive this lovely error on my map. The entity at this location (a light) is clearly not inside a brush, or outside of the playing area. Deleting this brush merely make WQBSP point at another light/entity.

I recently got this lovely error:

Warning: CutNodePortals_r:newportal was clipped away

but it disappeared seemingly after I moved some vertices.

Anybody know what's going on?

Please?

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Sounds Like A Leak...
#436 Posted by Fingers [216.201.152.165], 12/11/2000 02:26 GMT , Refers to Post #435
Run Quake with -particles 99999, Load the pointfile and follow the line of dots... That'll get you to the leak. (Or just look for a small gap between brushes)

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Hmm, No Title
#437 Posted by Perselicas [141.222.155.39], 12/11/2000 04:35 GMT , Refers to Post #435
The entity at this location (a light) is clearly not inside a brush, or outside of the playing area. Deleting this brush merely make WQBSP point at another light/entity.

That's because a leak in your map brings the outside into the inside and it's only giving you the location of the first entity the greyvoid hits when it enters the leak (yay visuals) Did you try typing pointfile in the console and walking to the entity?

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Speedy Thought A Title Wasn't Needed
#438 Posted by Speedy [213.221.51.24], 12/11/2000 05:50 GMT , Refers to Post #435
Most of the editors have built-in leak tracing, that`s more handy, than ingame one.
What prog do you use?

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In Editor Leak Tracing..
#439 Posted by Tron [203.29.136.134], 12/11/2000 08:53 GMT
if he uses worldcraft he's screwed. The pointfil information is useless in that...

Tron

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Vertex Manipulation
#440 Posted by Kell [194.105.160.225], 12/11/2000 17:07 GMT
I've had the'cutnode' nonsense before.
It often means that two vertices on a brush have been placed on the same point, or you've used vertex manip to turn a brush inside out, which is considered an illegal 'concave' object by Quake.
Sometimes, all that happens is the offending brush fails to appear in the game.

In general, if you're using vertex manip, consider the shape you want to creat first, then alter only one brush at a time between compiling so if an error occurs, you know what action caused it.

This is the closest I ever get to tech support.

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Hmm...
#441 Posted by Vigil [212.38.226.7], 12/11/2000 17:24 GMT , Refers to Post #440
I got that error when I built 2 completely separate areas and the other had a leak.

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Bah
#442 Posted by RectalPainGenerator [165.247.148.210], 12/11/2000 18:31 GMT
/me looks at that message and makes a mental note not to b0rk up the message this time

Okay, the pointfile is 0 bytes, so it does me no good in the game or in the editor (I'm using BSP and Q3Radiant, BTW. BSP for checking the pointfile and other stuff I can't do in Q3R, and Q3R for all the brush creation and texturing).

I have been doing a lot of vertex manipulation, but only on 4 sided brushes (think something like pyramids) so it's pretty much impossible to have a concave brush, and Q3R won't let you have 2 verts at the same location. I'm not saying it's impossible for there to be a bad brush in this map, just that I don't know which of the 450 brushes to look at (and I edited about 50-100 of those last time I made changes).

Any other information?

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Tks Johnny & NightB..
#443 Posted by DeFrag [207.227.185.110], 12/11/2000 19:40 GMT
I'll try those out. :)

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RE:Bah
#444 Posted by Gilt [154.5.70.231], 12/11/2000 20:57 GMT , Refers to Post #442
I have this same problem in one of my maps I'm working on. Are you mapping for Q3? I only really know about Q1, but it should be similar enough.

It's most likely not so much the brushes problem, as much as how it's positioned along with other brushes. Once you do find it, you'll probably have to rearrange some of the brushes slightly, in the area around the brush.

An interesting thing about this error is that you'll be able see the brush but you can also go through it too, just like a func_illusion, thus the leak and absense of point file because the compiler still thinks that the brush is there. This leads me to theory that it has something to do with screwed up clipnodes... not that that will help you much.

So if you have an area that you suspect might be the culprit, you could use the gl, or whatever the equivlent is in q3, and just launch them around. If any disappear through a brush then you've found it. It might take a while but I'm still looking for a faster way of finding them...

4 sided brushes
If your using them for only one face, as in organic type architecture, I find they can get a bit messy. I prefer just to use wedges :-)

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RE: Vertex Manipulation
#445 Posted by Gilt [154.5.70.231], 12/11/2000 21:02 GMT , Refers to Post #440
In general, if you're using vertex manip, consider the shape you want to creat first, then alter only one brush at a time between compiling so if an error occurs, you know what action caused it.

Editing one brush at a time can be a lot of work. If your using wc (I'm not sure if it'll work with other editors), when you have a brush that you've been working on with vertex manip, and you think there could be an error in it, try cliping the brush, but don't actually clip the brush.

To clarify, with the cliping tool, select the brush and then clip right beside the brush but not the brush itself. Also, you might try swinging the clip plane through the brush before cliping, because sometimes it might not work otherwise.

Anyway, this will make the brush valid by changing it's shape, or making it disappear, depending on the severity of it's error.

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Leak With No Pointfile
#446 Posted by Speedy [213.221.48.31], 13/11/2000 01:07 GMT , Refers to Post #442
I`v had that when messed around with very complex geometry, thats not grid aligned. Like those holow spheres you can build with bsp, or rotating holow rounded pipes non-90 degree. And it gives that shit menyioned above - brush is there, but you can go through it.

And btw, WC doesn`t save concave brushes to map. If you make one, save to .map and load - you`ll see a regular shape instead of what you`d done.

[Reply]


Grr...
#447 Posted by RectalPainGenerator [165.247.135.46], 13/11/2000 21:43 GMT
I've been around the level, and I don't seem to fall out of any floors/walls/ceilings.

To clear up a few things:

* I'm using BSP and Q3R to make the map.

* This is for Quake1

* I'm not using WC

If nobody comes up with a solution soon, I guess I'll pretty much start over.


RPG

[Reply]


Wait ...
#448 Posted by Mike Woodham [193.113.185.132], 13/11/2000 22:48 GMT , Refers to Post #447
Don't start over. Sometimes these two things are part of the same error. Check for poorly fitting and densly packed brushes, especially small, pointed ones e.g spheres.

If you really are going to start over, send me the map first and I'll see if I can help: I have some experience with Bsp.

REgards

Mike Woodham

[Reply]


About Leaks....
#449 Posted by Jaj [62.175.124.168], 14/11/2000 01:46 GMT
Sometimes, all brushes seem to be perfect when looking for a leak, when this happens, i use to load the .map, and hehe...yes, then i find some horrible, deformed brush(es) that causes it all. Once you know the guilty or guilties then you can correct them by vertex manipulation or just erase them and create a new brush(es) but slighty different :) .

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Thanks Doods
#450 Posted by RectalPainGenerator [165.247.136.249], 15/11/2000 18:09 GMT
I appreciate all the tips and such(especially the offer from Mike Woodham), but none of this has solved my problem. :-/ I think I'll copy all the brushes that I know aren't causing any problems to a new map (200 of the 450 brushes), and start over with that.

Thanks again for the help.

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No Vising Performed
#451 Posted by CtM [195.252.52.12], 16/11/2000 20:15 GMT
LoadPortals: couldn't read c:mapsctm04ctm04.prt
No vising performed.
What's wrong?
There is no leak and qbsp didn't give me an error message.

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See If There's A Pointfile
#452 Posted by Fat Controller [203.96.111.200], 17/11/2000 03:52 GMT , Refers to Post #451
go to wherever the map is through the DOS prompt and type

dir mapsctm04ctm04.*

if indeed that is your map's name. Otherwise I'll assume you forgot to include the backslash(/)es, so try

dir ?/maps/ctm04/ctm04.*

Where ? is where Quake/ID1 is.

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Backslash?
#453 Posted by Vrajgh [212.159.1.3], 18/11/2000 17:47 GMT
hehe A backslash goes the other way () what you've given are slashes!!! never mind lol

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Oops
#454 Posted by Vrajgh [212.159.1.3], 18/11/2000 17:49 GMT , Refers to Post #453
It seems this board doesn't draw backslashes anyway... sorry \\

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Hmph....
#455 Posted by Vrajgh [212.159.1.3], 18/11/2000 17:51 GMT , Refers to Post #454
so it draws them sometimes but I bet not on their own... oh who cares I give up

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No Vising Performed
#456 Posted by Jaj [62.83.16.149], 19/11/2000 00:50 GMT , Refers to Post #451
There is another possibility. If there is a 2d brush in the map (it could be created by using carve or a vertex manipulation, i think). If so, qbsp doesn't give any error but it gives a "warning:brush with duplicate plane" message.
I don't know if a brush with a duplicate plane is exactly a 2d brush or any brush with a thickness under 1 unit.
If you get that warning, well you know, try to look for that brush or brushes an erase them. :)

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Brush With Duplicate Plane.
#457 Posted by CZG [148.122.66.52], 19/11/2000 01:00 GMT , Refers to Post #456
I think that means that somewhere on the level, there are two brushes that have two identical faces.

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Yes..... :)
#458 Posted by Jaj [62.83.16.149], 19/11/2000 02:41 GMT , Refers to Post #457
Definitively i think so, now. I just remembered i've had brushes with a thickness under 1 unit but not 0, and no "warning:brushes with duplicate plane" appeared and the map was compiled completely.

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Duplicate Planes
#459 Posted by Fingers [64.123.34.177], 19/11/2000 04:09 GMT
Means that a brush has two faces that are on the same plane. This is generally impossible to see in the editor or the game... The most common cause of this error is dragging vertices/edges in a position that causes the editor to "correct" the brush to keep it convex... E.g. Drag a square brush into a triangle shape, and it'll seem to only have three sides after that, like a "true" triangular brush... But one of the sides will be a duplicate and it'll cause trouble.

[Reply]


Question
#460 Posted by Asriel [203.96.152.184], 21/11/2000 06:14 GMT
I want a button to make two sides of a bridge move out to meet each other. How do i do this?

ie. When a button is pressed two brushes from opposite sides of a 'valley' (i couldnt think of another word) come together and stop, forming a bridge.

[Reply]


Hmm...
#461 Posted by Johnny [209.122.226.132], 21/11/2000 07:08 GMT , Refers to Post #460
How bout specifying which game you want to do that for? That might solicit more helpful responses.

[Reply]


Use Doors
#462 Posted by Fat Controller [203.96.111.200], 21/11/2000 08:54 GMT , Refers to Post #460
Set your button to target two func_door entities.

The doors should have angles that "aim away from" each other. Set the spawnflags for Toggle and Start Open: This'll light the doors in the "closed" position, but they will spawn in the "open" one.

Sounds confusing but... yeah. Result will be a bridge that opens and closes as desired.

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Vising Problem
#463 Posted by Tron_school [203.38.138.22], 21/11/2000 22:20 GMT
Okay, I've got a problem with vising this map. It compiles and lights okay, but when I try to vis it it chugs along for about half an hour (it's a big map) before crashing with an error message with something about "sawing into a a leaf" or something like that. I'm at school now so can't remember the exact error message but does anyone know what the problem might be?

Tron

[Reply]


Thanks
#464 Posted by Asriel [203.96.152.184], 21/11/2000 23:04 GMT
Thanks Fat Controller, I think i had the angles going the wrong way.

q1 - sorry Johnny, I always forget to do that :P

[Reply]


Sounds Like...
#465 Posted by kanaeda [207.208.137.86], 22/11/2000 00:05 GMT , Refers to Post #463
Warning: Leaf portal saw into leaf.

this tutorial here at gamedesign.net should explain what it means and what to do about it.

yes, i realise this is a tutorial for quake 2 compiling errors, but the VIS process is basically the same for the 2 different games. :)

[Reply]


Thanks Kanaeda...
#466 Posted by Tron [203.29.136.248], 24/11/2000 08:18 GMT , Refers to Post #465
I'm checking out that tutorial now, thanks a lot for the link.

Tron

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Line Error
#467 Posted by Asriel [203.96.152.184], 25/11/2000 01:09 GMT
I have a line error, . I haev tried deleteing the brush from a text editor , RPG kindly fixed it in q3r, but then the map didn't load in WC and the brush couldnt be found in q3r (im guessing there is a search function in q3r somewhere).

What can i do, this is so annoying as i am so close to completion.

quake 1 by the way.

[Reply]


Editing Maps Manually...
#468 Posted by Tron [202.7.186.34], 25/11/2000 01:30 GMT
For some reason worldcraft doesn't like it whenever I try to alter maps in a text editor, I'm not sure of the exact reason though. Any techinal programming type people know the reason because I'm interested to know as well.

Tron

[Reply]


Quiver Questions
#469 Posted by high on life [204.210.176.80], 25/11/2000 03:46 GMT
hey, im using quiver (mac q1 editor) and i have some questions. one, i want some monsters to appear once an item is picked up, and i'm not sure what i should do to the item to get that to happen. the other is, once those monsters are killed, i want some more monsters to appear. i dont think i'd have to set targets from each necessarilly killed baddie to the new ones, cause that would be craziness. and then finally, once all the monsters in the level are dead, i want the door to my exit to open.

sorry about the mad ammounts of questions, i want to enter that 100 brush contest, but i usually dont work with monsters in that way. i dont even know how to get it so a key is needed to open a door in quiver :| the read me's that come with it arent really in-depth on the entities, so any and all help would be greatly appreciated :]

`high on life

[Reply]


Hmmm
#470 Posted by Asriel [203.96.152.184], 25/11/2000 06:51 GMT , Refers to Post #469
I think www.planetquake.com/qref will help you, its not for quiver, but it does cover some of the things you want to do.

[Reply]


Q2 Editor
#471 Posted by biglurch [63.42.204.211], 25/11/2000 21:14 GMT
HOWDY ALL
I've recently started making A q2 map using the sharware version 2.50 of winqoole. A couple of probs, limited to 300 brushes and only two weeks to work with :{
I've gone to many web sites trying to find a place to purchase winqoole and there either dead sites or no info on this product. Any ideas where to find it or info on another good editor {cheap :} would be appreciated.
thanx lurch

[Reply]


Biglurch - Editors.
#472 Posted by killazontherun [203.164.3.167], 25/11/2000 22:00 GMT , Refers to Post #471
Don't buy qoole even if you do find it, it isn't worth the money because of its many little bugs.

My suggestion is www.qeradiant.com (make sure you get the q2 one not the q3 one).
Its a lot better editor, at first it may be hard but its alot faster to use then qoole.
Best of all its free.

[Reply]


Or...
#473 Posted by Asriel [203.96.152.184], 27/11/2000 02:15 GMT
pop.gamedesign.net is where you can get a free QOOLE methinks, but i'd get qeradiant if i were you, its harder , but much much better.

Or you could just go for worldcraft : www.planetquake.com/worldcraft

[Reply]


Editors
#474 Posted by biglurch [63.42.204.145], 27/11/2000 19:19 GMT
Well in my search for the full version of qoole, I came across a free editor called tread3d. It's took a few days to get used to the different functions. But it seems to work well. It also has A few options that help in the building process.
thanx for all the info
lurch

[Reply]


What Doors?
#475 Posted by palldjon [203.29.11.180], 28/11/2000 00:16 GMT
So, I'm modifying my first ever Q1 map in light of the beta test feedback from Scragbait and The Lieutenant (thanx a whole heap, you are champions). In the process I noticed something unusual.

I'm using Worldcraft shareware version.

1. When I "Check for problems" from the map menu, amongst all the messages telling me that path_corner has unused values (which I ignore, cause I've given it a "wait" of -1 on purpose) I find 5 messages indicating that "func_door has no solid associated with it". When I "go to error", I find all five errors located at 0,0,0 point. However, I don't have a cursor but a crosshair (as if I'm working "inside" a selected object). When the crosshair is placed over the 0,0,0 point it turns red?? and only then can I delete the problem. The number of func_door errors equals the number of test builds. Can I expect to generate one of these errors each time I build?

[Reply]


Texture Request?!?!
#476 Posted by Kayin [216.127.1.63], 29/11/2000 03:59 GMT
i came across the need for a custom texture for my new map in quake 1... but lack the ability to do so. (not knowledge, but skill wot)

it's all about the billboards, baby. i hate them. q3, rocket arena 3, q3f, everyone seems to love billboards. jesus christ quake isn't an advertising revenue, it's a game. so i'm going to make fun of them a bit. =P

gen_o_com3 from the reincarnation series has the perfect look i'm going for, but i need to replace the words. right now it says "watch out for the neocron" or whatnot... anyone be able to edit the text or make me something along those lines in style? i want to make it say "buy panda drinks" and a cute, cuddly wanna kill you panda sitting beside a soda pop can if possible

if you can do this, (hell i might even pay a few $) plz email at kayin@infinet.com

for proof i have a map underway that warrants having to drudge out a tex for, here is a pic of my last build:

http://my.ohio.voyager.net/~keichena/q1/ugf/ugf-sm-01.jpg

here is a shot of that tex i was talking about

http://my.ohio.voyager.net/~keichena/hihi.jpg

[Reply]


HEELP
#477 Posted by Kayin [216.127.1.110], 04/12/2000 05:20 GMT
anyone able to help me on this gets extra cookies for christmas...

just laid the final architechure for my new dm map and got this bullshit:

--- LoadMapFile ---
C:Mapsugf007.map
646 brushes
126 entities
45 miptex
840 texinfo
building hulls sequentially...
--- Brush_LoadEntity ---
627 brushes read
---- CSGFaces ----
4375 brushfaces
10596 csgfaces
1836 mergedfaces
----- SolidBSP -----
2782 split nodes
1295 solid leafs
1488 empty leafs
0 water leafs
5388 leaffaces
5010 nodefaces
----- portalize ----
WARNING: CutNodePortals_r:new portal was clipped away
----- FillOutside ----
1290 outleafs
----- SolidBSP -----
1310 split nodes
707 solid leafs
604 empty leafs
0 water leafs
3523 leaffaces
3173 nodefaces
MODEL: *1
MODEL: *2
MODEL: *3
--- FinishBSPFile ---
WriteBSPFile: C:GamesQuakeId1mapsugf007.bsp
added 0 texture frames
1094 planes 21880
5829 vertexes 69948
2972 nodes 71328
840 texinfo 33600
5832 faces 116640
2500 clipnodes 20000
1940 leafs 54320
6372 marksurfaces 12744
23175 surfedges 46350
15055 edges 60220
45 textures 609564
lightdata 0
visdata 0
entdata 9074
11.0 seconds elapsed

qbsp generates no .prt file, thus i cannot vis.

wtf? anyone able to help?

[Reply]


Check For A .PTS File
#478 Posted by Fat Controller [203.96.111.202], 04/12/2000 08:13 GMT , Refers to Post #477
I've had QBSP fail to alert me to the presence of leaks while quietly writing pointfiles.

The only thing to do is load 'er up and play hunt the leak.

[Reply]


Fixed!
#479 Posted by Kayin [216.127.0.167], 04/12/2000 09:07 GMT , Refers to Post #478
lo and behold, i had a tunnel archway i sheared off and lowered, but forgot to move the lights down along with it... so they were moping around in the void without telling anyone. yup, a pointfile hunt revealed the culprit.

well, on teh bright side... i snagged a newer version of qbsp (screw that watered down wc copy) and scripted a batch file (something my lazy arse should have done years ago)

also had a wierd anomality of one of my skybrushes doing the void cha-cha, and changing it from a slanted brush to a solid brush with a slice out of it fixed it...

anyways, back to wc. *yawn* good morning, everyone. i have to go to school in 3 hours... YIPEE

[Reply]


Rvis+
#480 Posted by ELEK [199.179.175.141], 05/12/2000 05:37 GMT
Been using Rvis+ for a bit recently, but I am encountering strange results with the status indicator. It just quits after some time and seems to compile the map fine. But the status indicator looks like it never finished. I run the map and all looks like vis has been run on it. here is a copy of the log from the process window
** Executing...
** Command: Copy File
** Parameters: "c:quakemapsoandu.map" "C:Quakeid1mapsoandu.map"


** Executing...
** Command: C:Program FilesWorldcraftQbsp.exe
** Parameters: C:Quakeid1mapsOANDU

Transparent water QBSP with Hipnotic extensions
MultiWAD version 1.65
by Ken Alverson based on original code by John Carmack

outputfile: C:Quakeid1mapsOANDU.bsp
--- LoadMapFile ---
C:Quakeid1mapsOANDU.map
2444 brushes
310 entities
25 miptex
2357 texinfo
building hulls sequentially...
--- Brush_LoadEntity ---
2408 brushes read
---- CSGFaces ----
18649 brushfaces
58476 csgfaces
4293 mergedfaces
----- SolidBSP -----
4511 split nodes
2439 solid leafs
2073 empty leafs
0 water leafs
8791 leaffaces
8140 nodefaces
----- portalize ----
----- FillOutside ----
2316 outleafs
----- SolidBSP -----
1957 split nodes
1308 solid leafs
650 empty leafs
0 water leafs
5428 leaffaces
4590 nodefaces
---- MergeAll ----
4340 mergefaces
writing C:Quakeid1mapsOANDU.prt
MODEL: *1
MODEL: *2
MODEL: *3
MODEL: *4
MODEL: *5
MODEL: *6
MODEL: *7
MODEL: *8
MODEL: *9
MODEL: *10
MODEL: *11
MODEL: *12
MODEL: *13
MODEL: *14
MODEL: *15
MODEL: *16
MODEL: *17

MODEL: *18
MODEL: *19
MODEL: *20
MODEL: *21
MODEL: *22
MODEL: *23
MODEL: *24
MODEL: *25
MODEL: *26
MODEL: *27
MODEL: *28
MODEL: *29
MODEL: *30
MODEL: *31
MODEL: *32
MODEL: *33
MODEL: *34
--- FinishBSPFile ---
WriteBSPFile: C:Quakeid1mapsOANDU.bsp
added 0 texture frames
2666 planes 53320
7315 vertexes 87780
2773 nodes 66552
2357 texinfo 94280
5821 faces 116420
4095 clipnodes 32760
1202 leafs 33656
7153 marksurfaces 14306
25766 surfedges 51532
13154 edges 52616
25 textures 279904
lightdata 0
visdata 0
entdata 24138
216.0 seconds elapsed

** Executing...
** Command: C:Program FilesWorldcrafttyrlite.exe
** Parameters: -nocount -extra C:Quakeid1mapsOANDU

----- TyrLite v0.7beta -----
extra sampling enabled
BSP is version 29
310 entities read, 201 are lights.

Lighting Completed.

lightdatasize: 315337
0 switchable light styles
Writing BSP version 29
1306.0 seconds elapsed

** Executing...
** Command: C:Program FilesWorldcraftrvisVis.exe
** Parameters: -level 4 C:Quakeid1mapsOANDU

---- rvis+ ----
testlevel = 4
997 portalleafs
2658 numportals
Calculating Base Vis:
1 of 5316: 0
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698 of 5316: 13
699 of 5316: 13
700 of 5316: 13
701 of 5316: 13
702 of 5316: 13
703 of 5316: 13
704 of 5316: 13
705 of 5316: 13
706 of 5316: 13
707 of 5316: 13
708 of 5316: 13
709 of 5316: 13
710 of 5316: 13
711 of 5316: 13
712 of 5316: 13
713 of 5316: 13
714 of 5316: 13
715 of 5316: 13
716 of 5316: 13
717 of 5316: 13
718 of 5316: 13
719 of 5316: 13
720 of 5316: 13
721 of 5316: 13
722 of 5316: 13
723 of 5316: 13
724 of 5316: 13
725 of 5316: 13
726 of 5316: 13
727 of 5316: 13
728 of 5316: 13
729 of 5316: 13
730 of 5316: 13
731 of 5316: 13
732 of 5316: 13
733 of 5316: 13
734 of 5316: 13
735 of 5316: 13
736 of 5316: 13
737 of 5316: 13
738 of 5316: 13
739 of 5316: 13
740 of 5316: 13
741 of 5316: 13
742 of 5316: 13
743 of 5316: 13
744 of 5316: 13
745 of 5316: 14
746 of 5316: 14
747 of 5316: 14
748 of 5316: 14
749 of 5316: 14
750 of 5316: 14
751 of 5316: 14
752 of 5316: 14
753 of 5316: 14
754 of 5316: 14
755 of 5316: 14
756 of 5316: 14
757 of 5316: 14
758 of 5316: 14
759 of 5316: 14
760 of 5316: 14
761 of 5316: 14
762 of 5316: 14
763 of 5316: 14
764 of 5316: 14
765 of 5316: 14
766 of 5316: 14
767 of 5316: 14
768 of 5316: 14
769 of 5316: 14
770 of 5316: 14
771 of 5316: 14
772 of 5316: 14
773 of 5316: 14
774 of 5316: 14
775 of 5316: 14
776 of 5316: 14
777 of 5316: 14
778 of 5316: 14
779 of 5316: 14
780 of 5316: 14
781 of 5316: 14
782 of 5316: 14
783 of 5316: 14
784 of 5316: 14
785 of 5316: 14
786 of 5316: 14
787 of 5316: 14
788 of 5316: 14
789 of 5316: 14
790 of 5316: 14
791 of 5316: 14
792 of 5316: 14
793 of 5316: 14
794 of 5316: 14
795 of 5316: 14
796 of 5316: 14
797 of 5316: 14
798 of 5316: 15
799 of 5316: 15
800 of 5316: 15
801 of 5316: 15
802 of 5316: 15
803 of 5316: 15
804 of 5316: 15
805 of 5316: 15
806 of 5316: 15
807 of 5316: 15
808 of 5316: 15
809 of 5316: 15
810 of 5316: 15
811 of 5316: 15
812 of 5316: 15
813 of 5316: 15
814 of 5316: 15
815 of 5316: 15
816 of 5316: 15
817 of 5316: 15
818 of 5316: 15
819 of 5316: 15
820 of 5316: 15
821 of 5316: 15
822 of 5316: 15
823 of 5316: 15
824 of 5316: 15
825 of 5316: 15
826 of 5316: 15
827 of 5316: 15
828 of 5316: 15
829 of 5316: 15
830 of 5316: 15
831 of 5316: 15
832 of 5316: 15
833 of 5316: 15
834 of 5316: 15
835 of 5316: 15
836 of 5316: 15
837 of 5316: 15
838 of 5316: 15
839 of 5316: 15
840 of 5316: 15
841 of 5316: 15
842 of 5316: 15
843 of 5316: 15
844 of 5316: 15
845 of 5316: 15
846 of 5316: 15
847 of 5316: 15
848 of 5316: 15
849 of 5316: 15
850 of 5316: 15
851 of 5316: 16
852 of 5316: 16
853 of 5316: 16
854 of 5316: 16
855 of 5316: 16
856 of 5316: 16
857 of 5316: 16
858 of 5316: 16
859 of 5316: 16
860 of 5316: 16
861 of 5316: 16
862 of 5316: 16
863 of 5316: 16
864 of 5316: 16
865 of 5316: 16
866 of 5316: 16
867 of 5316: 16
868 of 5316: 16
869 of 5316: 16
870 of 5316: 16
871 of 5316: 16
872 of 5316: 16
873 of 5316: 16
874 of 5316: 16
875 of 5316: 16
876 of 5316: 16
877 of 5316: 16
878 of 5316: 16
879 of 5316: 16
880 of 5316: 16
881 of 5316: 16
882 of 5316: 16
883 of 5316: 16
884 of 5316: 16
885 of 5316: 16
886 of 5316: 16
887 of 5316: 16
888 of 5316: 16
889 of 5316: 16
890 of 5316: 16
891 of 5316: 16
892 of 5316: 16
893 of 5316: 16
894 of 5316: 16
895 of 5316: 16
896 of 5316: 16
897 of 5316: 16
898 of 5316: 16
899 of 5316: 16
900 of 5316: 16
901 of 5316: 16
902 of 5316: 16
903 of 5316: 16
904 of 5316: 17
905 of 5316: 17
906 of 5316: 17
907 of 5316: 17
908 of 5316: 17
909 of 5316: 17
910 of 5316: 17
911 of 5316: 17
912 of 5316: 17
913 of 5316: 17
914 of 5316: 17
915 of 5316: 17
916 of 5316: 17
917 of 5316: 17
918 of 5316: 17
919 of 5316: 17
920 of 5316: 17
921 of 5316: 17
922 of 5316: 17
923 of 5316: 17
924 of 5316: 17
925 of 5316: 17
926 of 5316: 17
927 of 5316: 17
928 of 5316: 17
929 of 5316: 17
930 of 5316: 17
931 of 5316: 17
932 of 5316: 17
933 of 5316: 17
934 of 5316: 17
935 of 5316: 17
936 of 5316: 17
937 of 5316: 17
938 of 5316: 17
939 of 5316: 17
940 of 5316: 17
941 of 5316: 17
942 of 5316: 17
943 of 5316: 17
944 of 5316: 17
945 of 5316: 17
946 of 5316: 17
947 of 5316: 17
948 of 5316: 17
949 of 5316: 17
950 of 5316: 17
951 of 5316: 17
952 of 5316: 17
953 of 5316: 17
954 of 5316: 17
955 of 5316: 17
956 of 5316: 17
957 of 5316: 18
958 of 5316: 18
959 of 5316: 18
960 of 5316: 18
961 of 5316: 18
962 of 5316: 18
963 of 5316: 18
964 of 5316: 18
965 of 5316: 18
966 of 5316: 18
967 of 5316: 18
968 of 5316: 18
969 of 5316: 18
970 of 5316: 18
971 of 5316: 18
972 of 5316: 18
973 of 5316: 18
974 of 5316: 18
975 of 5316: 18
976 of 5316: 18
977 of 5316: 18
978 of 5316: 18
979 of 5316: 18
980 of 5316: 18
981 of 5316: 18
982 of 5316: 18
983 of 5316: 18
984 of 5316: 18
985 of 5316: 18
986 of 5316: 18
987 of 5316: 18
988 of 5316: 18
989 of 5316: 18
990 of 5316: 18
991 of 5316: 18
992 of 5316: 18
993 of 5316: 18
994 of 5316: 18
995 of 5316: 18
996 of 5316: 18
997 of 5316: 18
998 of 5316: 18
999 of 5316: 18
1000 of 5316: 18
1001 of 5316: 18
1002 of 5316: 18
1003 of 5316: 18
1004 of 5316: 18
1005 of 5316: 18
1006 of 5316: 18
1007 of 5316: 18
1008 of 5316: 18
1009 of 5316: 18
1010 of 5316: 18
1011 of 5316: 19
1012 of 5316: 19
1013 of 5316: 19
1014 of 5316: 19
1015 of 5316: 19
1016 of 5316: 19
1017 of 5316: 19
1018 of 5316: 19
1019 of 5316: 19
1020 of 5316: 19
1021 of 5316: 19
1022 of 5316: 19
1023 of 5316: 19
1024 of 5316: 19
1025 of 5316: 19
1026 of 5316: 19
1027 of 5316: 19
1028 of 5316: 19
1029 of 5316: 19
1030 of 5316: 19
1031 of 5316: 19
1032 of 5316: 19
1033 of 5316: 19
1034 of 5316: 19
1035 of 5316: 19
1036 of 5316: 19
1037 of 5316: 19
1038 of 5316: 19
1039 of 5316: 19
1040 of 5316: 19
1041 of 5316: 19
1042 of 5316: 19
1043 of 5316: 19
1044 of 5316: 19
1045 of 5316: 19
1046 of 5316: 19
1047 of 5316: 19
1048 of 5316: 19
1049 of 5316: 19
1050 of 5316: 19
1051 of 5316: 19
1052 of 5316: 19
1053 of 5316: 19
1054 of 5316: 19
1055 of 5316: 19
1056 of 5316: 19
1057 of 5316: 19
1058 of 5316: 19
1059 of 5316: 19
1060 of 5316: 19
1061 of 5316: 19
1062 of 5316: 19
1063 of 5316: 19
1064 of 5316: 20
1065 of 5316: 20
1066 of 5316: 20
1067 of 5316: 20
1068 of 5316: 20
1069 of 5316: 20
1070 of 5316: 20
1071 of 5316: 20
1072 of 5316: 20
1073 of 5316: 20
1074 of 5316: 20
1075 of 5316: 20
1076 of 5316: 20
1077 of 5316: 20
1078 of 5316: 20
1079 of 5316: 20
1080 of 5316: 20
1081 of 5316: 20
1082 of 5316: 20
1083 of 5316: 20
1084 of 5316: 20
1085 of 5316: 20
1086 of 5316: 20
1087 of 5316: 20
1088 of 5316: 20
1089 of 5316: 20
1090 of 5316: 20
1091 of 5316: 20
1092 of 5316: 20
1093 of 5316: 20
1094 of 5316: 20
1095 of 5316: 20
1096 of 5316: 20
1097 of 5316: 20
1098 of 5316: 20
1099 of 5316: 20
1100 of 5316: 20
1101 of 5316: 20
1102 of 5316: 20
1103 of 5316: 20
1104 of 5316: 20
1105 of 5316: 20
1106 of 5316: 20
1107 of 5316: 20
1108 of 5316: 20
1109 of 5316: 20
1110 of 5316: 20
1111 of 5316: 20
1112 of 5316: 20
1113 of 5316: 20
1114 of 5316: 20
1115 of 5316: 20
1116 of 5316: 20
1117 of 5316: 21
1118 of 5316: 21
1119 of 5316: 21
1120 of 5316: 21
1121 of 5316: 21
1122 of 5316: 21
1123 of 5316: 21
1124 of 5316: 21
1125 of 5316: 21
1126 of 5316: 21
1127 of 5316: 21
1128 of 5316: 21
1129 of 5316: 21
1130 of 5316: 21
1131 of 5316: 21
1132 of 5316: 21
1133 of 5316: 21
1134 of 5316: 21
1135 of 5316: 21
1136 of 5316: 21
1137 of 5316: 21
1138 of 5316: 21
1139 of 5316: 21
1140 of 5316: 21
1141 of 5316: 21
1142 of 5316: 21
1143 of 5316: 21
1144 of 5316: 21
1145 of 5316: 21
1146 of 5316: 21
1147 of 5316: 21
1148 of 5316: 21
1149 of 5316: 21
1150 of 5316: 21
1151 of 5316: 21
1152 of 5316: 21
1153 of 5316: 21
1154 of 5316: 21
1155 of 5316: 21
1156 of 5316: 21
1157 of 5316: 21
1158 of 5316: 21
1159 of 5316: 21
1160 of 5316: 21
1161 of 5316: 21
1162 of 5316: 21
1163 of 5316: 21
1164 of 5316: 21
1165 of 5316: 21
1166 of 5316: 21
1167 of 5316: 21
1168 of 5316: 21
1169 of 5316: 21
1170 of 5316: 22
1171 of 5316: 22
1172 of 5316: 22
1173 of 5316: 22
1174 of 5316: 22
1175 of 5316: 22
1176 of 5316: 22
1177 of 5316: 22
1178 of 5316: 22
1179 of 5316: 22
1180 of 5316: 22
1181 of 5316: 22
1182 of 5316: 22
1183 of 5316: 22
1184 of 5316: 22
1185 of 5316: 22
1186 of 5316: 22
1187 of 5316: 22
1188 of 5316: 22
1189 of 5316: 22
1190 of 5316: 22
1191 of 5316: 22
1192 of 5316: 22
1193 of 5316: 22
1194 of 5316: 22
1195 of 5316: 22
1196 of 5316: 22
1197 of 5316: 22
1198 of 5316: 22
1199 of 5316: 22
1200 of 5316: 22
1201 of 5316: 22
1202 of 5316: 22
1203 of 5316: 22
1204 of 5316: 22
1205 of 5316: 22
1206 of 5316: 22
1207 of 5316: 22
1208 of 5316: 22
1209 of 5316: 22
1210 of 5316: 22
1211 of 5316: 22
1212 of 5316: 22
1213 of 5316: 22
1214 of 5316: 22
1215 of 5316: 22
1216 of 5316: 22
1217 of 5316: 22
1218 of 5316: 22
1219 of 5316: 22
1220 of 5316: 22
1221 of 5316: 22
1222 of 5316: 22
1223 of 5316: 23
1224 of 5316: 23
1225 of 5316: 23
1226 of 5316: 23
1227 of 5316: 23
1228 of 5316: 23
1229 of 5316: 23
1230 of 5316: 23
1231 of 5316: 23
1232 of 5316: 23
1233 of 5316: 23
1234 of 5316: 23
1235 of 5316: 23
1236 of 5316: 23
1237 of 5316: 23
1238 of 5316: 23
1239 of 5316: 23
1240 of 5316: 23
1241 of 5316: 23
1242 of 5316: 23
1243 of 5316: 23
1244 of 5316: 23
1245 of 5316: 23
1246 of 5316: 23
1247 of 5316: 23
1248 of 5316: 23
1249 of 5316: 23
1250 of 5316: 23
1251 of 5316: 23
1252 of 5316: 23
1253 of 5316: 23
1254 of 5316: 23
1255 of 5316: 23
1256 of 5316: 23
1257 of 5316: 23
1258 of 5316: 23
1259 of 5316: 23
1260 of 5316: 23
1261 of 5316: 23
1262 of 5316: 23
1263 of 5316: 23
1264 of 5316: 23
1265 of 5316: 23
1266 of 5316: 23
1267 of 5316: 23
1268 of 5316: 23
1269 of 5316: 23
1270 of 5316: 23
1271 of 5316: 23
1272 of 5316: 23
1273 of 5316: 23
1274 of 5316: 23
1275 of 5316: 23
1276 of 5316: 24
1277 of 5316: 24
1278 of 5316: 24
1279 of 5316: 24
1280 of 5316: 24
1281 of 5316: 24
1282 of 5316: 24
1283 of 5316: 24
1284 of 5316: 24
1285 of 5316: 24
1286 of 5316: 24
1287 of 5316: 24
1288 of 5316: 24
1289 of 5316: 24
1290 of 5316: 24
1291 of 5316: 24
1292 of 5316: 24
1293 of 5316: 24
1294 of 5316: 24
1295 of 5316: 24
1296 of 5316: 24
1297 of 5316: 24
1298 of 5316: 24
1299 of 5316: 24
1300 of 5316: 24
1301 of 5316: 24
1302 of 5316: 24
1303 of 5316: 24
1304 of 5316: 24
1305 of 5316: 24
1306 of 5316: 24
1307 of 5316: 24
1308 of 5316: 24
1309 of 5316: 24
1310 of 5316: 24
1311 of 5316: 24
1312 of 5316: 24
1313 of 5316: 24
1314 of 5316: 24
1315 of 5316: 24
1316 of 5316: 24
1317 of 5316: 24
1318 of 5316: 24
1319 of 5316: 24
1320 of 5316: 24
1321 of 5316: 24
1322 of 5316: 24
1323 of 5316: 24
1324 of 5316: 24
1325 of 5316: 24
1326 of 5316: 24
1327 of 5316: 24
1328 of 5316: 24
1329 of 5316: 25
1330 of 5316: 25
1331 of 5316: 25
1332 of 5316: 25
1333 of 5316: 25
1334 of 5316: 25
1335 of 5316: 25
1336 of 5316: 25
1337 of 5316: 25
1338 of 5316: 25
1339 of 5316: 25
1340 of 5316: 25
1341 of 5316: 25
1342 of 5316: 25
1343 of 5316: 25
1344 of 5316: 25
1345 of 5316: 25
1346 of 5316: 25
1347 of 5316: 25
1348 of 5316: 25
1349 of 5316: 25
1350 of 5316: 25
1351 of 5316: 25
1352 of 5316: 25
1353 of 5316: 25
1354 of 5316: 25
1355 of 5316: 25
1356 of 5316: 25
1357 of 5316: 25
1358 of 5316: 25
1359 of 5316: 25
1360 of 5316: 25
1361 of 5316: 25
1362 of 5316: 25
1363 of 5316: 25
1364 of 5316: 25
1365 of 5316: 25
1366 of 5316: 25
1367 of 5316: 25
1368 of 5316: 25
1369 of 5316: 25
1370 of 5316: 25
1371 of 5316: 25
1372 of 5316: 25
1373 of 5316: 25
1374 of 5316: 25
1375 of 5316: 25
1376 of 5316: 25
1377 of 5316: 25
1378 of 5316: 25
1379 of 5316: 25
1380 of 5316: 25
1381 of 5316: 25
1382 of 5316: 25
1383 of 5316: 26
1384 of 5316: 26
1385 of 5316: 26
1386 of 5316: 26
1387 of 5316: 26
1388 of 5316: 26
1389 of 5316: 26
1390 of 5316: 26
1391 of 5316: 26
1392 of 5316: 26
1393 of 5316: 26
1394 of 5316: 26
1395 of 5316: 26
1396 of 5316: 26
1397 of 5316: 26
1398 of 5316: 26
1399 of 5316: 26
1400 of 5316: 26
1401 of 5316: 26
1402 of 5316: 26
1403 of 5316: 26
1404 of 5316: 26
1405 of 5316: 26
1406 of 5316: 26
1407 of 5316: 26
1408 of 5316: 26
1409 of 5316: 26
1410 of 5316: 26
1411 of 5316: 26
1412 of 5316: 26
1413 of 5316: 26
1414 of 5316: 26
1415 of 5316: 26
1416 of 5316: 26
1417 of 5316: 26
1418 of 5316: 26
1419 of 5316: 26
1420 of 5316: 26
1421 of 5316: 26
1422 of 5316: 26
1423 of 5316: 26
1424 of 5316: 26
1425 of 5316: 26
1426 of 5316: 26
1427 of 5316: 26
1428 of 5316: 26
1429 of 5316: 26
1430 of 5316: 26
1431 of 5316: 26
1432 of 5316: 26
1433 of 5316: 26
1434 of 5316: 26
1435 of 5316: 26
1436 of 5316: 27
1437 of 5316: 27
1438 of 5316: 27
1439 of 5316: 27
1440 of 5316: 27
1441 of 5316: 27
1442 of 5316: 27
1443 of 5316: 27
1444 of 5316: 27
1445 of 5316: 27
1446 of 5316: 27
1447 of 5316: 27
1448 of 5316: 27
1449 of 5316: 27
1450 of 5316: 27
1451 of 5316: 27
1452 of 5316: 27
1453 of 5316: 27
1454 of 5316: 27
1455 of 5316: 27
1456 of 5316: 27
1457 of 5316: 27
1458 of 5316: 27
1459 of 5316: 27
1460 of 5316: 27
1461 of 5316: 27
1462 of 5316: 27
1463 of 5316: 27
1464 of 5316: 27
1465 of 5316: 27
1466 of 5316: 27
1467 of 5316: 27
1468 of 5316: 27
1469 of 5316: 27
1470 of 5316: 27
1471 of 5316: 27
1472 of 5316: 27
1473 of 5316: 27
1474 of 5316: 27
1475 of 5316: 27
1476 of 5316: 27
1477 of 5316: 27
1478 of 5316: 27
1479 of 5316: 27
1480 of 5316: 27
1481 of 5316: 27
1482 of 5316: 27
1483 of 5316: 27
1484 of 5316: 27
1485 of 5316: 27
1486 of 5316: 27
1487 of 5316: 27
1488 of 5316: 27
1489 of 5316: 28
1490 of 5316: 28
1491 of 5316: 28
1492 of 5316: 28
1493 of 5316: 28
1494 of 5316: 28
1495 of 5316: 28
1496 of 5316: 28
1497 of 5316: 28
1498 of 5316: 28
1499 of 5316: 28
1500 of 5316: 28
1501 of 5316: 28
1502 of 5316: 28
1503 of 5316: 28
1504 of 5316: 28
1505 of 5316: 28
1506 of 5316: 28
1507 of 5316: 28
1508 of 5316: 28
1509 of 5316: 28
1510 of 5316: 28
1511 of 5316: 28
1512 of 5316: 28
1513 of 5316: 28
1514 of 5316: 28
1515 of 5316: 28
1516 of 5316: 28
1517 of 5316: 28
1518 of 5316: 28
1519 of 5316: 28
1520 of 5316: 28
1521 of 5316: 28
1522 of 5316: 28
1523 of 5316: 28
1524 of 5316: 28
1525 of 5316: 28
1526 of 5316: 28
1527 of 5316: 28
1528 of 5316: 28
1529 of 5316: 28
1530 of 5316: 28
1531 of 5316: 28
1532 of 5316: 28
1533 of 5316: 28
1534 of 5316: 28
1535 of 5316: 28
1536 of 5316: 28
1537 of 5316: 28
1538 of 5316: 28
1539 of 5316: 28
1540 of 5316: 28
1541 of 5316: 28
1542 of 5316: 29
1543 of 5316: 29
1544 of 5316: 29
1545 of 5316: 29
1546 of 5316: 29
1547 of 5316: 29
1548 of 5316: 29
1549 of 5316: 29
1550 of 5316: 29
1551 of 5316: 29
1552 of 5316: 29
1553 of 5316: 29
1554 of 5316: 29
1555 of 5316: 29
1556 of 5316: 29
1557 of 5316: 29
1558 of 5316: 29
1559 of 5316: 29
1560 of 5316: 29
1561 of 5316: 29
1562 of 5316: 29
1563 of 5316: 29
1564 of 5316: 29
1565 of 5316: 29
1566 of 5316: 29
1567 of 5316: 29
1568 of 5316: 29
1569 of 5316: 29
1570 of 5316: 29
1571 of 5316: 29
1572 of 5316: 29
1573 of 5316: 29
1574 of 5316: 29
1575 of 5316: 29
1576 of 5316: 29
1577 of 5316: 29
1578 of 5316: 29
1579 of 5316: 29
1580 of 5316: 29
1581 of 5316: 29
1582 of 5316: 29
1583 of 5316: 29
1584 of 5316: 29
1585 of 5316: 29
1586 of 5316: 29
1587 of 5316: 29
1588 of 5316: 29
1589 of 5316: 29
1590 of 5316: 29
1591 of 5316: 29
1592 of 5316: 29
1593 of 5316: 29
1594 of 5316: 29
1595 of 5316: 30
1596 of 5316: 30
1597 of 5316: 30
1598 of 5316: 30
1599 of 5316: 30
1600 of 5316: 30
1601 of 5316: 30
1602 of 5316: 30
1603 of 5316: 30
1604 of 5316: 30
1605 of 5316: 30
1606 of 5316: 30
1607 of 5316: 30
1608 of 5316: 30
1609 of 5316: 30
1610 of 5316: 30
1611 of 5316: 30
1612 of 5316: 30
1613 of 5316: 30
1614 of 5316: 30
1615 of 5316: 30
1616 of 5316: 30
1617 of 5316: 30
1618 of 5316: 30
1619 of 5316: 30
1620 of 5316: 30
1621 of 5316: 30
1622 of 5316: 30
1623 of 5316: 30
1624 of 5316: 30
1625 of 5316: 30
1626 of 5316: 30
1627 of 5316: 30
1628 of 5316: 30
1629 of 5316: 30
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1713 of 53

as you can see it just cuts off. Sorry it is so long! :P

[Reply]


I Am An Ass!
#481 Posted by ELEK [199.179.175.141], 05/12/2000 05:38 GMT
Sorry I should have just posted the end of the log...kill me later.

[Reply]


Hehe
#482 Posted by DeFrag [207.227.185.35], 05/12/2000 06:53 GMT
GOTS to be the longest post in the real-world.

[Reply]


Wooooaaaahhhh
#483 Posted by Fern [141.222.155.39], 05/12/2000 07:03 GMT
I got dizzy just holding down the scrollbar on that one.

[Reply]


Seriously
#484 Posted by Fat Controller [203.96.111.202], 05/12/2000 09:30 GMT , Refers to Post #480
I think there's a limit to the number of characters the process window in Worldcraft can display - once that limit's reached, that's it.

When working in shareware WC I tend to run vis from the DOS prompt. Especially full vis.

[Reply]


Thanks Fats
#485 Posted by ELEK [199.179.177.107], 05/12/2000 15:38 GMT
I don't have much problem running in process window. I guess if I really need to see the readout I should find another means. Will I see the status gauge when running vis in dosprmpt?

[Reply]


Texture Screw-ups
#486 Posted by Iain [208.181.205.10], 06/12/2000 06:12 GMT
in Quake. What's the deal with aligning textures in worldcraft? There SOMETIMES seems to be a huge difference in texture placement between editor and in-game veiws (i.e. beveled brushes or on a cylinder). Occasionally the textures are so distorted (rotated, mirrored or misaligned) it's like the editor just gave up trying and said F**K YOU. I understand the mirrored NORTH/SOUTH issues and the extra care needed with rotating brushes.

This problem seems to get worse with each newer version of WC. I thought it might be VIS or the Nehahra.exe but...

Currently using:
WQbsp (already tried TreeQbsp)
Rvis+
Tyrlight
was using registered WCv1.3
now using shareware WCv1.6
& Nehahra to run

Does registered WCv1.6b reduce this problem? If so, I think I'd have better luck finding buried treasure under my house, than findind a copy.

Do I simply have to stop cryingSad, and get on with it?

Iain

[Reply]


It's A WC Thing
#487 Posted by Fat Controller [203.96.111.202], 06/12/2000 09:24 GMT , Refers to Post #486
Worldcraft uses a slightly different texture alignment system to the original mapping system.

In order to get the texturing right, you can either:
1. Avoid 45° angles from flat to vertical planes. Try stretching these by 2 or maybe even 4 units in one direction - then you'll avoid the problem.
2. Use "flat" textures with no discernible grain on these surfaces.
3. Run WQBSP from the DOS prompt with the -alternateaxis switch - this tells the compiler that WC's b0rked the texture alignment info :)

The BSP format seems to attempt to map textures to the closest fitting cardinal plane; eg. a "west wall" is aligned along the YZ ("north/up") plane, a "north wall" along the XZ plane, and a ceiling to the XY plane. This, when you have complex curves and angles, can be a royal pain in the arse.

[Reply]


Sometimes...
#488 Posted by BlackPope [209.52.215.14], 07/12/2000 08:08 GMT
The map I'm working on has TONS of rotated textures at 45, 35, 27 etc's angles...

the trick is to carve the brush into shape keeping the thickness of the brush similar to whatever your lining it up with (sometimes this cannot be avoided)
on something like 45 degrees it's pretty easy...
then when you get into odd angles like 27 you might have to ajust the width/length of the texture by .2-.5 depending on your brush

It IS possible to align pretty much anything...

Also remember quake bsp doesn't rotate on degrees smaller than 1
eg. 0.5 / 0.25 (understand?) so it won't be perfect if your looking at each pixel up close... but c'mon 0.5 isn't far off! Pig

[Reply]


Wqbsp
#489 Posted by ELEK [199.179.175.30], 07/12/2000 22:15 GMT
Make sure you have the most current version of Wqbsp, I think it is 1.3 or something. I was using an older version b4 and having the same tex alignment problems.

[Reply]


Noclipping
#490 Posted by [np]poppycock [66.20.104.40], 09/12/2000 10:51 GMT
I have just one quick question to all you fellow map makers out there. I use the command r_clearcolor to change the color of the outside parts of the map. This command only works in winquake. Now when I want to view some of my levels in GL, you must use gl_clear 1 to get ride of the flickering effect, however, this makes the outside parts a bright red. r_clearcolor would allow me to change this color to maybe grey or black for better viewing but it doesnt work with GL. Is there a command that will allow me to do the same function as r_clearcolor but for GL?

[Reply]


Wqbsp
#491 Posted by Iain [208.181.205.8], 12/12/2000 03:10 GMT , Refers to Post #489
According to the Wqbsp readme.txt I'm using version 1.65

[Reply]


Spinning Bits
#492 Posted by The Lieutenant [144.32.177.185], 12/12/2000 12:44 GMT
Quake1 - Hipnotic

How do I create those groovy rotating fans as seen in Rubicon and the Cassandra Calamity? I understand that I need 3 different entities to do it. What are they called, and what fields do each need?

Thanks

[Reply]


CZG's Page
#493 Posted by ELEK [199.179.175.169], 12/12/2000 13:42 GMT , Refers to Post #492
CZG has written an excellent tutortial regarding rotater ents in Q1. http://www.planetquake.com/greyvoid. look around it is in there.

[Reply]


Hmmmmm......
#494 Posted by ELEK [199.179.175.169], 12/12/2000 13:52 GMT , Refers to Post #492
What version of WC are you using? This is odd I have never had problems with texture alignment other than on 45degree faces. But this was fixed when I moved to newer version of Wqbsp. I believe it is 1.65 that I am running now. Are you using texture lock when aligning texes? If not turn it on. If so try toggling it off then restart WC and toggle it on. Perhaps the coordinates are fux0red somehow? /me shrugs. Other than that if you are running 1.6 and have hardware acceleration turned on, try turning it off. I have found that running 1.6 with the 3d hardware acceleration turned on produces multiple bugs, errors, and weird problems that just plain suck. If all of that fails, then keep in mind when manipulating faces to use any angle but 45. Try 46 44 etc. use vertex manip and make the grid as small as it can get (hotkeys are [ and ] ) keep the vertex tool snapped to the grid and move the vertice up one or down one grid unit. Then try compiling and see if your texes align.
Good luck

[Reply]


Looking For Beta Testers
#495 Posted by Grahf [209.145.69.144], 13/12/2000 06:58 GMT
Maybe I should've asked in the general thread, but anyway, I'm almost done with my 100 Brush Contest map, and I wanted to get a second opinion before I send it to Aard. Anybody willing email me at

GrahfTheEmperor@SquaresoftRules.com

Preferably, I'd like someone not participating in the contest, but whatever really. Cool

[Reply]


Some One Knows...
#496 Posted by Deathmonger [62.36.150.123], 13/12/2000 18:36 GMT
I've made my own fog shader...

textures/sfx/demo_fog
{
qer_editorimage textures/sfx/hellfog.tga
surfaceparm trans
surfaceparm nonsolid
surfaceparm fog
surfaceparm nodrop
surfaceparm nolightmap
q3map_globaltexture
fogparms ( 0.3 0.2 0.2 ) 5120 //vissible distance


{
map textures/liquids/kc_fogcloud3.tga
blendfunc gl_dst_color gl_zero
tcmod scale -.05 -.05
tcmod scroll .01 -.01
rgbgen identity
}

{
map textures/liquids/kc_fogcloud3.tga
blendfunc gl_dst_color gl_zero
tcmod scale .05 .05
tcmod scroll .01 -.01
rgbgen identity
}
}

It works perfectly but...
It seems not to affect 2 specyfic arches (meshes) in the map.. see this picso that you can get the idea.

Tell me if you know what is it.

Deathmonger

[Reply]


I Got Enough Beta Testers Now
#497 Posted by Grahf [209.145.70.174], 14/12/2000 04:02 GMT , Refers to Post #495
4 to be exact. thanks to those who signed up.

[Reply]


Who Needs A Title Anyway
#498 Posted by The Lieutenant [144.32.177.176], 14/12/2000 12:54 GMT , Refers to Post #493
I got Frika-C to explain it to me since I posted that. Thanks anyway.

[Reply]


Figured It Out Ta...
#499 Posted by palldjon [203.29.11.38], 21/12/2000 05:48 GMT , Refers to Post #475
No need to stress about the "func_door has no solid" iteration at post #475. I worked out what was going on during the construction of my 100brush entry.

[Reply]


Spawnflags...
#500 Posted by XeNoN [195.8.76.78], 22/12/2000 19:10 GMT
Right. If there are any expert mappers who can help me here, then I would be very grateful.

In certain editing mods, such as custents and nehahara, there are loads of different "flags" which you can add to custom entities.
The problem is, with my editor, you cannot add flags seperately, and instead have to just manually enter the "spawnflags" value.
Because of this, I have NO idea how to add multiple flags to an entity (eg. A crucified zombie that only appears on HARD skill).
Is there some sort of calculation you can use between spawnflag values in order to create multiple flags for an entity???

If you ARE an expert mapper and that seemed like complete bollox, then let me know, but if you could help then that would be great. Thanks!

[Reply]


Well, Sorta
#501 Posted by kanaeda [207.208.187.224], 22/12/2000 21:01 GMT , Refers to Post #500
you need to figure out the values for the various flags like the setting for hard diff. only. then add up the values that you want and plug that in.

if i'm remembering right, the spawnflag values are all binary values (1,2,4,8,16,etc), or they are all exponential values of 2. at least, that's how they go in quake 2 mapping. i can't imagine that would have changed between the 2 different games. with it set up this way, it equals out as each different flag represents a seperate bit value (1 or 0) in a binary representation for a single byte of data. yeah, i'm probably strafing off into stuff that doesn't matter, but it does help to understand how they work and why they are numbered that way. :)

anyway, hope at least some of that helps in some way or another. Beer

[Reply]


Re:spawnflags
#502 Posted by Gilt [64.20.60.71], 22/12/2000 21:09 GMT
First off, I would suggest using an editor where it's easy to select the flags.

Anyway,to set multiple flags all you do is add the values together and use the sum as your value. They're binary numbers so they won't overlap.

[Reply]


Damn...
#503 Posted by Gilt [64.20.60.71], 22/12/2000 21:11 GMT
I type too slow...

[Reply]


Cheers,
#504 Posted by XeNoN [195.8.76.208], 23/12/2000 17:07 GMT
Thats all I needed to know, the adding-together stuff. I dont want to change editor since I'm used to qED now and prefer it to WC and Stoneless.

[Reply]


No Clipping
#505 Posted by [np]poppycock [63.24.243.191], 23/12/2000 17:30 GMT
I have just one quick question to all you fellow map makers out there. I use the command r_clearcolor to change the color of the outside parts of the map. This command only works in winquake. Now when I want to view some of my levels in GL, you must use gl_clear 1 to get ride of the flickering effect, however, this makes the outside parts a bright red. r_clearcolor would allow me to change this color to maybe grey or black for better viewing but it doesnt work with GL. Is there a command that will allow me to do the same function as r_clearcolor but for GL?

[Reply]


Re: Huhkjhkjl
#506 Posted by CZG [148.122.66.52], 26/12/2000 01:25 GMT , Refers to Post #505
No. There is not.
hint: use gl_clear 0 and bind a key to the command BF
Whenever you hit this key the screen will flash (like when you pick up something) and clear out the HOM effect.so keep on hitting that button, and you can have the same effect as gl_clear, only with a garish, bright yellow colour.

[Reply]


Hi Mappers..
#507 Posted by maiden [216.154.14.26], 26/12/2000 16:18 GMT
Just wondering...what causes HOM's in maps and can it be attributed to using a particular (shitty) video card??

Thanks!

[Reply]


Depends On What Game
#508 Posted by Fern [24.147.243.193], 26/12/2000 18:21 GMT , Refers to Post #507
nt

[Reply]


Well..
#509 Posted by maiden [216.154.9.25], 26/12/2000 19:56 GMT , Refers to Post #508
Quake III for example. And Quake II too. I've seen some HOM's in custom maps as well as levels that came with the game for both Q3A and Q2.. Sometimes the author is aware of the problem, just doesn't know how to fix it, and sometimes it only appears on some setups (like my aging TNT1 card).

[Reply]


Long Map Load Time ?anything Wrong
#510 Posted by samroski [194.125.133.245], 27/12/2000 00:06 GMT
Have just compiled a ctf level, and it is now ready for playtesting- no leaks, took like 3 hours (celeron 400) to vis/light/aas, and runs fine in q3- but it takes about 5 minutes to load when I open it in q3. The thing just jams on "awaiting connection", but runs fine when loaded.
Is this normal? Should I release it?

[Reply]


Long Map Load Time ?anything Wrong
#511 Posted by samroski [194.125.133.245], 27/12/2000 00:16 GMT
Have just compiled a ctf level, and it is now ready for playtesting- no leaks, took like 3 hours (celeron 400) to vis/light/aas, and runs fine in q3- but it takes about 5 minutes to load when I open it in q3. The thing just jams on "awaiting connection", but runs fine when loaded.
Is this normal? Should I release it for playtesting?

btw if interested screenshots at
http://icns.com/~samir/s2.jpg
http://icns.com/~samir/s1.jpg

[Reply]


CTF Level For Playtesting
#512 Posted by samroski [194.125.133.245], 28/12/2000 00:38 GMT , Refers to Post #511
have the above problem sorted and the level is ready for playtesting. Those interested:

http://icns.com/~samir/maps/ctfsrq.zip

3MB

[Reply]


Archways
#513 Posted by Stareye [192.121.70.242], 28/12/2000 11:48 GMT
Does anyone have any tips on archways, when making one, I either get a slow map (ie too many brushes) or the texture covers everything like a wall. What should I do? func_illusionary??


/Stareye

[Reply]


What Engine?
#514 Posted by kanaeda [207.208.137.203], 28/12/2000 19:11 GMT , Refers to Post #513
I'm assuming that you're working with the original quake based on the func_illusionary reference.

if so, my best suggestion is to run around in other maps to try and pick up whatever hints/ideas you can from studying the surrounding brushwork. i'd start with the original game maps. plenty of cool arches in the game. :)

[Reply]


What Kind Of Arches?
#515 Posted by Grahf [209.145.70.194], 28/12/2000 21:54 GMT , Refers to Post #513
A month or so ago, someone (fatty i think) posted some excellent 12 sided cylinder prefabs to this thread. They align perfectly, have a reasonably low poly count, etc. If you need a standard gothic-ish arch, just chop one of these cylinders in half, rotate, and place where you need it. In their unmodified form, a 128*128 texture aligns perfectly on the inside.

Or make your own... There are a number of ratios that will build perfect arches. I believe the prefab uses:

0,2; 2,4; 4,2; 2,0

If that doesn't make sense, don't sweat it.

If you build them right, the arches shouldn't cause excessive bsp/vis times, so making them solid entities should be unnecessary.

Not quite sure what you meant by the texture covering everything. Flat, non-detaiedl textures should work best in most cases.

Does that answer your question?

[Reply]


Shrunk Textures?
#516 Posted by Grahf [209.145.69.98], 28/12/2000 22:24 GMT
I've been working on a q1dm map using some large q3 style textures (evil_lair's set 5, actually). They work, and look, a lot better when shrunk by 50%. However, I recall someone saying that shrunk textures are in some way bad. Could someone enlighten me as to the potential problems in doing this?

[Reply]


Shrinkage
#517 Posted by CZG [148.122.66.52], 29/12/2000 02:37 GMT , Refers to Post #516
Shrinking the texture also shrinks the resolution of the lightmap added to it, thus taking longer to light.
Also shrinking a texture increases the area that is to be textured. (If all the textures in the level are scaled .50, essentialy the entire level with everything in it is scaled to 200%.
Furthermore as for Q1s sake, Qbsp sometimes split faces where textures repeat, and so having the texture repeat more times makes the face split more.

All of the statements above are totally unproven and unsupported.
CZG takes no responsibility for any misconceptions that are inflicted upon the reader by this post.
CZG is a complete and total dork.

[Reply]


Software Quake Has A Heart Attack...
#518 Posted by Tron [203.12.165.8], 29/12/2000 02:57 GMT , Refers to Post #517
I've tried using high resolution textures as well but software quake just can't handle them, it get's really chuggy and dies a slow horrible choking death.

Tron

[Reply]


Q3 - Q1 Textures
#519 Posted by Kell [194.105.160.225], 05/01/2001 17:57 GMT
If the textures look huge, resize them to 50% in PSP or Photoshop first then load them into a new texture wad.
The resolution of Q3 textures is double that of Q1 because it can handle far more information.
I noticed a similar problem some time back when some of Rhorsach's textures were converted without scaling for Q1; the result was trim features twice the height of the player etc. A Q3 texture 128x128 does the same job as a 64x64 texture does in Q1.

Personally, I don't double the scaling of a texture except for details, e.g. something which the player will be looking at very close up, where the extra pixels will make a better looking object - switches are a good example; the H.E.V. chargers in HL had textures double the scale of the box they would be applied to. This is because the player spends an unusually long time pressed up against the charger, so it looks cooler to have extra detail.

Don't do this across a whole level. Otherwise you get, as Tron so elonquently phrased it, a slow horrible choking death...

[Reply]


Good News, Bad News
#520 Posted by Biff_Debris [152.163.204.194], 06/01/2001 15:17 GMT
The good news is -- GTKRadiant works with my PC! WOOP!

The bad news is, I've built the usual one-room test map in trying to learn the editor, and I keep falling thru the floor. Ricebug over at gamedesign.net said to check the texture with Curry for nonsolid params, which I did -- and it does, but what I want to know is this: can I just delete the param with Curry, or will that screw something up (btw, the tex is killtrim_trans, which I really like)?

[Reply]


Biff Biff Biff
#521 Posted by Lunaran [172.168.63.81], 06/01/2001 21:02 GMT , Refers to Post #520
If you delete the shader parm with curry it'll still be a nonsolid floor on every other person in the world's computer.

Open it up instead and see what texture it uses, and just use that texture. Else you're going to have to include a custom biff3dm1.shader with your map.

Moon

[Reply]


Dammit, I Was Afraid Of That.
#522 Posted by Biff_Debris [205.188.199.167], 06/01/2001 21:47 GMT
But how do I select the texture and NOT the shader in Curry? I tried to highlight it, but it only put a box around the selection.

[Reply]


Aaaah.
#523 Posted by Shallow[BAP] [212.229.87.1], 06/01/2001 22:18 GMT , Refers to Post #522
In this case it's easy. You don't need to hack the shader or use Curry or anything like that.

Apply the texture to the surface/whole brush, make sure it's selected, then open the surface inspector (S). Delete the '_trans' bit from the end of the texture name. This seems to work although I haven't tried compiling the map, it ought to though.

In some cases you can't do this though because the shader name is exactly the same as the texture name Frown

[Reply]


Kick ASS.
#524 Posted by Biff_Debris [205.188.198.161], 06/01/2001 23:35 GMT , Refers to Post #523
I hadn't even thought about the surface inspector (actually, I've only used it once so far). Thanks, man.

[Reply]


Another Potentially Dumb Question
#525 Posted by Biff_Debris [205.188.198.161], 06/01/2001 23:37 GMT
How can I change the particulars of existing entities in the map? All I've been able to do is right-click and bring up the entity menu to create new ones.

[Reply]


Easy
#526 Posted by GrindSpire [62.7.39.103], 07/01/2001 00:03 GMT , Refers to Post #525
You select the entity (easiest in the 3D window) by shift + left clicking on it. Then just press N to bring up the entity properties. Or if it is a light press K to set the colour of the light.

Flame~GrindSpire

[Reply]


Alright!
#527 Posted by Biff_Debris [205.188.199.188], 07/01/2001 03:04 GMT , Refers to Post #526
Thanks, GS. I'm getting the hang of Radiant's basic commands (moving, stretching, clipping, copying and pasting brushes), and am beginning to understand why you've all been playing it up it so much...

[Reply]


Back To Tex Fixing
#528 Posted by Biff_Debris [152.163.207.197], 07/01/2001 05:18 GMT
Is there any way to do the above suggestion by Shallow (remove the '_trans' part from the killblock texture) on more than one brush simultaneously? I tried it with the replace textures menu, but everything stayed the way it was.

[Reply]


Why Oh Why Does VIS Suck My Nuts?
#529 Posted by Grahf [209.145.71.115], 11/02/2001 02:49 GMT
Alright. I'm building a city/town map. It's gonna be cool. Right now I have a large dock area, and a street behind it, separated by rather high walls and houses (768 high, at least). The only way to get from the dock area to the street is a 256 wide hole in the wall at one end of the street.

So I load the map up in software quake to test visibility, and as far as I can tell, I can see the whole dock from the street, and vis versa.

As far as I can tell, VIS makes some kind of distinction between seeing around corners and seeing over walls.

Possible solutions: yes I could have the roofs of the buildings join with the sky brush (in fact they're only 64 apart I think), but I wanted to know if this was soluble with doing so, because then I couldn't really have varying roof heights. Other possibilty: the street didn't have any detail on it, so the road and the walls on the other side were probbly only one portal (or was it leaf? whatever) that stretched the whole length of the area.

I'm just annoyed because I know the Unreal engine would have no damn problems whatsoever (and DON'T say make the map for Unreal, because I don't have time to learn UnrealEd right now, I'm committed to q1, and I have a dinky Mac, and hell will freeze over before UnrealED gets a Mac port, so there.)

</rant>

[Reply]


Help Meee
#530 Posted by ES [63.20.146.179], 11/02/2001 17:19 GMT
Im a newbie at building q3a maps but i want to get good, any helpful tips?

[Reply]


Yep =)
#531 Posted by GrindSpire [213.122.3.145], 11/02/2001 17:25 GMT , Refers to Post #530
(1) Practise, practise, practise. That is the main way to learn, just keep building small maps and learning new techniques.

(2) Start small. Make small maps to start with, rather than starting some huge ambitious project, that way you can complete something and get feedback on it, one of the most important things.

(3) Don't release the first thing you finish. Your 3rd finished map will probably be the earliest thing you want to release, and even then, you'll look back at it and cringe when you get better.

(4) Ask questions. Don't be afraid to email mappers whose work you admire to ask them questions or to have a look at your work pre-release.

(5) Beta test. Once you think your map is at releasable standard, send it to some people whose work you respect (not your friends) and ask them what they think you should change.

Hope that helps

Flame~GrindSpire

[Reply]


Thanks :]
#532 Posted by ES [63.20.146.224], 11/02/2001 22:22 GMT
ill try that, and ill me sure to send in my first halfway decent map here for everyone to look at :] ALSO, what would be a good editor to use? I have Tread3d and Quake Army Knife, and i prefer qak over tread, but if theres anything else that might be better, please tell me.

[Reply]


Well
#533 Posted by GrindSpire [62.7.68.57], 11/02/2001 22:37 GMT , Refers to Post #532
Since it is for Q3, your choices are Q3R, Quark or Tread. Personally I use Q3R, but try them all out and see which one you prefer.

Flame~GrindSpire

[Reply]


It Works, Im A Genius! Doh
#534 Posted by ES [63.20.67.16], 12/02/2001 09:11 GMT
im gonna slap myself later on, how do you add a bot the map? Theres a spawn player in quark, but i dont see a spawn bot. I know im missing something, what is it :]

[Reply]


Intermission Story
#535 Posted by Kell [194.105.160.225], 12/02/2001 10:26 GMT
How do I get text to appear across an intermission screen; you know the sort of thing, "As the corpse of the monstrous Cthon sinks back into the lava whence it rose..etc" ?

[Reply]


Hehe
#536 Posted by GrindSpire [193.193.32.13], 12/02/2001 11:18 GMT , Refers to Post #534
Basically, use info_deathmatchstart at all the points you want players/bots to spawn. Then, compile the map as normal. Once this is done there is a program in your tools directory called bspc.exe run this and it will give you a list of parameters, the one you want is -bsp2ass. That should make a file called mapname.aas in your baseq3/maps folder, now you can add bots via the in game menu.

Flame~GrindSpire

[Reply]


W00t
#537 Posted by ES [63.20.146.198], 12/02/2001 18:18 GMT
well, i completed a fairly nice (for my experience level) arena type level. if any of you want it, just drop me a line, my ICQ# is 70337796.

[Reply]


Who Needs A Title Anyway
#538 Posted by Grahf [209.145.70.90], 12/02/2001 21:36 GMT
kell, I think it might have something to do with the episodegate/bossgate entities. I'm really not sure though.

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End-of-Episode Text
#539 Posted by Nightbringer [203.109.252.25], 13/02/2001 01:58 GMT , Refers to Post #535
It's a property of the intermission entity, sort of; it's done in the qc code - ExitIntermission in client.qc.

[Reply]


Gfxr
#540 Posted by infiniface [195.228.218.104], 13/02/2001 02:26 GMT
Hi!

Can everybody say what tha heck is goin' on with my map? I've created a ctf map, it has 4*2 ctf_***spawn points, 4*2 ctf_***player points, the two flags, 3 teleports, 1 intermission, 2 deatmatch spawning points, some trigger_push, and so on, but when I compile it (everything works) i cannot load it with 1.17, but it works with 1.27g!!!

I've created the map with gtkrad 1.1 TA, compiled with gtkbuild...

Puhhleeeazzzeee!!!

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At A Guess
#541 Posted by GrindSpire [213.122.212.212], 13/02/2001 07:43 GMT , Refers to Post #540
It is probably because of the new tools. Your map has been compiled with the Q3TA tools, so it only works with 1.27 since that is the patch that takes Q3 up to a level with Q3TA.

This may be entirely wrong though =)

Flame~GrindSpire

[Reply]


It's QuakeC
#542 Posted by Fat Controller [203.96.111.202], 13/02/2001 08:32 GMT , Refers to Post #535
Basically, there's a routine that's called during an intermission that displays all that text goodness - ExitIntermission() in CLIENT.QC.

The bit we're interested in is...

//
// run some text if at the end of an episode
//
if (intermission_running == 2)
{


Now, after the official episode stuff, slam in this lot:

else if (world.model == "maps/mapname.bsp")
{
WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 2); // CD track to play
WriteByte (MSG_ALL, 3); // Dunno
WriteByte (MSG_ALL, SVC_FINALE);
WriteByte (MSG_ALL, "Some freaky shit happened etc.");
return;
}


Decent Quake tracks for in-game episodes are #3 and #10 for a more evil feel.

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I Don't Think So
#543 Posted by infiniface [195.228.218.104], 13/02/2001 08:42 GMT , Refers to Post #541
GS:

If this would be the case, the server (in my opinion) have to kick me back with some error messages, which I can dump out with condump, or plainly just check with console. But it freeeeeezzzzes to the hell during "loading map xxx". :) Geez. (I've also tried with my other maps, but they are working...)

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BSP2MAP
#544 Posted by LDB [217.80.127.254], 13/02/2001 18:32 GMT
I have read that i can make BSP files to a editable map file! And it works but i did not see the textures!
please help me!

ps: i extract the textures from the pk3 file but it still not works!

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BSP2MAP
#545 Posted by Johnny [151.202.208.84], 13/02/2001 18:54 GMT , Refers to Post #544
That's the hitch about decompiling maps. All texture information is lost, also all curves are translated into brushes.

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Episode Ending Text
#546 Posted by Grahf [209.145.71.89], 14/02/2001 02:44 GMT
Totally offtopic from mapping help, but...

When I played CZG's Insomnia pak, I had The Fragile (left mind you) in my drive for tasty nihilistic background music. CZG had graciously set the episode end music to track 2, which happens to be The Day The World Went Away on The Fragile. And WOW, that and the totally bleak ending text clicked so incredibly well... He must have planned that.

Moral of the story? Plan your Quake music wisely, it makes a difference!

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Cd Tracks
#547 Posted by Fern [141.222.155.61], 14/02/2001 04:59 GMT
Plan your Quake music wisely, it makes a difference!

Unfortunately, I don't think many people who play my maps leave Britney Spears in the cd drive while playing

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Lol
#548 Posted by ES [63.20.67.166], 14/02/2001 06:57 GMT
frag me baby one more time :]

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ARGH!!!
#549 Posted by Tron [203.12.165.8], 14/02/2001 08:51 GMT
I tried to compile a map I'm working on before and got this error message:

outputfile: c:\quake\id1\maps\TRNSLIDE.bsp
--- LoadMapFile ---
c:\quake\id1\maps\TRNSLIDE.map
159 brushes
40 entities
16 miptex
148 texinfo
building hulls sequentially...
--- Brush_LoadEntity ---
158 brushes read
---- CSGFaces ----
1290 brushfaces
6698 csgfaces
1309 mergedfaces
--- SolidBSP ---
************ ERROR ************
Ran out of memory allocating 548 bytes


Argh!!!!! I'm really stuck and don't want to have to scrap what I have...

Tron

[Reply]


CD Tracks
#550 Posted by Kell [194.105.160.225], 14/02/2001 10:18 GMT
Plan your Quake music wisely, it makes a difference!

And how many Quake players have a copy of 'Zoon' ?

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Well
#551 Posted by ES [63.20.67.41], 14/02/2001 20:08 GMT
i dont know a bsp from a pk3, but isnt that kinda sayin you ran outta memory, restart your computer and try it again, you resource monger.

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I'm A Total Q3r N3wb
#552 Posted by Grahf [216.12.20.97], 14/02/2001 20:11 GMT
Is there a keyboard shortcut for "Select Partial Tall?" I'm giving myself carpal tunnel syndrome using the silly contextual menu every time.

[Reply]


Tron...
#553 Posted by XeNoN [195.8.76.35], 14/02/2001 22:37 GMT , Refers to Post #549
you might have to close one or more other programs running on your system to free up RAM, or try adding a winmem xx command to qbsp (i have no idea if this works, its just a random suggestion)

[Reply]


Um...
#554 Posted by GrindSpire [213.122.16.83], 14/02/2001 23:09 GMT , Refers to Post #552
Well there is a button for it =)

Flame~GrindSpire

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Memory Errors
#555 Posted by Jimbo [164.106.40.175], 15/02/2001 16:00 GMT , Refers to Post #549
Hmmm, I used to have that sort of problem,
First: check your free memory, both disk and ram, if it's less than 128 megs combined try and free up some more.
Second:try a different compiler, if necessary reboot to dos mode and try the dos qbsp.
I hope that helps.
-Jimbo

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"wqbsp.exe"
#556 Posted by XeNoN [195.8.75.59], 15/02/2001 20:11 GMT
If you have trouble with normal qbsp, I recommend tracking this program down. It can handle larger files and has support for transparent water. Try fileplanet.

[Reply]


Q3 Grenade Shooter Model
#557 Posted by Killer [195.8.84.83], 19/02/2001 16:47 GMT
Does anyone know what the name of the Quake III Grenade Shooter model is? You know the one in Q3DM11 - Deva Station near the Quad / Haste. I have checked the PK3 files and can't find the bastard MD3 file, only the textures. If anyone know please post it here or email me.

Cheers,
-Killer

[Reply]


It Is Quite Likely That...
#558 Posted by Shallow[BAP] [212.229.87.1], 19/02/2001 22:18 GMT , Refers to Post #557
... the grenade shooter model was one of the ones that id decided not to release. Since the polys of a mapobject are written into the bsp at compile time there is no need to release the md3 to a mapobject if you don't want to, only the textures. id put a selection of mapobjects in the media that was released with radiant, but by no means all of them.

Of course it may actually be hidden somewhere, in the released media, I haven't actually checked. If not you'll need to make your own - either brushes or using milkshape or summat.

(BTW don't bother trying to ask id to release it, they've said no to the last 6 trillion requests to release specific map objects :)

[Reply]


Cheers Shallow
#559 Posted by Killer [213.1.196.82], 20/02/2001 00:08 GMT , Refers to Post #558
Thanks for the info Shallow, I didn't realise that was the situation, I thought if it was in the maps then it had to be in the PK3 files somewhere. Alas I will have to make a shitty replacement out of brushes instead :-(

-Killer

[Reply]


HELP ME PLEASE!!!
#560 Posted by ParboiL [195.131.1.170], 20/02/2001 09:32 GMT
Dear guys! Help me please!
To me is very necessary initial file (*.map) from a card Claustrofobopolis (dm2 Quake1).
Where it it is possible download???
Beforehand is very grateful.

[Reply]


Experiences
#561 Posted by infiniface [195.56.84.209], 20/02/2001 18:03 GMT
So, I wrote lately that I cannot run my compiled map, while it doesn't shown any errors until compiling process. As the general mapping faq at qeradiant.com, the bug was with the shaders. I still dunno where or why or which shader did the crash, but q3a crashed with no message. Weird, eh? I think there was something at the tcGen lightmap stages...

[Reply]


Radient For Q1?
#562 Posted by Vrajgh [212.159.1.3], 20/02/2001 21:31 GMT
Is there a version of radient or something similar for Q1? I currently use BSP and love it but I've heard so much about how good radient is and would like to give it a try if there is such a thing for Q1.

Thanks

[Reply]


Kind Of...
#563 Posted by GrindSpire [213.122.166.97], 21/02/2001 08:32 GMT , Refers to Post #562
You have to use QERadiant and SleepwalkR's converter, QER can be found here: http://www.qeradiant.com/ and the converter can be found here: http://www.planetquake.com/rem/. There are instructions to get it all working in the converter's text file.

Flame~GrindSpire

[Reply]


Leaf Saw Into Leaf
#564 Posted by Vondur [194.87.189.190], 21/02/2001 10:58 GMT
Just felt an urge to type something on qmap.
Well, i just remembered the prob I had when building my current q1sp map.
There was an error like:

*********** ERROR **********
Leaf portals saw into leaf

I was unable to fix it for a long time, vis just crashed... I tried averything, and in the end I 'fixed' it by moving entire map on grid. But error returned after some additions to the map. And I fixed it again with the same method. I'm afraid that it might return again. I just want to find the core of evil there... Yes, I've read info on Quakelab [ http://www.planetquake.com/QuakeLab/vis.htm ], but there is no exact solution for the problem. And yes, I rebuilt the area after which the problem started to appear...no success...

So, does anyone know how to kill this nasty thing? Are there any true killing methods?

[Reply]


Oh, *that* Error...
#565 Posted by Grahf [216.12.20.97], 21/02/2001 18:09 GMT
I think the "leaf portals saw into leaf" error has something to do with bad/concave brushes, or really complex architecture. Yeah, that's not any specific advice, but Quakelab's suggestion to do a higher VIS makes sense. This is just one of those errors that nobody has ever really figured out.

q1sp? Can't wait to see it, Von.

[Reply]


Vondur:
#566 Posted by XeNoN [195.8.76.155], 21/02/2001 21:30 GMT , Refers to Post #564
Ask DaZ, he had the problem before with dazsp3...

Cant wait for the map to be released. If its anything like Solarfall then that cant be a bad thing...

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:)
#567 Posted by Vondur [194.87.189.190], 22/02/2001 07:19 GMT
i hope it will be better than solarfall ;)

ya....evil error though

[Reply]


Hmm...
#568 Posted by DaZ [213.123.22.178], 23/02/2001 19:44 GMT
When I had the "leaf portals saw into leaf" error I just moved the map around on the grid like Von, and it never came back...

Strange that it has with you Von, Hmm... Well just keep moving the map around until its done eh? Smile

[Reply]


Curve Lighting
#569 Posted by Biff_Debris [205.188.198.49], 25/02/2001 15:21 GMT
Hey guys -- any tips on getting those odd surfaces in q1 brush curves lit properly? I've got an arch, and everything but the very ceiling (top) lights perfectly -- which in itself amazed me, but it's still off, and adding light just makes the surrounding area brighter. It's nothing major -- just annoying.

[Reply]


HELP!
#570 Posted by Oxygen [24.163.237.239], 25/02/2001 16:23 GMT
I know this sounds stpuid but I've been working on a map for about 3 months (Q3 radiant)now and I don't know how to test the level.. I mean I compile it then what ?

[Reply]


Biff, Curves
#571 Posted by Fern [141.222.155.61], 25/02/2001 16:40 GMT
Basically you're screwed. That's an extremely annoying bug that just occurs at random times when you use curves in Q1 (see one of the secrets in APSP1 for an example :)). Either use more/less vertices or use a bunch of tiny little lights.

[Reply]


Or....
#572 Posted by CZG [195.204.47.81], 25/02/2001 17:21 GMT , Refers to Post #569
Get the source for Tyrlite, (it's available isn't it?) code in support for arghrads phong shading, and voilą! Instant smoothly lit curves.

That is, if you are a 1337 programmer. If not, then there's not much you can do. Except for what the plant said.

[Reply]


Lots Of Little Lights...
#573 Posted by Tron [203.12.165.8], 25/02/2001 21:54 GMT , Refers to Post #569
I've tried doing a fair bit of lighting curves recently and the best way seems to be to use a shitload of little lights to light each face of the curve individually...it;s a bitch to do and takes a lot longer to compile but you can get some good results...

Tron

[Reply]


City Of Tiny Lights
#574 Posted by Biff_Debris [152.163.205.53], 25/02/2001 23:54 GMT
I'm no Code Boy, so that seems the way to go. Whelp, no VIS for me for a while. Thanks guys.

[Reply]


Argh.
#575 Posted by Biff_Debris [152.163.205.33], 26/02/2001 03:52 GMT
This is driving me nuts. I've even tried spots and simplifying the architecture, but this lighting thing's MAKING ME INSANE. I'm a manic mapper, a loony level-builder. Wish Q1 had the lit surfaces q2 had -- waitaminute -- where's that other thread...

[Reply]


Speedy Thought A Title Wasn't Needed
#576 Posted by Speedy [213.221.48.23], 26/02/2001 06:35 GMT
for inside the arch I just place 1 light with 1 delay in the centre; for outside - small lights with delay 2 or 1 at the edges, to make two faces lit equally on their junction

[Reply]


Well
#577 Posted by Biff_Debris [205.188.199.173], 26/02/2001 17:12 GMT
The delayed lights didn't help much, either. If you guys want to see what I'm talking about, I've got a screenie of it here. As you can see, the top area is considerably darker than the sides. I'd like them to match more, but any lighting continues to seperate the difference, no matter what I try.

[Reply]


Really Biff...
#578 Posted by CZG [195.204.54.107], 26/02/2001 17:20 GMT , Refers to Post #577
I think that lighting looks very realistic actually. The lightsource is the grates in the ceiling as far as I can see, and thus it would be natural if the part of the arch facing down would be darker as it is at the exact same height.
If you'd released that map right now I never would have dreamed you had any trouble there or that that is not how it's supposed to look.
Maybe you're being a bit too perfectionist? Smile

[Reply]


Aah -- Mebbe
#579 Posted by Biff_Debris [205.188.199.173], 26/02/2001 18:35 GMT , Refers to Post #578
It just sucks when you're so used to being able to control the factors in a map, and you come across something that seems out of your control -- not unlike some niggling QBSP message or something. But you may have given me an idea, CZG -- one way to even the lighting is to pull those recessed lights out. Why I didn't think of that before, I have no idea. But if I don't like that, I may go back to the way it looks now.

[Reply]


That Was It.
#580 Posted by Biff_Debris [205.188.192.171], 26/02/2001 18:49 GMT
If it'd been a dog, it'd humped my leg. And I'm sticking with it since it makes those arches more rounded, and arch-like. Have a look here.

[Reply]


Ahh Hell
#581 Posted by Grahf [216.12.20.97], 26/02/2001 19:32 GMT
Last nigh, I ran up against the weirdest screw-up I've seen in Quake for quite a while. Essentially, my sky texture is totally b0rked.

I was making a Nehahra map, and I wanted to use some skyboxes. So, last night I built a big canyon area, and a one story building contained in the canyon. Compiling gave no errors (although one qbsp I used to try and fix the problem gave me two "brush with duplicate plane" errors), but when I loaded up the map I saw no skybox, but instead a brown and multicolored crap kind of sky. I had put a Hexen II sky in first, and then one from DKT. Neither changed the look of this fux0r3d sky, which resembled no texture in the map. In addition, the vising inside the building was screwed up; I could see straight through the ceiling, as if I had r_drawflat 1 on. But this was Nehahra, not software. The really weird thing was that inside the building, where I could see through the ceiling, the skybox was perfectly visible!

I thought this was a Nehahra problem, but I tried the map in software to no avail. Tried two qbsp progs, 2 VIS progs, always tyrlite, and the problem didn't go away. (the compile utils i used were the qbsp and vis integrated with Quiver and the MacOS ports of the Quest utils, just so ya know). Always a level 4 vis.

I'm really confused. Only possible problem is that the building had a lot of fine detail (aligned on the 4-8 unit grid).

Help!

[Reply]


Bifff! :)
#582 Posted by Fern [141.222.155.61], 26/02/2001 21:23 GMT
Plat floor textures on the ceiling? Ugh, everyone is so l33t compared to me. :( Can't wait to play this thing :)

[Reply]


Oxygen
#583 Posted by pjw [198.211.32.230], 27/02/2001 04:47 GMT , Refers to Post #570
After you've compiled your map, pull down the Q3 console (with the "~" key), and type "/sv_pure 0" (without the quotes), and hit enter. This allows Q3 to run a bare .bsp without you having to put it in a .pk3. Then type "/map mymapname" (without the quotes) and hit enter. Your map should load.

Maybe . . . just possibly . . . you might consider checking your map in-game more then once every three months? Smile

[Reply]


Those Damn Curves...
#584 Posted by Grahf [216.12.20.97], 27/02/2001 14:10 GMT
I've got the basic 12 sided cylinder down, but making twists in the cylinder is driving me mad. Any ratios/prefabs to point me to?

[Reply]


Worldcraft 3.3 & Q1
#585 Posted by Mook [208.198.103.19], 27/02/2001 16:04 GMT
Has there been a util made -yet- that will convert a WC 3.3 .map file to a Q1-compatible .map file and RETAIN the texture rotation/alignment?

I'd sooooo love to use WC 3.3 for Q1 mapping and texturing...but the only ways I can find to use it for this just toss out WC's wacky new texture keys :/

There's some util for Tribes mapping called MapConverter that seemed promising, but it too just throws out said keys...ugh


I know it -has- to be possible, and I'd make my own util, but I have no idea how you'd convert the keys...

[Reply]


How To Set WAYPOINTS In Quake1CTF Maps ?
#586 Posted by [Cap Quake] [200.190.226.41], 27/02/2001 22:13 GMT
I got many CTF maps, but when i go play with bots, they not atack, because the maps dont'have WAYPOINTS.
What i need to set this waypoints ??

[Reply]


Grahf Thought A Title Wasn't Needed
#587 Posted by Grahf [209.145.69.88], 27/02/2001 22:30 GMT
cap quake, which ctf mod? There aren't many people who do ctf mapping around here, my only guess is that the waypoints are probably entities you need to create.

[Reply]


Tex Help...
#588 Posted by palldjon [203.29.11.38], 28/02/2001 01:50 GMT
Is it possible for a texture wizard to convert:

archprt1
archprt10
archprt9
clmsupbot
clmsuptop

from the Q3Atest.wad (already converted for Q1 at Frib's site) so that they sit with E3. I'm thinking a grey metal conversion might work and I'd be much obliged if someone would take on the task.

I need the modified texz for an upcoming project.

[Reply]


Ctfbot
#589 Posted by GlassMan [195.184.224.198], 28/02/2001 06:56 GMT , Refers to Post #586
Try a specialist ctf bot like the one here

http://www.captured.com/ctfbot/

[Reply]


Update On #581
#590 Posted by Grahf [209.145.71.60], 01/03/2001 01:33 GMT
It's not vis. The sky looks wack whether not the map is vis'ed. Also, I took out the complex architecture, that didn't help either. And actually software quake died with a wierd error, which may be related, but I doubt it, as the nehahra entities were likely spit back out by swquake.

here's some pics. Anybody have a clue?

Borked Sky 1

Borked Sky 2

Borked Sky 3

Borked Sky 4

[Reply]


Bluh! Bluh!
#591 Posted by Biff_Debris [152.163.205.66], 01/03/2001 21:03 GMT
In q1, doesn't the trigger_counter use its targetname for those things it counts (say if it counted to two, and had the name of "count", then both the entities it counted would need the same name of "count")?

[Reply]


Counters
#592 Posted by Fern [141.222.155.61], 01/03/2001 21:13 GMT
looks like you have a trigger named "count" with a count of two. That means that two things with the TARGET (not name, but target) of "count" must be triggered/killed before the trigger_counter is triggered. cool? :)

[Reply]


Recounters!
#593 Posted by Biff_Debris [152.163.195.181], 01/03/2001 22:06 GMT , Refers to Post #592
What if the two things are already targeting something else (like a teleporter, mebbe)?

[Reply]


Meanwhile...
#594 Posted by Biff_Debris [205.188.192.54], 01/03/2001 23:28 GMT
Okay, I've got the trigger_counter with the targetname of "count", a count of 2 and the target of a pair of doors ("dr"). I've also got a trigger_relay with the target of "count" and the name of "t1", which is also the anme of a teleport_destination, which is passed twice by two different teles. So, with the theory being when "t1" is passed twice, via the trigger_relay the trigger_counter will be activated to open the doors, right?

Wrong -- the thing counts, and with the proper messages (with "one more to go", and "sequence completed"), but the doors don't open. I even when back and tried the "toggle" flag on the doors, but still no go.

[Reply]


Hmm
#595 Posted by Fern [141.222.155.61], 01/03/2001 23:51 GMT
Why bother using the trigger_relay?

[Reply]


Uhh
#596 Posted by Biff_Debris [205.188.199.39], 02/03/2001 01:28 GMT , Refers to Post #595
Didn't you say the trigger_counter needed to have its name in the target field of whatever what to be counted? I said the two things I wanted to be counted already had those fields filled, thus the trigger_relay to provide the extra slot.


Are you trying to say that the tele_destination could have a "targetname" key added, and used instead?

[Reply]


I Believe...
#597 Posted by palldjon [203.29.11.38], 02/03/2001 02:35 GMT , Refers to Post #596
what Fern is saying is that the trigger_relay in this setup is redundant.

Start at the back:

The teleport_destination (with targetname "tele1" or some such) targets the trigger_counter with targetname "count", when count is triggered (targetted) twice it targets the func_door with targetname "dr1".

And the entity list looks like this:
teleport_destination, targetname-tele1, target-count.
trigger_counter, targetname-count, target-dr1.
func_door, targetname-dr1.

Hope it works

[Reply]


Oop
#598 Posted by Biff_Debris [205.188.199.51], 02/03/2001 03:24 GMT
I didn't realize until I read your post Pal, I meant to put "target" instead of "targetname" (as far as the tele_dest was concerned) in my last post -- but that was what I had meant. No, really!

Anyway, I tried it (targetting the trig_count with the tele_dest -- twice), but it didn't work the counter at all.

[Reply]


Hmmmmm?
#599 Posted by palldjon [203.29.11.38], 02/03/2001 04:18 GMT , Refers to Post #598
Yet in the previous setup, with the tele_dest named t1 the counter worked via targetting by the relay?

So let me get this straight, the entity list is as follows:
teleport_destination, targetname-t1.
trigger_relay, targetname-t1, target-count.
trigger_counter, targetname-count, target-dr.
func_door, targetname-dr.

If the counter is working, this should work. Therfore I don't know what's going on, sorry.

[Reply]


Hmm
#600 Posted by Fern [141.222.155.61], 02/03/2001 04:27 GMT
So let me get this straight, the entity list is as follows:
teleport_destination, targetname-t1.
trigger_relay, targetname-t1, target-count.
trigger_counter, targetname-count, target-dr.
func_door, targetname-dr.


Even if it doesn't work, you'd be better off not fooling with unnecessary entities :)

teleport_destination, targetname-t1.
trigger_counter, targetname-t1, target-dr.
func_door, targetname-dr.

I would also try removing the target name for the doors entirely and make sure they open correctly when you walked up to them.

[Reply]


Bluh!
#601 Posted by Lunaran [152.163.197.63], 02/03/2001 04:54 GMT
Okay, so say I have a trigger_multiple targetting a door that opens up a teleporter that has to be turned on when the trigger is touched, but I can't use a trigger_relay because the trigger_multiple has to be triggered on by another trigger that's triggered by a trigger_relay set off when someone goes through the first teleporter, but the first teleporter is turned off and another one right there turned on to make it look like the destination is changing, but I can't get the targetnames on the teleport_destinations to work because they both all have to be triggered on by a func_button that opens the first door and enables andother door to be triggered open once the player goes through the second teleport, but only if they go in sideways holding a ukelele and a can of baked beans...

Moon

[Reply]


Quite So...
#602 Posted by palldjon [203.29.11.38], 02/03/2001 04:55 GMT , Refers to Post #600
I (doh!) missed that entity rationalization, and yeah maybe the doors just don't work. Would it be an idea to send 'em back the world then re-tie them to the func_door entity.

[Reply]


Lun
#603 Posted by palldjon [203.29.11.38], 02/03/2001 04:58 GMT , Refers to Post #601
I just realised how appropriate your nick is.

[Reply]


Second Verse...
#604 Posted by Biff_Debris [152.163.204.197], 02/03/2001 10:17 GMT , Refers to Post #600
Same as the first: No go.

And the doors do work by themselves. Just not when given a targetname!

[Reply]


That's The Funniest Thing
#605 Posted by pjw [198.211.36.117], 02/03/2001 10:47 GMT , Refers to Post #601
I've read all day. Maybe it's just because I've had my head stuck in 3DS Max for about sixteen hours and I despise the buggy POS and I am thus slightly brain damaged, but man, that's funny stuff.

I love this site.

I love Lun.

Hell, I love everyone.

I'm going to sleep.

(I'm not even drunk.)

[Reply]


Second Verse
#606 Posted by Fern [141.222.155.61], 02/03/2001 17:04 GMT
hmm... I'd be glad to look at the .map. hehe :)

[Reply]


Hehe Yeh
#607 Posted by Apollo [213.1.133.107], 03/03/2001 08:58 GMT
More red arrows than a fucking plane convention.<happy>
666 Apollo 666

[Reply]


Fucking Planes?
#608 Posted by Biff_Debris [205.188.198.22], 03/03/2001 12:00 GMT
Now I'd like to see that.

[Reply]


What Was That Show Called...
#609 Posted by Tron [203.12.165.8], 03/03/2001 12:09 GMT
Anyone remember that cartoon Fergie invented..umm budgie the helicopter was it? Anyway, there were guy and girl helicopters in that so there must be a way for planes to have sex!

Tron

[Reply]


Hehe
#610 Posted by Biff_Debris [205.188.199.151], 03/03/2001 13:24 GMT
Or those old Tex Avery cartoons with the mama and daddy planes, and the little baby plane who wanted to be a jet?

[Reply]


R_Speeds
#611 Posted by Vrajgh [212.159.1.3], 03/03/2001 18:17 GMT
I'm mapping for Q1 (or trying anyway!) can someone post a link to a tutorial or something with tips as to how to keep these low. I have a map which has high r_speeds ingrained in the design (which is rather unfortunate) and as that is the case I think I ought to do everything in my power to keep them low.

Thanks a lot.

[Reply]


My Nick
#612 Posted by Lunaran [64.12.102.172], 03/03/2001 19:55 GMT
I just realised how appropriate your nick is.

You did? Cool.

er ... could you explain it to me then? unless it's the usual moon thing I'm not sure I understand what you mean. :)

Moon

[Reply]


Re: Vrajgh
#613 Posted by Fern [141.222.155.61], 03/03/2001 20:42 GMT
http://members.tripod.com/~Fribbles/tutorial/qlevels.html <-- this wasn't as helpful as I remembered, but it still has some important information...

My advice on keeping r_speeds low is to make sure there's nowhere in the map where you can see lots of stuff, but I'm sure whoever else will respond to this is going to plug that detail and hint shit :)

[Reply]


...
#614 Posted by GrindSpire [213.122.21.230], 03/03/2001 20:46 GMT , Refers to Post #612
I would I assume he meant as in lunatics

[Reply]


Evil Testicles Of Doom!
#615 Posted by GrindSpire [213.123.17.61], 03/03/2001 23:40 GMT
What does the error message

Bad Surface Extents 32/826

mean in a HL map?

[Reply]


.
#616 Posted by Scampie [205.243.60.13], 03/03/2001 23:48 GMT , Refers to Post #615
that it sucks and you shouldn't waste your time with crap games like HL.

Smile

[Reply]


R_speeds
#617 Posted by Jaj [62.83.19.88], 04/03/2001 02:05 GMT , Refers to Post #611
This is another tutorial with tricks for reduce the r_speeds, is for Quake2 but what is explained there can be applied to Quake1 too :
It's
Here

[Reply]


Middle Eight
#618 Posted by palldjon@Icafe [144.132.66.135], 04/03/2001 03:26 GMT
Biff - just launched a .zip your way with a possible solution.

Lun - I was thinking of the unusual moon thing.

/me puts "The Hampsterdance" on again and continues mapping.

[Reply]


Biff's Problem
#619 Posted by Fern [141.222.155.61], 04/03/2001 03:45 GMT
has been fixed as far as I know, and the .map file was very tasty :)

[Reply]


Thain Kew.
#620 Posted by Biff_Debris [205.188.192.176], 04/03/2001 04:05 GMT , Refers to Post #619
I actually got a little more work done today, and might finally get some pics in the screenie thread soon =)

[Reply]


R_speeds
#621 Posted by Vondur [194.87.189.205], 04/03/2001 09:14 GMT , Refers to Post #611
about r_speeds

http://www.planetquake.com/worldcraft/tutorial/speed.html

the tutorial site itself [i very recommend to read it]

http://www.planetquake.com/worldcraft/index2.shtm

[Reply]


Ah Well...
#622 Posted by palldjon [203.29.11.38], 05/03/2001 00:43 GMT , Refers to Post #619
hope you enjoyed the .bsp anyway Biff.

[Reply]


Palldjon
#623 Posted by Biff_Debris [205.188.198.31], 05/03/2001 01:34 GMT , Refers to Post #622
I didn't get a .bsp, man. I dunno what happened, but I haven't received anything from you.

[Reply]


Biff....
#624 Posted by metlslime [140.142.171.194], 05/03/2001 03:47 GMT , Refers to Post #580

Here's a nitpick -- the rivet texture on that curve gets stretched on the slanted surfaces. Try scaling it 0.71 on the 45 degree surface, and closer to 1.00 as you get closer to vertical/horizontal.

[Reply]


That Is A Nitpick
#625 Posted by Biff_Debris [205.188.192.158], 05/03/2001 04:31 GMT , Refers to Post #624
But yeah, I know what you mean -- I'll get around to it eventually.

[Reply]


R_speeds
#626 Posted by Vrajgh [212.159.1.3], 05/03/2001 09:26 GMT , Refers to Post #621
Thanks for the help.

[Reply]


0.72 Dammit!
#627 Posted by The Lieutenant [144.32.177.140], 05/03/2001 16:39 GMT
I always use 0.72 for 45 degree things. Dunno why - I just calculated it again and it should be 0.71 - so why do I always use 0.72? Odd.

[Reply]


And You Were SO Off.
#628 Posted by Biff_Debris [205.188.192.189], 05/03/2001 17:06 GMT , Refers to Post #627
=P

[Reply]


I've Always Used
#629 Posted by Toady [195.163.226.190], 05/03/2001 19:23 GMT
0.75 scale on 45 degree surfaces since it's 3/4ths of the original size, making it easier to align the texture accurately.

[Reply]


How To Release A Map??
#630 Posted by Dr.Shoe [134.147.64.12], 06/03/2001 10:33 GMT , Refers to Post #613
Hi everybody out there!!!

I,ve finished two Q1-Dm-maps and want to release them.
But there is a problem: Everybody says: Upload them to ftp://ftp.cdrom.com and give me the adress!!
It seems that ftp://ftp.cdrom.com doesn`t store q1-levels anymore.

So is there a server out there, where I can store my little maps!!

Please help me!!

Your Dr.Shoe!!"

[Reply]


Dr. Shoe
#631 Posted by Biff_Debris [152.163.204.176], 06/03/2001 13:58 GMT , Refers to Post #630
Does your ISP (internet service provider, like AOL, Earthlink, whatever) provide you with any FTP space? If they do, you can upload your stuff to it, and provide a link to this site (via the board and Map Tracker), using the code featured at the bottom of this page (underneath the icons).

If not, I would suggest you change to a service that does, or find some way to obtain space for your maps (mebbe another mapper here might help you out -- I would, but AOL gives me very little space for my own stuff).

[Reply]


Cdrom.com Stuff
#632 Posted by Fingers [206.63.254.99], 06/03/2001 22:54 GMT
If you get really desperate, you can always upload stuff at fileplanet... :>

[Reply]


Texture Scaling On Slanted Surfaces
#633 Posted by metlslime [140.142.172.150], 07/03/2001 06:41 GMT
texturing the slanted side of a triangle with these dimentions yields this scale factor for the slant:

1:1 -- 0.71
1:2 -- 0.87
1:3 -- 0.94
1:4 -- 0.97

these are basically the only angles i use regularly, so that's all i have. but the formula is pretty simple:

S = ((sqr(A^2 * B^2))/B)^-1

where S is the scaling factor, A is the shorter side of the triangle, and B is the longer side. (sqr means square root)

however toady has a good point -- 0.75 would make it easier to actually *align* the damn things.

[Reply]


Doh
#634 Posted by metlslime [140.142.172.150], 07/03/2001 06:53 GMT
mistyped that -- 0.87 should be 0.89.

[Reply]


In Fact...
#635 Posted by metlslime [140.142.172.150], 07/03/2001 07:02 GMT
just did some calculations:

2.00 1.75 1.50 1.25 1.00 0.75 0.50 0.25
--------------------------------------------------------
1:1 1.41 1.23 1.06 0.88 0.71 0.53 0.35 0.18
1:2 1.79 1.57 1.34 1.12 0.89 0.67 0.45 0.22
1:3 1.90 1.66 1.42 1.19 0.95 0.71 0.47 0.24
1:4 1.94 1.70 1.46 1.21 0.97 0.73 0.49 0.24

[Reply]


:(
#636 Posted by metlslime [140.142.172.150], 07/03/2001 07:05 GMT
damn you qmap!!!!!!!!! DAAAAAAMN YOOOOOOUUUUUU!

0:1___2.00__1.75__1.50__1.25____1.00____0.75__0.50__0.25

1:1___1.41__1.23__1.06__0.88____0.71____0.53__0.35__0.18
1:2___1.79__1.57__1.34__1.12____0.89____0.67__0.45__0.22
1:3___1.90__1.66__1.42__1.19____0.95____0.71__0.47__0.24
1:4___1.94__1.70__1.46__1.21____0.97____0.73__0.49__0.24

[Reply]


WTF?
#637 Posted by Biff_Debris [205.188.192.33], 07/03/2001 10:11 GMT
Why don't we just agree eith 0.75, met? You're getting a bit keyed up over this.

[Reply]


Thanx!!!
#638 Posted by Dr.Shoe [134.147.64.12], 07/03/2001 10:33 GMT , Refers to Post #632
HiHo!!


My maps (bsdm1 and bsdm2) will be reviewed at
MULTIPLAYERQUAKE!!!

Thank you!!

So long;
Dr.Shoe

[Reply]


Ok...
#639 Posted by NotoriousRay [141.157.88.67], 07/03/2001 15:57 GMT
doing a map with some curves, i'm interested in these ratios, exactly what do the 1:2, 1:3, etc mean? could someone maybe show a pic or something?

/me confused

[Reply]


Curves
#640 Posted by GlassMan [195.184.253.80], 07/03/2001 16:33 GMT , Refers to Post #639
Have a look at this.
The ratios refer to the grid pattern the non-axial sides form.
eg. 2:1 is across 2, up 1
1:2 is across 1, up 2 etc.
This 12-sided circle is particularly good for keeping things on the grid at different scales. You can also turn that one slightly to give you 1:4, 3:3, 4:1 which has a pointy bit at the top rather than a flat bit.

[Reply]


Addendum
#641 Posted by GlassMan [195.184.253.80], 07/03/2001 16:39 GMT , Refers to Post #640
From trial & error, the texture rotation ratios on those curves are 27 & 63. Is their a formula that would give you that? Metlslime? Smile

[Reply]


NO!
#642 Posted by CZG [148.122.66.52], 07/03/2001 20:40 GMT
they are 26 and 64, at least as far as I have calculated figured 'em out...
tan-¹(X/Y) or whatever...

[Reply]


Ermm...
#643 Posted by NotoriousRay [141.157.88.67], 07/03/2001 21:07 GMT
i still dont' follow this too much. seems to be too much math being thrown around to decypher a clear way to get the rotation of a texture on a given angle. is there a clear formula some is leaving out?

[Reply]


Tan-schpan
#644 Posted by GlassMan [195.184.224.77], 07/03/2001 21:22 GMT
27 & 63 definitely looks right Smile

[Reply]


Well...
#645 Posted by CZG [148.122.66.52], 07/03/2001 21:25 GMT
so does 26 and 64.
The exact values are
26.5650511771
and
63.4349488229
or something in that manner...

[Reply]


.
#646 Posted by metlslime [140.142.169.190], 07/03/2001 23:27 GMT

Why don't we just agree with 0.75, met?

Why do we need to agree? use whatever value you want. I just posted a table of values to save everyone else some math. If you don't want to use them, don't.

As for the rotation values, i didn't have to calculate that, i just got them from CZG a while ago. But since you basically want one of the angles of a right triangle, i'd say arctan(X/Y) looks right.

[Reply]


Well
#647 Posted by Biff_Debris [205.188.192.24], 07/03/2001 23:28 GMT
How the tex is rotated (IMO) also is concerned with the texture itself, how it plays out on the surface, and any effects I might try to go for with its position. Now in the situation of the arches I had in that screenie from imp1sp2, this sort of thing would probably come into play (using a continuous pattern, and creating a flush appearance), but I'd probably just go with 0.72, and leave it at that.

[Reply]


Who The Fuck Cares About Calculations?
#648 Posted by than [194.82.103.78], 08/03/2001 15:52 GMT
It's easy to just rotate stuff using the little up arrow things in wcs texture view until it looks right. Then you just remember the number. Not hard.

-than

[Reply]


Because...
#649 Posted by NotoriousRay [141.157.92.82], 08/03/2001 18:06 GMT
the scaling is also a factor

[Reply]


I Agree
#650 Posted by kanaeda [207.67.87.176], 08/03/2001 18:20 GMT , Refers to Post #648
it really is somewhat of a case-by-case thing. values that might "look" right (and we all know that how it looks is what really counts) on one tex might look plain wrong with another tex.

on a side note, i've found that 63/27 tend to work with just about anything. either way, i've decided that particular angle is always going to produce slightly off texturing. it's unavoidable without floating-point precision.

[Reply]


Who Needs A Title Anyway
#651 Posted by zippie [213.17.88.43], 08/03/2001 21:14 GMT
thats why everyone should build everything solely out of curves :) ok and a few caulk brushes

[Reply]


Hmm
#652 Posted by GrindSpire [62.7.92.5], 08/03/2001 22:40 GMT
* GrindSpire points out the lack of curves in Quake 1/2 to zippie

Or game other than Quake III Arena for that matter

* GrindSpire wonders why he didn't just put Q3A

[Reply]


Texture Problems
#653 Posted by Iain [208.181.205.10], 09/03/2001 05:39 GMT
I had a chance to look at my map INVEIN today. I'm beginning to wonder what I was thinking. Is it just me, or do white textures pretty much suck? It is so much harder to create a scary atmosphere. I'm in need of ideas or comments here.
You've seen the screen-shots, tell me what you think. If you havn't, they are right here => INVEIN SCREENS

Thanks in advance,
Iain <b/>

[Reply]


Iain
#654 Posted by palldjon [203.29.11.38], 09/03/2001 06:25 GMT , Refers to Post #653
No, white textures don't suck. "Scariness" comes from a combination of lighting, atmosphere, gameplay and theme.

I once walked around the Big W electric generation plant before it was open...mostly white...very scary. Even though we had to show a hundred different types of clearance to get into the joint, I still expected all sorts of nasties to "come" upon me during the tour.

Go for it!

[Reply]


Iain
#655 Posted by GrindSpire [213.122.7.161], 09/03/2001 07:29 GMT , Refers to Post #653
Try mixing in some stuff from the decon.wad, add some greys and blueish things from that and it would look cool. I think your main problem atm is not the colour of the textures but the fact that you are only using the one texture.

[Reply]


zippie Is Still Working On A Title
#656 Posted by zippie [130.161.137.49], 09/03/2001 07:39 GMT
grindy: no need to align textures on any game but q3a, all non-q3a games look ugly anyways :)

/me hides under a rock

[Reply]


!
#657 Posted by Speedy [194.105.199.193], 09/03/2001 12:45 GMT
/me kicks zippie, unpacks him and repacks with rar

[Reply]


Man!
#658 Posted by Speedy [194.105.199.138], 09/03/2001 12:49 GMT
I`v made a really curvy spiral in q1!
Looks awesome and very smooth

[Reply]


Iain
#659 Posted by The Lieutenant [144.32.128.132], 09/03/2001 18:25 GMT
The top right screenshot looks great...

... Speedy - how many polys though?

[Reply]


Iain
#660 Posted by metlslime [140.142.169.179], 09/03/2001 22:48 GMT

I don't think there is anything wrong with your texture set. Two suggestions:

1) Download and play Anonca Base 3.

2) Use eerie ambient sounds -- these really help. The sunniest day in the cheeriest garden can be spooky with the right soundtrack.

Screens look interesting, by the way.

[Reply]


Thanks To All For The Help
#661 Posted by Iain [208.181.205.10], 10/03/2001 05:20 GMT
Grindspire,
Where can I find this, decon.wad ?

Metlslime,
Is Anonca Base 3, a level for Quake1 ? If so, I haven't been able to find it either.

The white textures will remain... with some adustments.

PERSONAL: I may be in the stone age, but I never did finish Q2 (too Tongue), and have yet to try Q3, although <grin> it looks pretty.

Iain <b/>

[Reply]


I Think...
#662 Posted by GrindSpire [213.122.225.2], 11/03/2001 00:40 GMT , Refers to Post #661
That it is on Frib's site:

http://www.planetquake.com/frib/

If not try http://deconstruct.terrafusion.com/

[Reply]


Hehe
#663 Posted by Biff_Debris [205.188.192.181], 11/03/2001 00:57 GMT , Refers to Post #660
I don't think there is anything wrong with your texture set.

Sounds like the beginning to The Outer Limits.

[Reply]


Iain...
#664 Posted by metlslime [140.142.168.8], 11/03/2001 06:33 GMT

link to anonca base 3 on my website. I'd post a direct link but i have to get offline.

[Reply]


A Not Quake Related Question
#665 Posted by Grahf [209.145.70.125], 12/03/2001 03:54 GMT
Can anybody who has mapped for Unreal tell me which in package all the trees, shrubbery, and leaves textures are? Not I Unreal1.u I hope, as UCC export can't handle that...

[Reply]


Aaaargh!
#666 Posted by palldjon@uni [131.172.4.45], 13/03/2001 02:50 GMT
I've implemented about 3/4 of the suggestions my betaA testers made for my Q1SP level. I'm using WC1.6. Thought I'd run a quick build to check mechanisms and hunt down any holes.

Set the build to "no light" and "fast vis". Build completed and WC called up Quake. Quake loaded, went looking for the map and crashed with the following:

Error: missing frame O for +1_fall.

Need help...must release level...

[Reply]


Hack Your Wad
#667 Posted by Speedy [213.221.48.61], 13/03/2001 05:18 GMT , Refers to Post #666
and see the animated textures there, the first frame for them MUST be +0, not +1;
so in animating textures sequense just rename one of them into +0_fall,
btw, congrats on post #666 ;)

[Reply]


Palldjon...
#668 Posted by XeNoN [194.207.214.2], 13/03/2001 13:07 GMT
& make sure ALL the frames of the animation are in the wad.

[Reply]


Pah...
#669 Posted by Scampie [205.243.60.13], 13/03/2001 17:21 GMT , Refers to Post #667
MY #666 post was better

http://www.qmap.org/qthread.php3?id=20000407155800&pos=665

<g0at>

[Reply]


Hehe
#670 Posted by Lunaran [205.188.195.38], 14/03/2001 03:54 GMT
Why does the phrase "hack your wad" sound really gross to me?

Moon

[Reply]


<-- No-one Ever Uses This Icon So I Will
#671 Posted by GrindSpire [213.122.164.18], 14/03/2001 07:45 GMT , Refers to Post #670
Cos you have a perverted mind =)

[Reply]


"Hack Your Wad"?
#672 Posted by Johnny Latex [152.163.204.189], 14/03/2001 10:04 GMT , Refers to Post #670
Actually, I used that tag line in several of my *ahem* -- productions. Tried to turn it into a song, too, but oddly enough I couldn't get a label deal...

[Reply]


Champions One And All...
#673 Posted by palldjon [203.29.11.38], 15/03/2001 01:40 GMT , Refers to Post #667
Thanx Speedy and XeNoN. Will implement your suggestions this weekend. Can't get near my comp till then due to rehearsals for the current stage production. Will let you know what hacking my wad produced.

On an associated note. Can either of you recommend a .wad management tool? Since I've hit the stack overflow limit in WC I'm in real need.

[Reply]


Yep Scampie...
#674 Posted by palldjon [203.29.11.38], 15/03/2001 01:42 GMT , Refers to Post #669
For a general thread, your #666 post was unbeatable.

[Reply]


Texture Wad Management?
#675 Posted by Biff_Debris [152.163.204.189], 15/03/2001 02:20 GMT , Refers to Post #673
TexMex -- no question.

[Reply]


I've Heard Of It...
#676 Posted by palldjon [203.29.11.38], 15/03/2001 02:35 GMT , Refers to Post #675
available at ???Smile

[Reply]


Texmex, Palldjon
#677 Posted by Fern [24.147.243.193], 15/03/2001 04:33 GMT , Refers to Post #676
www.planetwank.com/texmex

[Reply]


D'oh.
#678 Posted by Biff_Debris [152.163.195.183], 15/03/2001 04:42 GMT , Refers to Post #677
Good save, Fern. Sorry 'bout that, Palldjon.

[Reply]


OMG
#679 Posted by palldjon [203.29.11.38], 15/03/2001 04:59 GMT , Refers to Post #678
So, I'll find Texmex at PlanetWank and then I'll be able to hack my wad.

This is all getting a bit hard to swallow.

Thanks Fern, no big Biff.

[Reply]


YAY!
#680 Posted by GrindSpire [213.1.188.175], 15/03/2001 07:21 GMT , Refers to Post #679
That is now two threads with dodgy cum jokes =)

[Reply]


Maxx Aggression Beta
#681 Posted by Dlord8 [65.65.175.57], 15/03/2001 18:19 GMT
I wanted to get your opinions on the boiler room(slime filled area with the mh). Is it to loud, and in need of being toned down. PLease comment.

screen shot 1
screen shot 2
screen shot 3
screen shot 4

Thanks for the input

[Reply]


Dlord
#682 Posted by Biff_Debris [152.163.197.57], 15/03/2001 20:52 GMT , Refers to Post #681
You mean what's in the second screenie? Oh yeah, it's too busy -- like SalsaQuake! Those ceiling lights in the first shot are a bit too too, as well. A lot about lighting (and particularly colored lighting) is subtlety, so that when you do have something striking, it has more of an effect. Same goes for texture choices -- not too bland, but enough to provide a sense of place (yeah, I need to learn this one too).

The other shots look cool (nice architecture, especially), except for being a little bright.

[Reply]


Biff_Debris
#683 Posted by Dlord8 [65.65.175.57], 15/03/2001 21:13 GMT , Refers to Post #682
Thanks for the comments. I looked at the screens and the map isn't that bright on my dev quake install. That was done on my q3 play install. I'll change the brightness down a notch. I've added some trim in the hallways to offset that bland back and side walls. The boiler room is going to be reworked in the next couple of days.

I've been trying to get feedback on lighting. I think it's too dark, but the screenshots too bright. I want to be somewhere in between. Just want it to be medium for all users as possible with diff cards and settings.

Thanks again !

[Reply]


Lighting Suggestions
#684 Posted by kanaeda [207.67.87.176], 15/03/2001 22:13 GMT , Refers to Post #683
set your dev. machine to the defaul light settings. develop off of that. it's pretty much impossible to get it looking good on a real wide range of setups. i find that sticking to the defaults (what all the id maps were developed around) tends to produce the best results.

also, monitor settings can really throw you off. make sure that a black background in windows is really black on the monitor, not a faded gray color (brightness too high). white should be white, but not overly bright. something like a contrast of around 75-85% and a brightness around 50% should do nicely.

[Reply]


Brightness Monitor
#685 Posted by Dlord8 [24.167.9.139], 16/03/2001 00:02 GMT , Refers to Post #683
Yeah I found out my brightness was 1 tick above middle. That's why map was so bright. Got that fixed.

[Reply]


No Prob, Man.
#686 Posted by Biff_Debris [205.188.198.52], 16/03/2001 00:13 GMT , Refers to Post #683
Hope to see your map posted at LvL soon.

[Reply]


Dlord
#687 Posted by Grahf [209.145.71.8], 16/03/2001 00:25 GMT
In terms of lighting, the fourth screenshot looks the best. Dynamic swathes of shadows, separated by bright overhead lighting, does generally look good in game. You might want to turn down the green-ness in screenshot two, as it clashes with the red in the tech wall texture.

[Reply]


Need Help About Q2 Animated Textures
#688 Posted by Jaj [62.83.5.91], 16/03/2001 01:03 GMT
Well, i have a problem with the animated textures of Quake2.
I type "map blah" (where blah is the map with the animated texture) and then quake2 gets frozen, then you know... some famous key combinatios and my pc is reinitiating (and me irritating ;) ).
I put in a brush face the first texture frame, +0texname.... quake2 crashed!

Then i put to the rest of the brush faces another tex, BUT one tex from the same place where the animated one is, for example if +0tex is in e1u1, i chose another tex from e1u1 too, anyway quake2 crashed again...

I thought it could be because my worldcraft configuration makes it take the textures from the folder .../textures/e1u1 instead from the .pak directly.... well, i changed this in Wc, so it take the texes from pak0.pak.... but as always quake2 crashed miserably...

When i was about hanging me, i had one final idea, aha!, maybe if i compile the map without lighting and it works then is all caused by the light program....deceived of me.... quake2 .....

I need help, what is happening?, am i forgetting something (as usual in me)?.... i thought i knew how to put an animated texture in Q2, but ...

P.D: Oh! i proved these too:
- Made a brush with the same number of faces as the animated tex had Tongue
- Put the +1texname frame instead of +0texname (i was desperated)
None of them worked of course

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Huh...???
#689 Posted by palldjon [203.29.11.38], 16/03/2001 01:53 GMT , Refers to Post #680
Question

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Jaj
#690 Posted by Biff_Debris [152.163.204.193], 16/03/2001 03:00 GMT , Refers to Post #688
Are you using a id animated tex for q2, or have you created your own? I was wanting to run a testmap to see what you were talking about, but I'm not sure.

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Mapping Question
#691 Posted by sorrow [24.95.16.176], 16/03/2001 18:04 GMT
Um...for some reason I don't see the func_explosive in gtkradiant I need to create a wall that explodes when shot.

Thanks
sorrow[T7S]

Also I'm new to this but I have an idea for a mod, if a good programmer would like to hear about it, and has the time to commit. Feel free to e-mail me.

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Func_Explosion
#692 Posted by Dlord8 [65.65.175.57], 16/03/2001 18:14 GMT , Refers to Post #691
Doesn't exist anymore

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Ok...
#693 Posted by sorrow [24.95.16.176], 16/03/2001 18:18 GMT , Refers to Post #692
So what do I do then? I need to be able to make blocks that explode.

sorrow[T7S]

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Then..
#694 Posted by Fingers [206.63.254.99], 16/03/2001 18:22 GMT
..you switch to some other game than Q3 :P

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Seriously Now
#695 Posted by sorrow [24.95.16.176], 16/03/2001 18:24 GMT , Refers to Post #694
there must be a way, I can't believe id would have taken that out.

):

sorrow[T7S]

^---starts digging through his rolodex looking for Carmacks number.

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Nope
#696 Posted by kanaeda [207.67.87.176], 16/03/2001 18:29 GMT , Refers to Post #695
func_explosive was only good for one use, so it's somewhat pointless in a dm map. q3:a was a dm based game. all included entities are geared toward dm. all sp oriented entities were removed. no func_explosive... unless you want to start writing the code for it. sorry.

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Ok Then...
#697 Posted by sorrow [24.95.16.176], 16/03/2001 18:48 GMT

Do you know of any way to make a block go away? other then doors

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Sorrow
#698 Posted by Biff_Debris [152.163.204.211], 16/03/2001 22:43 GMT , Refers to Post #697
Mebbe q3 has a func_wall, then? You can make it disappear by using a "killtarget" key (giving the wall the name "wall", and using that name as the killtarget to make the wall disappear).

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Biff
#699 Posted by Jaj [62.175.104.196], 17/03/2001 00:26 GMT , Refers to Post #690
I'm using the original id textures

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Something 1337
#700 Posted by CZG [148.122.66.36], 17/03/2001 21:23 GMT
Just discovered a cool trick in Q1, I'm sure you all know of it:

Make an info_notnull.
Target it by something.
Give it a key "use".
Give the "use" key a value of something that is called in the .QC, IE barrel_explode, which calls up an explosion.
When info_notnull is triggered, (used in QC terms) it executes it's self.use, and thus can do a variety of entertaining things.
I tried calling a teleport particle flash too, but that didn't work out too well sadly.

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Woot
#701 Posted by CZG [148.122.66.36], 17/03/2001 22:05 GMT
Post 700!
Is that cool or what!

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HOLY Shit!!
#702 Posted by DeFrag [207.227.185.40], 17/03/2001 23:08 GMT
I just really can't believe I got post #702. Damn that really is the best thing thats ever happened to me!! My mom says good things shall come my way now. CREAM!!

I wish everyone could understand my enthusiasm. I think I'll crouch in the background of ALL these threads just lying in wait to pounce on even-multiples of 100, 333, or 1000.

Hey Peej, if we ever see a Millionth post, what do we win!? hehe

bluh (no offense CZ I still luv ya ;)

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Hmm, No Title
#703 Posted by Fern [172.167.172.4], 18/03/2001 00:46 GMT
When info_notnull is triggered i.e. when something targets it's targetname? (btw this is much better than shooting barrels with nails if it actually works :))

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Still Having Probs?
#704 Posted by Biff_Debris [205.188.198.27], 18/03/2001 01:38 GMT , Refers to Post #699
I loaded the e1u1 tex for WC, and made a test map using the animated comp10_1 texture -- and only included the "+0" frame in the map, and it ran fine. I dunno what to tell you...

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Neato
#705 Posted by Biff_Debris [205.188.198.27], 18/03/2001 01:39 GMT , Refers to Post #700
So we can trigger explosions and stuff? That'll be killer for sp maps.

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...
#706 Posted by GrindSpire [213.122.223.99], 18/03/2001 11:00 GMT , Refers to Post #701
No

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*Error* - "Ed_alloc: No Free Edits."
#707 Posted by XeNoN [212.126.135.141], 18/03/2001 12:33 GMT
Not really mapping related, but PLEASE can someone tell me how to increase the max no. of edicts in a Quake level! I tried playing on easy skill on several different Quake engines, but no can do; I get an error while playing hip1m3 (going up the mine shaft), and Quake crashes.

Please Can someone help?

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There Is Only One Solution:
#708 Posted by CZG [148.122.66.36], 18/03/2001 16:02 GMT
Get a new exe!
Yes, I'm sorry, but the only way to increase max_edicts is to use a new exe.

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Yeah...
#709 Posted by NotoriousRay [141.157.89.33], 18/03/2001 18:34 GMT
should have mentioned that to you guys....Smile

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Thanks...
#710 Posted by Jaj [62.83.27.205], 18/03/2001 19:48 GMT , Refers to Post #704
... sure i'm forgetting something, i'll keep on trying until it work :)

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Who Needs A Title Anyway
#711 Posted by Grahf [209.145.71.87], 18/03/2001 19:51 GMT , Refers to Post #707
I think that glquake has more edicts than winquake, which has more edicts than dosquake, so that *may* help.

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Well
#712 Posted by Biff_Debris [205.188.198.32], 18/03/2001 20:12 GMT , Refers to Post #710
I can mail you the map file if you want.

If you're using WC, after I initially had it extract the texture folders from the paks, I selected e1u1 from the "treed" list it always gives when selecting .wal files. When it askes if it should add the subdirectories as seperate groups, I just put "no", and have never had any probs.

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Unlit Models
#713 Posted by GlassMan [195.184.224.74], 18/03/2001 23:11 GMT
A quake monster or weapon spawning (either by 'falling' or teleporting) onto a func model appears to be unlit (at least in gl)..ie totally black. Is there a way round this or do I just need to avoid spawning monsters/weapons on lifts/trains/func_walls etc.?

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Re: Unlit Models
#714 Posted by CZG [148.122.66.36], 18/03/2001 23:37 GMT
Just make sure the next level of solid ground under the platform is properly lit.

Look! I used the lightbulb icon for a lighting question!

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Free Eddicts !
#715 Posted by Speedy [194.105.199.138], 19/03/2001 09:08 GMT
Now you can do alot of things !
1) Ask Tyrann to give you his proggie that removes static lights after compile
2) do that yourself mannually and recompile bsp -onlyents
3) you need qc patch that has some workarounds for this (like czg07stats by Radix - highly recommended for skill 2 for this map pack, get it at pq/sda); if you make map with modified qc do that yourself(or ask some coder)

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Re: Free Eddicts !
#716 Posted by Tyrann [203.56.239.200], 19/03/2001 14:39 GMT , Refers to Post #715
1) Ask Tyrann to give you his proggie that removes static lights after compile

It's not quite that simple, it only helps in some cases. Only lights with targetnames count as edicts. The trick is that if you have multiple lights with the same targetname, then you can remove all but one of them once the lighting is done. You still need one so that the light style can be targeted.

It just happens that there is a map in OUM with around 300 lights that have the same targetname, so it's bloody essential for that map to even run =).

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Neh Saved My Life...
#717 Posted by XeNoN [195.8.75.187], 19/03/2001 18:09 GMT
GLquake buggered it up in the first place, and TomazQuake wouldn't even run the map. Then I remembered Nehahra.exe. which worked fine.

But surely ritual would have noticed that before releasing a commercial product?! Anyone else have the same problem?

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Who Needs A Title Anyway
#718 Posted by Fern [141.222.155.64], 19/03/2001 23:08 GMT
But surely ritual would have noticed that before releasing a commercial product?! Anyone else have the same problem?

Er, it runs fine for me using dos quake on skill 3. demos recorded on it don't play back though.

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BTW. Hehehe
#719 Posted by Fern [141.222.155.64], 19/03/2001 23:09 GMT
Some of the hipnotic maps also have grey flashes and disappearing brush models due to high r_speeds. It was kinda funny when I discovered that :)

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Biff
#720 Posted by Jaj [62.83.149.206], 20/03/2001 01:30 GMT , Refers to Post #712
Mail me your .map to see if i'm forgetting something, i don't think so but....
I've tried it again doing what you've commented.. and crashed again, then i deleted all e1u*, extracted again from the paks, and selected e1u1 putting "no" to that question, but i didn't work.
I have qbsp3, qvis3 and qrad3 into the folder ...worldcraft\q2tools\, i've compiled manually with the qbsp3 into the ...baseq2\maps\ folder but it didn't work.
If your .map doesn't reveal to me that i'm doing something wrong, well... i'll reinstall quake2 again and maybe worldcraft.
One last detail, i make some cinematics by me Yay!, and put them instead the original ones, i did this to save some disk space, hehe, i think this may not affect to making maps with animated textures, but.. perhaps i'm wrong...

Thanks for all man! Smile

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HELP!
#721 Posted by NotoriousRay [141.157.91.245], 20/03/2001 20:34 GMT
i compiled my q1 sp map today, and when i try to run it i get the error ALLOCBLOCK: FULL or something to that effect. it happens ONLY when i try to load my bsp (nothing to do with the modified qc, glquake, etc), i run glquake @ 1024x768, usually heapsize at 32megs

also, i get 2 degenerate plane errors when qbsping this sucker, anyway to track these/get rid of em? any chance they're whats causing the crash?

/me tries compiling again

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ALLOCBLOCK:FULL