Author Topic: Map makers/editors?  (Read 18379 times)

Offline ReCycled

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Re: Map makers/editors?
« Reply #30 on: May 01, 2007, 07:23:27 AM »
Hey Pan/Whirl....the problem I'm having isn't leakage in these maps but missing values in whatever component have a lighting value built into it. All the lights are there (so they don't render as fullbright) and I have fully compliled them all, but the radiant light from the walls or objects is missing. I'll post a screenshot of what I mean when I have a chance. Its possible my editor has some flaws in it because it also has a problem with ladder attributes (they don't work). I've been using an editor called QED and don't want to learn a new one.
 :bigshades:
« Last Edit: May 01, 2007, 07:26:31 AM by ReCycled »
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Offline PANTONE 7717C

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Re: Map makers/editors?
« Reply #31 on: May 01, 2007, 03:27:06 PM »
Hi:) Okay that clears it up a bit, although somehow I still think it has to do with a leak or some other error that interrupts the compile. :eek:

from arghrad's readme: Lighting Unvised Maps
---------------------
ArghRad will now calculate the lighting from all direct lights in
unvised maps.  This includes maps that leak.  It essentially does a
-bounce 0 without the help of the vis data.  Note that this often
takes much longer to calculate.


I'm not familiar with QED but do you have to use .bat files for compiling or does it let you compile from within the editor? Quark's compile system is very easy to use but I know that with QERadiant and some other editors you have to use a batch file with commandline parameters. For instance in the ArghRad command line I've added the -bounce parameter to change the amount of light bounces, defaults to 8. Maybe it's only a matter of adding that parameter(?)

eg.:  E:\Games\Quake2\tmpQER\maps\arghrad -bounce 8 themap.bsp

--
Ladders. This is how it's done in quark and radiant: -use the clip texture on the brush that will cover the ladder. Normally the clip texture has its surface flags set to nodraw, monsterclip and playerclip. Select the entire brush and open the surface properties, then check the "ladder" box.

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Offline ReCycled

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Re: Map makers/editors?
« Reply #32 on: May 05, 2007, 11:39:30 AM »
Thanks for all the info, Pan. My editor is just weird. When I de-compile an existing bsp, it treats EVERY texture as solid. Water is solid, clip brushes are solid, hint brushes are solid, ladders don't work, lava is solid etc etc. It seems to drop all the attributes attached to each brush. I can still work around these things and correct them but its just extra work. I tried arghrad.exe but it won't work - it just halts. Guess I'll have to stick to creating maps from scratch rather than modifying existing ones. Too bad because I really wanted to do a very careful revision of Edge to add some tweaks to change the nature of the map slightly. I de-compiled the bsp but the lighting won't compile even though I surrounded it with a box to prevent leaks. No other map gives me this much grief. Also I seemed to have less problems with this editor when I ran Win98. I use WinXP now and oddites show up every now and then.

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Offline Whirlingdervish

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Re: Map makers/editors?
« Reply #33 on: May 05, 2007, 12:15:05 PM »
well, If you've got time to learn a new editor, you can probably circumvent your problem.

QuArK seems to be capable of "decompiling" maps from bsps without much effort.
It also has a lot of handy tools that help me make curves and such.
My favorite part is the build console, that allows you to run the build utilities (qbsp,qvis,arghrad) from within the editor, using certain preset types of build for different stages of making a map.. (fullbright compile and fast-vis/rad)

Radiant is better, I've heard, but not for nubs. (thats why I dont use it! :P)

If you want to download the most stable build of QuArK (the one I use is 6.5 alpha 8 ) you can do so on the links section of my website:
http://dervish.tastyspleen.net/links.html

(just scroll down to the links at the bottom of the page)

I've also got a link to a handy little setup walkthrough for it so you don't have to reinvent the wheel trying to figure out how to get your build utilities set up and how to make a brush..

in case you need it, Ive got a link to wally there too, the bsp/vis/rad package that I use, and a shortcut to Nem's terrain editor(by far the best terrain editor I've seen for q2)



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Offline PANTONE 7717C

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Re: Map makers/editors?
« Reply #34 on: May 05, 2007, 02:46:54 PM »
Agreed, Quark is the most forgiving editor when it comes to handling off-grid brushes and broken polygons. If Quark cannot open your map then it's save to say that the file is Fubar.
I've decompiled dm1 before and basicly fixed all small errors, like cracks, missing clips and other oddities. They now run that version on the MK servers as mkdm1. I still have the previous saves including one that is more or less the original version of dm1.
The actual decompiled map file is useless to start with (it's a bugville), so this fixed mapfile will save you quite some time. I'd say check your email ;)
This version is edited and saved in QERadiant as a raw .map file because Quark writes comments and floating-point coords which will crash other editors. Let me know if your editor can read the file.
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Re: Map makers/editors?
« Reply #35 on: October 08, 2007, 07:20:46 AM »
                                 :oksign:

Im using Deathmatch Maker II to make my maps. Easy to use and learn but not free to download. I have a link with Dmm II uploaded on Rapidshare if u are interested /// Razor>ES<
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Offline beanstorm

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Re: Map makers/editors?
« Reply #36 on: June 29, 2008, 04:47:21 PM »
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Re: Map makers/editors?
« Reply #37 on: June 29, 2008, 04:49:51 PM »
You can find Worldcraft here http://vptables.googlepages.com/megamanstuff

OMFG, another dead thread u opened.

Btw, my editor pwn that one.

Check my webspace.

 ;D
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Re: Map makers/editors?
« Reply #38 on: June 29, 2008, 05:34:41 PM »
You can find Worldcraft here http://vptables.googlepages.com/megamanstuff

OMFG, another dead thread u opened.

Btw, my editor pwn that one.

Check my webspace.

 ;D

It works for me! :-*

 ;D
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Re: Map makers/editors?
« Reply #39 on: June 29, 2008, 05:37:21 PM »
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Offline beanstorm

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Re: Map makers/editors?
« Reply #40 on: June 29, 2008, 07:47:55 PM »
 :frustration:
Just trying to help. Guess menstruation is a powerfull thing.
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Re: Map makers/editors?
« Reply #41 on: June 30, 2008, 06:48:25 AM »
:frustration:
Just trying to help. Guess menstruation is a powerfull thing.

What, r u a woman?

 :lolsign:
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Offline PANTONE 7717C

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Re: Map makers/editors?
« Reply #42 on: June 30, 2008, 08:35:44 AM »
(Haha there's no such thing as a better editor, it's only a matter of preference and experience.)

Thanks for the link Beanstorm, I use Qeradiant/quark for editing but Worldcraft is a very solid editor.

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Offline beanstorm

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Re: Map makers/editors?
« Reply #43 on: June 30, 2008, 10:54:03 AM »
Worldcraft is all I ever used so I can`t compare Panj. I also use Milkshape for modelling when most ppl use 3dMax or maya. It`s one of those 'If it aint broke' situations.

Oh yeh!  The last time I looked I was fairly sure what gender I was.

 :purpleshock:
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Offline m0n0LiTh0

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Re: Map makers/editors?
« Reply #44 on: June 30, 2008, 07:23:56 PM »
Worldcraft is all I ever used so I can`t compare Panj. I also use Milkshape for modelling when most ppl use 3dMax or maya. It`s one of those 'If it aint broke' situations.

Oh yeh!  The last time I looked I was fairly sure what gender I was.

 :purpleshock:

I remember BeanStorm maps from back in the day. :headbang:   .... Hello BeanStorm  ;D
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