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Quakeworld Crackhouse.

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  • Quakeworld Crackhouse.

    Based on CS:S Crackhouse

    [ame=http://www.youtube.com/watch?v=ihj_a1AdBmE]CS:S crackhouse - YouTube[/ame]



    Would be a deathmatch and teambased map for TF.
    I am like a stray dog, lost in between what I do and what I should do.
    But sometimes, all you need is Imagination.


  • #2
    CRACKHOUSE!

    I spent days on a crackhouse server with my friends
    twitch
    wew lad

    Comment


    • #3
      NICE!

      Crackhouse is one of my favorite maps of all time. I have a server and that's the only map on it. I raged and got it after I realized I'm banned from every respectable server on CS:S that runs crackhouse.

      Angry noobs with admin privileges annoy me to no end.
      www.youtube.com/user/KillPixel

      Comment


      • #4
        Now i got a problem, whenever i compile the map with compiling GUI i get this


        ---- qbsp / TyrUtils v0.15 ----
        Input file: QWCTF.map
        Output file: QWCTF.bsp

        ---- LoadMapFile ----
        *** WARNING 05: No info_player_start entity in level
        *** WARNING 06: No info_player_deathmatch entities in level
        682 faces
        113 brushes
        17 entities
        26 unique texnames
        115 texinfo

        Opened WAD: ..\..\Program Files\Quake\WADS\Crackhouse_test.wad
        Opened WAD: ..\..\Program Files\Quake\WADS\Hipnotic.wad
        Processing hull 0...
        ---- Brush_LoadEntity ----
        100 brushes
        ---- CSGFaces ----
        604 brushfaces
        1070 csgfaces
        781 mergedfaces
        ---- SolidBSP ----
        1691 split nodes
        552 solid leafs
        950 empty leafs
        190 water leafs
        5232 leaffaces
        5081 nodefaces
        ---- Portalize ----
        1140 vis leafs
        1140 vis clusters
        2963 vis portals
        ---- FillOutside ----
        551 outleafs
        ---- MergeAll ----
        659 mergefaces
        ---- SolidBSP ----
        316 split nodes
        136 solid leafs
        146 empty leafs
        35 water leafs
        2692 leaffaces
        2337 nodefaces
        ---- Portalize ----
        181 vis leafs
        181 vis clusters
        537 vis portals
        ---- Tjunc ----
        1802 world edges
        7897 edge points
        3078 edges added by tjunctions
        0 faces added by tjunctions
        ---- MakeFaceEdges ----
        ---- GrowRegions ----
        Processing hull 1...
        Processing hull 2...
        *** WARNING 16: Texture wood1_7 not found
        *** WARNING 16: Texture city2_1 not found
        *** WARNING 16: Texture crate0_side not found
        *** WARNING 16: Texture crate1_top not found
        *** WARNING 16: Texture crate1_side not found
        *** WARNING 16: Texture azwall3_2 not found
        *** WARNING 16: Texture clip not found
        *** WARNING 16: Texture sky4 not found
        *** WARNING 16: Texture city4_5 not found
        *** WARNING 16: Texture city2_5 not found
        *** WARNING 16: Texture city3_2 not found
        *** WARNING 16: Texture city2_2 not found
        *** WARNING 16: Texture *water2 not found
        *** WARNING 16: Texture wceiling5 not found
        *** WARNING 16: Texture stone1_3 not found
        *** WARNING 16: Texture trigger not found
        ---- WriteBSPFile ----
        604 planes 12080
        3604 vertexes 43248
        328 nodes 7872
        115 texinfo 4600
        2353 faces 47060
        1509 clipnodes 12072
        194 leafs 5432
        2708 marksurfaces 5416
        12486 surfedges 49944
        6252 edges 25008
        26 textures 65788
        lightdata 0
        visdata 0
        entdata 1887

        1.674 seconds elapsed
        Peak memory usage: 13149778 (12.5M)
        I am like a stray dog, lost in between what I do and what I should do.
        But sometimes, all you need is Imagination.

        Comment


        • #5
          *** WARNING 05: No info_player_start entity in level
          *** WARNING 06: No info_player_deathmatch entities in level
          Drop some player starts in the map.

          *** WARNING 16: Texture wood1_7 not found
          *** WARNING 16: Texture city2_1 not found
          *** WARNING 16: Texture crate0_side not found
          *** WARNING 16: Texture crate1_top not found
          *** WARNING 16: Texture crate1_side not found
          *** WARNING 16: Texture azwall3_2 not found
          *** WARNING 16: Texture clip not found
          *** WARNING 16: Texture sky4 not found
          *** WARNING 16: Texture city4_5 not found
          *** WARNING 16: Texture city2_5 not found
          *** WARNING 16: Texture city3_2 not found
          *** WARNING 16: Texture city2_2 not found
          *** WARNING 16: Texture *water2 not found
          *** WARNING 16: Texture wceiling5 not found
          *** WARNING 16: Texture stone1_3 not found
          *** WARNING 16: Texture trigger not found
          Not sure why it's not seeing the textures. Maybe put all the textures into one wad and see if that works.
          www.youtube.com/user/KillPixel

          Comment


          • #6
            And here's another question, am i able to use actual ladders?
            I am like a stray dog, lost in between what I do and what I should do.
            But sometimes, all you need is Imagination.

            Comment


            • #7
              Not in vanilla quake. You can make a very shallow stair case of clip brushes that you can put over a ladder mesh or brushes.

              I'm sure there is a custom entitiy that allows you to do a proper ladder, but I don't what it is. There are others on this forum that know much more about this stuff than I do.
              www.youtube.com/user/KillPixel

              Comment


              • #8
                http://user.tninet.se/~xir870k/tooltips.txt

                may help
                http://www.nextgenquake.com

                Comment


                • #9
                  And here's another question, am i able to use actual ladders?
                  I once made ladders using a trigger_push (wind) trigger. It worked surprisingly well, and even monsters were able to use it. Make your ladder geometry and encase it in a push trigger that has a low setting (like 20 or so). The player will climb the ladder at a believable speed (not insanely fast like in maps that use noclip brushes for ladders) and he can also back off the ladder mid-climb by backpedaling, provided the push trigger brush isn't too thick.

                  The two downsides are that the player will climb whether or not the forward button is pressed while touching the ladder (not a big deal, the intention is to go up anyway), and the other downside is the wind noise generated from touching the push trigger. But I still like this method better than the noclip brushes if the goal is to not do any modding.
                  'Replacement Player Models' Project

                  Comment


                  • #10
                    Originally posted by Shambler234 View Post
                    And here's another question, am i able to use actual ladders?
                    When you browse to inside3d and type 'ladder' into the search field (top right), you will find all existing ladder mods for Quake. Together with nice details/descriptions.
                    There seems to be around 4 or 5 approaches for ladders. They depend on the used engine (some engine extensions introduce issues with some ladder codes). But there are even detailes explanations on how to bypass them.
                    You will also find the sources for ladders (except Quoth ladder ).

                    Have fun digging through the threads

                    Comment


                    • #11
                      UPDATE: I've made the house, but the inside looks like this, wut do?



                      Also note this is for the TF mod for mega TF which i plan on porting just for regular quake as soon as this is done.
                      I am like a stray dog, lost in between what I do and what I should do.
                      But sometimes, all you need is Imagination.

                      Comment


                      • #12
                        Looks to me like you're still missing texture information. What editor are you using and what compilers?
                        'Replacement Player Models' Project

                        Comment


                        • #13
                          Originally posted by Dutch View Post
                          Looks to me like you're still missing texture information. What editor are you using and what compilers?
                          Actually that was my texture, sorry for the lack of info.

                          The game was using the texture as a fullbright.
                          I am like a stray dog, lost in between what I do and what I should do.
                          But sometimes, all you need is Imagination.

                          Comment


                          • #14
                            So the problem is everything is lit as fullbrights (no shadows whatsoever)? Seeing as the player's hand/shotgun are fullbright as well, my next guess would be that you aren't compiling any light into the bsp.
                            'Replacement Player Models' Project

                            Comment


                            • #15
                              check your pallete? values greater than 224 are fullbright in quake.
                              maybe tweak the textures
                              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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