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Setting up and using Radiant

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  • bluntz
    replied
    It is working again after limiting to one wad.I even recovered the previous map.

    Leave a comment:


  • bluntz
    replied
    Thanks, the textures wads are not separating with the comma, I spose it's
    something else for nix.I will just stick to one wad for now.I also have had no luck importing a terrain from blender with the map scr.I am now doing the sanity check with a floor set to worldspawn addressed to the wad with a player start ,1 light and a box shell over all of it with grid set to 8.
    Last edited by bluntz; 08-27-2012, 04:33 PM.

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  • MadGypsy
    replied
    I'm pretty sure the size of the grid doesn't have anything to do with anything.

    lets approach this differently.

    What compiler are you using?

    if not hmap2 - is your map leaky?

    are you using textures straight from a wad?

    if not, are the external textures named properly and in a compatible format?

    What engine are you using?

    Some builds of darkplaces will drive you nuts.

    Personally, I use windows xp. Most of the problems you have encountered, I have not. This tells me that linux is probably your problem or at the least NET radiant on Linux. Have you tried GTK Radiant?

    Have you run a simple test of making just a box with the texture in question and trying to get it to work on the box? What I mean by "box" is 1 definitely not leaky room with no entities (not even a light). If this simple test works, then you know it's not the texture and you can begin to look elsewhere to isolate the problem.

    I come to this thread often to see what issues you are having and what GB says to do. As always i want to help, but your issues appear to be OS related. I didn't want to keep coming here with no solutions though, so I posted all of the above in an attempt to help you troubleshoot.

    Leave a comment:


  • bluntz
    replied
    Weird how it loads the textures in the editor and the paths are correct.
    Guess I gotta dump it and start over.PNG is broken in some things on libpng1.2 perhaps this is the problem or my changing grid size I don't know but it worked fine for 1/2 the build.It wont even load your tut textures now.

    here is the errors from compiler:
    unable to open wad "/home/bluntz/quake/id1/id.wad,quake.wad"
    Could not find wad "/home/bluntz/quake/id1/id.wad,quake.wad" using -wadpath options or in the same directory as the map or it's parent directory, so there!
    miptex used: city1_4 (NOT FOUND)
    miptex used: city6_8 (NOT FOUND)
    miptex used: ground1_1 (NOT FOUND)
    miptex used: grave03_4 (NOT FOUND)
    miptex used: common/caulk (NOT FOUND)
    miptex used: door02_1 (NOT FOUND)
    miptex used: tech04_4 (NOT FOUND)
    miptex used: window02_1 (NOT FOUND)
    Perhaps I am not listing the 2 wads correctly?
    Last edited by bluntz; 08-27-2012, 12:37 PM.

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  • golden_boy
    replied
    No, there was no .bsp included. Can't load a .map into the game.

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  • bluntz
    replied
    it rendered textured in game for you?

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  • golden_boy
    replied
    I loaded it up, and your wad path is probably wrong. The compiler output should show what wads it tries to load.

    Try using the full path for all wads in there. Alternatively, use Wally to merge your wads into one (it has a wizard for that IIRC).

    Leave a comment:


  • bluntz
    replied
    bump

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  • bluntz
    replied
    I am not getting some textures loading in the game.I had changed the gridsize to try to sync it but don't know if this is what is wrong?
    Attached Files

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  • golden_boy
    replied
    You can open a map, select what you want, and do "copy" (ctrl-c).

    Then you open the other map and do "paste" (ctrl-v). You can also do paste to camera. Experiment. Be aware that you should keep everything aligned to the grid! You can do that by selecting stuff and pressing Ctrl-G.

    If something doesn't go well, press Ctrl-Z to undo, choose a smaller grid and try snapping again. The smallest useable grid size in Q1 is 1 unit.

    Another method to do terrain is Entar's Canyon Terrain generator. It can output to .map.

    Blender does have a .map exporter somewhere, but you must make sure the imported terrain gets snapped to the grid. The grid is the law.

    Leave a comment:


  • bluntz
    replied
    Thank you,
    Can I import .map into a map?If so perhaps I can use terrain generated from blender with low poly hieghtmaps?
    Last edited by bluntz; 08-16-2012, 03:30 PM.

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  • golden_boy
    replied
    You need to run the qbsp, vis and light stages one after another.

    hmap2 contains these already; you must give -vis and -light parameters to it, though, so you (or the build script) basically run(s) hmap2 three times.

    Once you got that working, you can look into Jardrup's compilers sometime, too.

    You can use -vis -fast to "fastvis" your map - this will reduce compile time but cost performance. I believe those light tools also support multithreading, you should read the documentation and see what it says. You can also run hmap2, hmap2 -vis and hmap2 -light without any further parameters in a terminal to get a list of options.

    Leave a comment:


  • bluntz
    replied
    Downloaded the hmap2 source and compiled it and tested it works
    Built the map and ran the bsp.As the map seemed to be lit I am wondering do I need to find the vis and light compilers also?
    Last edited by bluntz; 08-16-2012, 02:58 PM.

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  • MadGypsy
    replied
    you need his compile files and my xml stuff. Funny thing is - I used gbs tut to set up my windows version and then just used my brain and some trial and error to figure out the rest.

    Net Radiant does not come with Q1 compilers

    Leave a comment:


  • golden_boy
    replied
    The compiler makes a .map file into a .bsp file.

    I suggest clicking on "hqbsp, vis, light" and seeing what happens.

    Leave a comment:

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