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  • #31
    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.
    Scout's Journey
    Rune of Earth Magic

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    • #32
      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?
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      • #33
        bump
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        • #34
          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).
          Scout's Journey
          Rune of Earth Magic

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          • #35
            it rendered textured in game for you?
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            • #36
              No, there was no .bsp included. Can't load a .map into the game.
              Scout's Journey
              Rune of Earth Magic

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              • #37
                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, 11:37 AM.
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                • #38
                  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.
                  http://www.nextgenquake.com

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                  • #39
                    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, 03:33 PM.
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                    • #40
                      It is working again after limiting to one wad.I even recovered the previous map.
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                      • #41
                        semi-colon, not comma. You separate the wads with a semi-colon.

                        from hmap2-read me.txt
                        Multiple wad support - example: "wad" "wizard.wad;base.wad"
                        http://www.nextgenquake.com

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                        • #42
                          Yeah, like I said, it was the wad path in worldspawn. Both the editor and the compiler must be able to read that path. When in doubt, combine your wads (wally).
                          Scout's Journey
                          Rune of Earth Magic

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                          • #43
                            Oh Thanks I will get back to work on this,do I need to make a wad for my own custom textures as well? Here is a peek of the oracle at delphi map I have in mind.
                            Last edited by bluntz; 09-11-2012, 11:12 PM.
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                            • #44
                              Yes, your custom textures need to go into a wad file. You can accomplish this with Wally. It lets you auto-import and auto-convert textures into wad files.

                              If you need explanation on how this works, ask.
                              Scout's Journey
                              Rune of Earth Magic

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                              • #45
                                Have you ever heard of this one?
                                Deutex - it is in the repos
                                It compiles fine ,I just do not know if the wad files it handles are Q1 or not?
                                Last edited by bluntz; 09-11-2012, 10:44 AM.
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