Minor questions

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Tue May 08, 2007 4:07 am

  • Some GTKRadiant questions :roll: . 1) How does one go about adding custom textures to Radiant? I've garnered that it's got something to do with changing the shaderlist.txt in baseq3 (maybe?), but doing that didnt work.
    2) Very noob question- I am ashamed :cry: . How does one make Nexuiz play a map in a .pk3, that is in the Nexuiz/data directory? Haven't tried to do it before. :oops:

    Thanks. :)
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    torus
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Tue May 08, 2007 4:43 am

  • Program for compilation *pk3 files- PakScape :wink:
    *.pk3 structure:
    file.pk3
    -(folder) maps
    ----map.bsp
    ----map.jpg
    ----map.cfg
    ----dm(tdm, ctf, arena...)_map.mapcfg
    -(folder)sound
    ----(folder)cdtracks
    -(folder)textures
    -(folder)scripts
    I speak English a little, but i can't write well in English. :mrgreen:
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    Z (Rus)
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Tue May 08, 2007 8:32 am

  • torus wrote:2) Very noob question- I am ashamed :cry: . How does one make Nexuiz play a map in a .pk3, that is in the Nexuiz/data directory? Haven't tried to do it before. :oops:

    Read Nexuiz/Docs/mapping.txt, that will hopefully answer all your questions ;)

    Z (Rus) wrote:Program for compilation *pk3 files- PakScape :wink:

    Well, pk3s are just renamed zip files, so any zip program will do. :)
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    KadaverJack
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Tue May 08, 2007 8:53 am

  • Well, pk3s are just renamed zip files, so any zip program will do.

    I know this, but sometimes zip programs not work(lags or virus)
    I speak English a little, but i can't write well in English. :mrgreen:
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    Z (Rus)
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Tue May 08, 2007 10:54 am

  • Z (Rus) wrote:I know this, but sometimes zip programs not work(lags or virus)

    Uhm.. maybe you should change your zip program if it gives you lag or viruses! Or better do click all those link on pron sites :P
    But to be honest i have no idea what you mean.. how should a zip program give you lag? :)
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    esteel
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Tue May 08, 2007 12:00 pm

  • ... and since pk3's are zip files you are using a zip app anyways, even if it calls itself something else.

    torus: shaderlist.txt in baseq3 (are you using q3 ..?) is a list of shaders (not textures) that the map compilter needs to be aware off. Thinks like skyboxes and light emitting shaders. to add a texture to nexuiz, simply add it to a new (or make a mess and put it an an exsising ;) folder inside data(baseq3 if yer using q3)/textures/ and then id shoud just work, and show up in raidant texture menu.

    Playing a map in a pk3 ios no diffrent from an unpacked file. To show up in the menu yu need yer map to have .mapcfs and .txt's for its modes (see nexuiz/docs/mapping.txt) To run it w/o this you need to execute a "map youmapname" in the console.
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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Tue May 08, 2007 3:43 pm

  • tZork wrote:... and since pk3's are zip files you are using a zip app anyways, even if it calls itself something else.

    torus: shaderlist.txt in baseq3 (are you using q3 ..?) is a list of shaders (not textures) that the map compilter needs to be aware off. Thinks like skyboxes and light emitting shaders. to add a texture to nexuiz, simply add it to a new (or make a mess and put it an an exsising ;) folder inside data(baseq3 if yer using q3)/textures/ and then id shoud just work, and show up in raidant texture menu.

    Playing a map in a pk3 ios no diffrent from an unpacked file. To show up in the menu yu need yer map to have .mapcfs and .txt's for its modes (see nexuiz/docs/mapping.txt) To run it w/o this you need to execute a "map youmapname" in the console.


    You're the man. Thanks. :D
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    torus
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Sat May 12, 2007 9:34 pm

  • Some other stuff: :roll: What causes an entity to "leak," when compiling? And what may be done to prevent this?

    Also, when I compiled my map the first time (BSP:meta), to check proportions, it worked (aka, didnt leak), but some of the wall faces were wonky/not there, although solid. Is this due to the kind of compile, or something I did?

    And one last- I don't understand the whole sky thing. If I am building a space map, for example, I make a hollow box around the whole thing made out of caulk, texture the inside faces with a sky texture, and call it a day? On my BSP:meta compile, 4 out of the 6 faces of the inside of this box appeared as solid white. WHats up with that? :x :)
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    torus
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Sat May 12, 2007 9:51 pm

  • Leak is, when you don't cover a little hole with structure brush. Planes and curves (patches) are NOT structural. Also note, that you might actually turned a part of the structure hull into detail or made an entity about it.
    Skies are special shaders, look at the nexuiz shaders or mines for an example. The engine sortf out the images from the shader for the sky, not you! The image in the editor can be different from what you see ingame like that. So I can figure two things:
    a: you haven't provided all the textures in the directory for the shader
    b: the most common thing, you forgot to place your shader in shaderlist.txt :P That often happens to me too. This way the compiler ignores that shader completely, so the sky won't show up at all.
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Sat May 12, 2007 9:59 pm

  • leaks,
    Imagine your map as something floating in space, literally. The "inside" of your map needs to be completely sealed off from this vacuum (often referred to as "the gray void") If this void can reach any entity (spawns, lights, guns etc) at any point you get a leak. And remember that detail brushes, models and paches canNOT be used to seal the map. And yes, wrapping a skybox around the map is enough to make it un-leaked.

    White skybox:
    Sounds like you used a skybox not in nexuiz, not supported or in some otehr way broken. and remeber it need to be listed in data/scripts/shaderlist.txt (the shader file contaning the skybox taht is)
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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    tZork
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Sat May 12, 2007 10:25 pm

  • So, my skybox must have a gap or something? Hmmm. Then where is this red line pointing to?

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    Image

    Thanks for all your help guys, I really appriciate it. :D
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    torus
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Sat May 12, 2007 11:03 pm

  • The red line should go straight from the leaking entity to the hole where where the leak is :P
    What I can see from these shot's is, that you haven't got any skybox around your map.
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Sun May 13, 2007 3:06 am

  • I did infact have a skybox, but it turned out that it had a veeery small hole. huh. I just made a new one. The sky shader has also been resolved, thanks.

    Two (last?) things: does anyone have an idea as to what is causing this behavior? Whenever I compile, the right wall of the red base has a triangular transparent section on it, that I cannot get rid of. It does not show up in the editor afaict. The "hole" block movement and projectiles however.
    :?

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    Also, why do the brushes I have defined as ladder entites become invisible when I compile? The ladder is functional, that is, I can move up it, but they are ne'er to be seen:

    Image

    Thanks!

    After I get that fixed, all that needs to be done is get some jumppads and teleporters going. Yeehaw! :D I probably should have started with a map with less complicated brushwork, but so it goes. :roll:
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Sun May 13, 2007 10:54 am

Sun May 13, 2007 11:12 pm

  • Interesting. Anyone know about the other problem? :)
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    torus
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Mon May 14, 2007 5:56 am

  • You either have a duplicate brush - then delete one of them - or found yet another q3map2 bug - then good luck, you then need to somehow change geometry (like, split the brush into two using the clipper tool, or create a func_group of it).
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Mon May 14, 2007 8:49 am

  • Or even better, but the map it's textures up here, so the more experienced mappers can have a look at into the problem..
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Mon May 14, 2007 9:58 am

  • esteel wrote:I'm not a mapper but i think i read several times that you need two entities for a ladder.. one invisible one that is can be climped and one visible one that LOOKS like a ladder..


    True. You make one brush that has the ladder texture, then you create another one in front of it, preferably really thin. This one has the ladder function texture and that way it will be used as a ladder. I had the same trouble on RTCW: ET.
    Can't touch this...
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    Baal Garnaal
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Mon May 14, 2007 1:53 pm

  • Try the bobtoolz brush cleanup tool. I've had the same problem before, and it often happens from vertex editing of brushes.
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    Revenant
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Tue May 15, 2007 6:56 pm

  • Tried that, and it didn't work. But, it went away when I moved the edge of the wall about 4 units over (imperceptible in game), so all is Ok. Thnks though.
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    torus
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Tue May 15, 2007 6:59 pm

  • No, that's not ok. I can feel this map is the same mess as Greatwall was when I looked it into the first time. Overlapping brushes are NEVER ok.
    Like I said, post the map source here, so we can look into it, and can give you suggestions how to correct these mistakes.
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Tue May 15, 2007 7:03 pm

  • They aren't overlapping- I moved the adjacent ones so they are flush. Still, Ill put the files up when I get home.
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    torus
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Tue May 15, 2007 7:57 pm

  • I didn't wanted to sound rude, but I think we can help you better if we see your problems too :) I remember several times when I've posted my wip map to tZork who helped me to use caulk, tought me about caves and many many stuff like that.
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Tue May 15, 2007 8:33 pm

  • Still, Ill put the files up when I get home.


    But I certainly appriciate any help. :P
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    torus
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Thu May 17, 2007 11:14 pm

  • http://www.momoshare.com/file.php?file=e968e819578c4dd34650aa3d701ec5ea

    Here it is- took me a while to get around to upping it. :P
    It needs some major surgery, so ye' mappers beware.
    Any tips are very welcome.

    A recent problem- the bottom of my "turret crouching areas" are invisible on compile. wtf? They certainly dont have overlaps, and are only in contact with 2 other brushes.

    Aside from that, I cannot get the teleporters to work properly at the top of my "elevator shafts."
    Image
    They teleport to the satellite, but on the red base (or was it blue?) the reentry teleporter gets stuck in a kind of recursive teleportation. Bizzare. :shock: I'm probably not doing it right.

    I need to clean up the overlaps too ( :oops: )
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