Hello/Help thread.

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Zander
Posts: 9
Joined: Mon Jan 26, 2009 2:55 am

Hello/Help thread.

Post by Zander »

Greetings my excellent friends :cool:

The names Zander, its part of my first name, Alex(z)ander, but I don't like Alex.
Anyhoo, I've been playing Quake III for at least 4 years now, and I've gotten attached to it. Over the years I have discovered some cool things about it online. (Custom Models, sounds, textures, etc), and now, I've gone into mapping.

I'm currently trying to use GtkRadiant, and I'm also using This Tutorial.

Now to the problem, if you scroll through the tutorial (Tutorial 2, Building your first room, Page 1), you'll see that the walls, ceiling, and floor show up perfectly. (On the top-left corner)

Like this:
Image

However, mine appears in grid lines, and its very hard to place things/seeing what textures I'm using, like this:
Image

If anyone skilled in using GtkRadiant, please help me out. (Sorry if this is the wrong area)

Thank you,

-Zander
[img]http://i122.photobucket.com/albums/o269/renovatio107/Tags/quake3_tag.jpg[/img]
axbaby
Posts: 3424
Joined: Wed Dec 22, 1999 8:00 am

Re: Hello/Help thread.

Post by axbaby »

wrong forum my awesome freind
Level Editing Forum is where you want to be

GTK default settings should have given you textured walls and textured entities in the camera.
there should be a setting to reset GTK to default.
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$NulL
Posts: 100
Joined: Wed Mar 27, 2002 8:00 am

Re: Hello/Help thread.

Post by $NulL »

The render settings are in the texture menu,

Try:
Textures->Render Quality->Bilinear
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Hello/Help thread.

Post by obsidian »

Or if using GtkRadiant 1.5.0:
Edit > Preferences > Settings > Camera > Render Mode > Textured.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Zander
Posts: 9
Joined: Mon Jan 26, 2009 2:55 am

Re: Hello/Help thread.

Post by Zander »

Or if using GtkRadiant 1.5.0:
Edit > Preferences > Settings > Camera > Render Mode > Textured.

Heh, I just discovered that there is a 1.5.0, so I just changed to that and it works pretty good now. :smirk:
[img]http://i122.photobucket.com/albums/o269/renovatio107/Tags/quake3_tag.jpg[/img]
Zander
Posts: 9
Joined: Mon Jan 26, 2009 2:55 am

Re: Hello/Help thread.

Post by Zander »

Sorry for double post >_<

I encountered a more annoying thing.

When ever I use CUALK on one of my brush faces, the brush gets deleted, and then I cant make anymore...
[img]http://i122.photobucket.com/albums/o269/renovatio107/Tags/quake3_tag.jpg[/img]
obsidian
Posts: 10970
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Re: Hello/Help thread.

Post by obsidian »

Check your filters.

View > Filters
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Zander
Posts: 9
Joined: Mon Jan 26, 2009 2:55 am

Re: Hello/Help thread.

Post by Zander »

Garr! Its just one problem after another!

For some reason, I can't use Brush Textures, well I can use them, but after a while, they get either a red or green outline in the Texture Tab thingy, and then I can't use them.


EDIT: Nevermind, I found out what the problem was. I had too many Textures on my Brushes and I guess it got confused, Heh :rolleyes:

My map is looking pretty good now, tomorrow I will post some screenies of its progress.

*Hopes school will go by fast*
[img]http://i122.photobucket.com/albums/o269/renovatio107/Tags/quake3_tag.jpg[/img]
Zander
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Joined: Mon Jan 26, 2009 2:55 am

Re: Hello/Help thread.

Post by Zander »

Sorry for another double post >_<

How do I make an .aas file, so my map can have bot support? And, how do I make an .arena file?
[img]http://i122.photobucket.com/albums/o269/renovatio107/Tags/quake3_tag.jpg[/img]
fKd
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Re: Hello/Help thread.

Post by fKd »

the .aas is complied using the basic tools, but i would recommend getting q3map2 and q3map2toolz. they are very handy progs with extra building options etc.. here is a link:

http://planetquake.gamespy.com/pagetool ... s&id=81197

as for the .arena file, you have to hand make it. so open a random map .pk3 with winzip or something and look in the scripts folder. open the .arena file with notepad, copy and paste then edit to fit ya level. save as ya mapname.arena in the scripts folder and ya done
Zander
Posts: 9
Joined: Mon Jan 26, 2009 2:55 am

Re: Hello/Help thread.

Post by Zander »

How exactly do I use q3map2, and q3map2toolz?

I opened it up ,and it looks incredibly complicated...
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obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Re: Hello/Help thread.

Post by obsidian »

TBH, I don't mind helping someone in need, but really, have you tried searching for some of these answers on Google or a forum search? Because there are a million and one topics and discussions and tutorials on this and it's not that hard to find the answer on your own.

If you have any specific, advanced or unique problems that you need help with, I'm sure we'll all be glad to help, but "how do I make an .aas?", "how do I use Q3Map2?" are really basic questions that can be answered if you did a little searching and a little reading.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: Hello/Help thread.

Post by dichtfux »

If using q3map2 from the command line seems to complicated, start with the radiant build-menu.

to get an idea of what the things in there mean (I know someone in here's gonna kill me for that explanation...)

BSP=geometry: if you compile only this, your map is fullbright and you cant have bot support
VIS=complicated stuff. let's just say you need this (unless you want very bad performance and no chance to get bots)
LIGHT: takes long but creates lightmaps (light) for your map. if you compile this and didnt place any lights in your map, its gonna be pitch black.

Compiling your maps doesn't get more userfriendly than q3map2toolz so learn it or leave it.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Zander
Posts: 9
Joined: Mon Jan 26, 2009 2:55 am

Re: Hello/Help thread.

Post by Zander »

TBH, I don't mind helping someone in need, but really, have you tried searching for some of these answers on Google or a forum search? Because there are a million and one topics and discussions and tutorials on this and it's not that hard to find the answer on your own.

If you have any specific, advanced or unique problems that you need help with, I'm sure we'll all be glad to help, but "how do I make an .aas?", "how do I use Q3Map2?" are really basic questions that can be answered if you did a little searching and a little reading.
I'm sorry about that, its just that I was excited about making my first map. Wasn't really thinking straight.
If using q3map2 from the command line seems to complicated, start with the radiant build-menu.

to get an idea of what the things in there mean (I know someone in here's gonna kill me for that explanation...)

BSP=geometry: if you compile only this, your map is fullbright and you cant have bot support
VIS=complicated stuff. let's just say you need this (unless you want very bad performance and no chance to get bots)
LIGHT: takes long but creates lightmaps (light) for your map. if you compile this and didnt place any lights in your map, its gonna be pitch black.

Compiling your maps doesn't get more userfriendly than q3map2toolz so learn it or leave it.
I'll try to learn it. I think I got a good portion of the basics covered.

EDIT: Made a little discovery, and my map works! Woot! But, I still need to get Bot Support on it. I did a search and found some, but not very useful answers.
[img]http://i122.photobucket.com/albums/o269/renovatio107/Tags/quake3_tag.jpg[/img]
axbaby
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Joined: Wed Dec 22, 1999 8:00 am

Re: Hello/Help thread.

Post by axbaby »

get q3maptoolz to solve all your compiling problems. creates bot files , compiles map nad i think it even makes a pk3 for ya. fileplanet link unfortunetly
http://www.planetquake.com/hro/
Link
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dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: Hello/Help thread.

Post by dichtfux »

Zander wrote: I still need to get Bot Support on it. I did a search and found some, but not very useful answers.
It's easiest to use q3maptoolz as axbaby suggested. It's also a frontend to the bsp2ass command line program that creates the bot file for you. Something like

Code: Select all

bsp2aas -forcesidesvisible path\to\baseq3\maps\yourmap.bsp
should also get the job done.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Zander
Posts: 9
Joined: Mon Jan 26, 2009 2:55 am

Re: Hello/Help thread.

Post by Zander »

It's easiest to use q3maptoolz as axbaby suggested. It's also a frontend to the bsp2ass command line program that creates the bot file for you. Something like

Code: Select all

bsp2aas -forcesidesvisible path\to\baseq3\maps\yourmap.bsp

should also get the job done.
Yep, that did it :)

Thanks for the help everyone :D

If you want to try out my map, here is the link: http://files.filefront.com/Warehousepk3 ... einfo.html

Its a small CTF map, both red and blue bases are small, but have two stories. Each base connects to a large Warehouse looking room, with dozens of boxes stored everywhere. In the middle is a large platform with a BFG on it.
Last edited by Zander on Thu Jan 29, 2009 8:08 pm, edited 1 time in total.
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obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Hello/Help thread.

Post by obsidian »

You're missing a whole bunch of textures. You have to include all custom textures/shaders into the .pk3 as well.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Zander
Posts: 9
Joined: Mon Jan 26, 2009 2:55 am

Re: Hello/Help thread.

Post by Zander »

I knew something like that would happen, I re-edited it, and now it should work. Posted new link as well.
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axbaby
Posts: 3424
Joined: Wed Dec 22, 1999 8:00 am

Re: Hello/Help thread.

Post by axbaby »

better first map them mine , not horrible bad for a first try
you have the basics like placing entities etc
what you did wrong was not learning how to join brushes properly .. you have a million overlapping brushes.

a few more things to watch out for.
-too much health, weapons and items\weapons not normally used in ctf maps
-square boring walls
-textures that don't follow a theme
-i looked like a midget , the scale of the map was too large especially center room

read more tutorials on joning brushes, caulk, lighting and proper mapping for fun gameplay
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