Title: Maps Post by: dmn_clown on December 01, 2006, 06:18:02 PM Out of curiosity is there an easy way to convert a map made in QuArK to GtkRadiant 1.5?
I was going to add some botclip to a few places where the bots are just being stupid (Like the lava in dm4ish and the central upper platforms in cbctf1) to hopefully make single player on those levels a bit less lopsided, but the map files won't parse in my version of Radiant (Compiled on Debian AMD64 in a pure 64bit environment). Or is Wine-ing QuArK about the only option? Title: Re: Maps Post by: fromhell on December 01, 2006, 08:38:22 PM Strange. I dunno how Quark "botches" up .map files, did you try qeradiant or older GTK Radiants?
note: I never use a radiant program because the interface is beyond me :\ Title: Re: Maps Post by: dmn_clown on December 01, 2006, 09:33:38 PM The full error I get:
14:9: parse error at 'brushDef': expected '#quake3-primitive' brush 0: parse error entity 0: parse error There is nothing wrong with the map files themselves and they obviously work, they just do not parse in GtkRadiant on my system (Granted it is a development version compiled out of svn). I couldn't get the stable version (1.4) to run on my system so the maps could very well open in stable I just have no way of testing that. I haven't tried wine-ing qeradiant. The interface isn't as intuitive as it should be (and GTK is fugly any way you look at it) but it compiles in an AMD64 environment so I learned to use it and ignore the crappy interface. Title: Re: Maps Post by: raynorpat on December 02, 2006, 07:45:07 AM wine standard q3radient ;)
Title: Re: Maps Post by: dmn_clown on December 02, 2006, 12:43:32 PM It craps out with an X error, QuArK seems to run with only a few glitches (and a completely new interface to learn).
Title: dm4ish fix Post by: dmn_clown on December 02, 2006, 08:09:54 PM Didn't beat the release, sorry :(
Title: aas Post by: dmn_clown on December 02, 2006, 08:13:19 PM the ass file
Title: Re: Maps Post by: fromhell on December 03, 2006, 09:57:10 AM alright, these are the svn now
dm4ish plays considerably better now :P Title: Re: Maps Post by: dmn_clown on December 05, 2006, 07:39:03 PM cbctf1 botplay fixes?
Sort of fixed how the bots move through the map but there are a LOT of issues namely with the jump pads that I can't seem to solve -resized the railgun platforms so the back overhang is just over the back railing of the flag platforms -moved the rocket platforms so they just overhang the central platform -removed the trigger_push from the lower trigger_push -> teleporter sequence so the lower "jumpad" is now a teleporter -resized the trigger_pushes -resized the trigger_teleports so the bots won't be shot off into space -added a no drop texture to the trigger_hurt (Keeps the bots from stupidly going after dropped weapons and items -included the shader) -scaled the sun light up by 3 (with an approx value of 160 - basically makes the platforms vertex lit) -removed the non-existant models/flares had to compile the aas with -forcesidesvisible -optimize because of various jump pad / teleporter issues the end result is that the bots will now move from one end of the map to the other without jumping to their death, but in limited ways I don't think it is a good solution, but it works until someone has a better one. Title: Re: Maps Post by: dmn_clown on December 05, 2006, 07:41:35 PM the aas, map, and shader
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