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dmn_clown
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« 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?
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fromhell
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« Reply #1 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 :\
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dmn_clown
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« Reply #2 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.
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raynorpat
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« Reply #3 on: December 02, 2006, 07:45:07 AM »

wine standard q3radient Wink
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dmn_clown
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« Reply #4 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).
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dmn_clown
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« Reply #5 on: December 02, 2006, 08:09:54 PM »

Didn't beat the release, sorry Sad
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dmn_clown
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« Reply #6 on: December 02, 2006, 08:13:19 PM »

the ass file
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fromhell
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« Reply #7 on: December 03, 2006, 09:57:10 AM »

alright, these are the svn now

dm4ish plays considerably better now Tongue
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

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dmn_clown
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« Reply #8 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.
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dmn_clown
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« Reply #9 on: December 05, 2006, 07:41:35 PM »

the aas, map, and shader
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