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Author Topic: converting aggressor to radiant  (Read 11334 times)
hyp3rfocus
Guest
« on: July 31, 2007, 06:12:14 PM »

aggressor was made on quark and i'm attempting to make it work on radiant.

first i had to load the map file into q3radiant and save it as a regular map file.
(see here - http://openarena.ws/board/index.php?topic=946.msg6757#msg6757)

then found it wouldn't compile because there were loads of leaks. i've crudely plugged the holes with some blobs of caulk and i've got it compile and run under openarena. there are a few patches that have the "hall of mirrors effect" (http://en.wikipedia.org/wiki/Hall_of_mirrors_effect), which need to be sorted.

work so far (map file and pk3 for baseoa)
http://www.mediafire.com/?0pmnntgmmwj
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kit89
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Cakes 6
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Shoot him..


« Reply #1 on: August 01, 2007, 02:37:43 AM »

Looks like the textures are all really small.

I solved this problems by selecting all the brushes(with the same texture). Pressing "S", and pressing the "Natural" button.  Then I compiled again and the textures looked alright, be it a little unaligned. Smiley
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hyp3rfocus
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« Reply #2 on: August 01, 2007, 06:39:28 AM »

thanks for the tip kit89, i'll try that.
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hyp3rfocus
Guest
« Reply #3 on: August 01, 2007, 07:37:24 AM »

i didn't have any luck, i'm afraid. i selected the texture i wanted to change, click "natural" and nothing happened.

strangely enough the textured blocks were listed as "common/caulk" in the surface inspector, even though they had textures on them. i added a different texture and the name appeared in the surface inspector and the texture was at the correct size. i imagine this weirdness is something to do with the conversion from quark. i might have to retexture the map.
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hyp3rfocus
Guest
« Reply #4 on: August 01, 2007, 07:45:56 AM »

got it now. the "horizontal stretch" and "vertical stretch" settings were out. so i selected everything with the "i" key and changed them both. problem sorted.
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kick52
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« Reply #5 on: August 03, 2007, 05:39:52 AM »

This is why I say:"Quark users are fuckers."

How about we all use a compatible mapping tool so all of us can improve maps?
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dmn_clown
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« Reply #6 on: August 03, 2007, 09:10:51 AM »

People have a right to use whatever software they want to use and are familiar with, if you want to be able to edit maps made in Quark in radiant 1.5 why not help the radiant maintainers (all 2 of them) by adding map conversion code to the radiant source tree?
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