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The RichDiesel University Tutorial Questions Thread.


WhiteShdw

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Why the heck are there so many duplicate posts in this thread lately?

 

Erm... I don't understand the relation. Could you post a photo of yourself?

 

BTW: if someone uses q3map2 instead of sof2map to compile then the compile commands starting with "Q3Map2: (final)" are the best in lighting. And the slowest of course.

Erm... I don't understand the relation. Could you post a photo of yourself?

 

BTW: if someone uses q3map2 instead of sof2map to compile then the compile commands starting with "Q3Map2: (final)" are the best in lighting. And the slowest of course.

Well, here is a question: Why are there so many .bak files alongside with .bsp, .prt and .map? Is this natural?

Well, here is a question: Why are there so many .bak files alongside with .bsp, .prt and .map? Is this natural?

Well, here is a question: Why are there so many .bak files alongside with .bsp, .prt and .map? Is this natural?

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Originally posted by lauser

Map maker, can you tell me or provide a link so I can get to know Shader Ed. I'm not sure how to use it and I need help. I have 3 shaders to make and I tried using notepad but I'm still lost.

 

Thnx in advance.

 

 

:cool: I hope someone else can answer this lol I only know how to make grates, glass and glowing textures and thats with ussing notepad lol. Only thing i use shader ed for is previewing and slightly modifying my shaders. I'm sory I can't be of more assistance but thats all i know. I hope someone knows cause i would like to know too.:o

 

 

 

 

 

 

Peace Out:D

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mr problem

CAN SOMEONE PLZ HELPME

IM trying to compile my map. And its not workings. It compiles but when i try to run it I get the following error

Error:

CM_Loadmap:

maps/Evil_castle_ctf.bsp has wrong version number (19530681425 should be 1) I had problems before but after I started using the Q3 bsp final it worked again. CAN SOMEONE PLZ HELP!!!!!!!!!!!!!!

plz! i need to test this part of my map

thats what lol

PLz help!!! I need this to complete my map!!

I BEG OF THEEE

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mr problem

CAN SOMEONE PLZ HELPME

IM trying to compile my map. And its not workings. It compiles but when i try to run it I get the following error

Error:

CM_Loadmap:

maps/Evil_castle_ctf.bsp has wrong version number (19530681425 should be 1) I had problems before but after I started using the Q3 bsp final it worked again. CAN SOMEONE PLZ HELP!!!!!!!!!!!!!!

plz! i need to test this part of my map

thats what lol

PLz help!!! I need this to complete my map!!

I BEG OF THEEE

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This is a common error with a large number of completely random causes - but the most obvious is an illegal brush. While most illegal brushes are found during the BSP process (halting it), sometimes one sneaks through the system and causes this error. Illegal brushes of this type are most often causes by using CSG Subtract (Remember how I said it was evil? This is one of the reasons.) Find the brush you CSG Subtracted from, delete it, and build it from scratch to repair the problem. If you are completely lost as to which brush it might be, download a copy of GTKRadiant (not available from this website) and use Brush Cleanup in BobzTools. That will eliminate the problem.

 

 

I got this from here: http://richdiesal.jedioutcastmaps.com/tutorials/commonerrors.html

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Did you read Kengo's thread he posted on that thread too? Here's a correct link to it: http://www.lucasforums.com/showthread.php?s=&postid=828746#post828746. Who knows, maybe you can find something useful there. :)

 

Anyway, the solution can be the bigger samplesize (default is 16) for the light process of the compile. If you use JK2Radiant and/or sof2map still then try "bsp FullVis (1/2 LMs)". That will make samplesize 32.

 

On the thread I mentioned they speak about changing the lightgrid size. I think it's not necessary because the error you got wan not "Exceeded max map lightgrid". So I think you can leave it as is.

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Now I am so frustrated with this problem! I want to make an effect, not from effectsed mind you, that is like a swirly leaf effect. Someone directed me to a solution, but it is so complicated. I have trouble grasping the concept of this elusive solution... Help please....

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Erm... I'm not sure you got the same what I read a few weeks ago, but basically the solution is having a picture with the leaves. Actually a .tga file where the background is maked out in the alpha channel.

 

You need a shader which maps this picture with leaving out the background and scrolls it mostly horizontally and a little vertically maybe.

 

Then you need one or more cylinders (a little malformed ones) with this shader applied.

 

Hmm... I'm not sure I've made it clearer. :D

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There seems to be another method. Ok, for example, I have a spinning cone. How do I make it move around?

Do I have to connect it to a origin brush with func_train applied?

 

 

Edit: Ok, forgot to add another question. How do I spawn an entity, make it move somewhere, and then disappear.

Eg. Look at the Nar Shadaa Multiplayer Map. See that weird ship zooming from 1 side of the map to the other? You do? Ok, help me then. :):p

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Originally posted by DarkLord

There seems to be another method. Ok, for example, I have a spinning cone. How do I make it move around?

Do I have to connect it to a origin brush with func_train applied?

 

well is it spinning as in it already being a func_rotating? If so you can't have it move around. But if it is spining due to a shader (just the surface apearing to spin) than u can make it a func_train.

 

Edit: Ok, forgot to add another question. How do I spawn an entity, make it move somewhere, and then disappear.

Eg. Look at the Nar Shadaa Multiplayer Map. See that weird ship zooming from 1 side of the map to the other? You do? Ok, help me then. :):p

 

 

it is a func_train that has paths outside of the map. so it makes a loop.

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