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Old 04-20-2003, 03:46 PM   #881
Leslie Judge
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Give the things the same targetname.


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Old 04-20-2003, 04:10 PM   #882
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I have four questions, and then I'll shut up for a while.

#1 Is it possible to make guns that shoot people, or bots that are stationary that kill anyone who comes near. I'm trying to make some sort of protection in one base, but I can't find out how.

#2 Sometimes after I BSP there's a red line the goes across my map, any ideas what that is?

#3 Is there any way to find a leak other than searching every square inch of my map?

#4 My elevator comes up, but as long as I'm on it, it won't go back down, why?


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Old 04-20-2003, 04:47 PM   #883
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#1 I don't know

Use number 2 to answer 3 because that line points out the leakes in your map.

add a wait value to fix it. (or was that dellay? just try some stuff like i do)

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Old 04-20-2003, 04:57 PM   #884
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Quote:
Originally posted by RandomMonkey
like the player turn it on off? Then U what to use func_single or whatever that one is
otherwise You might have to script it or make it a shader
???? anyone?


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Old 04-20-2003, 05:24 PM   #885
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I believe someone said before that no one has figured it out yet.


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Old 04-20-2003, 06:25 PM   #886
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Quote:
Originally posted by RandomMonkey
???? anyone?
In MP the dynamic lighting doesn't work. This is my experience. I can be wrong of course.

In SP two trigger_once is good to let the player to turn the light on and off only once.


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Old 04-20-2003, 06:31 PM   #887
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Quote:
Originally posted by OneWingedAngel
I have four questions, and then I'll shut up for a while.

#1 Is it possible to make guns that shoot people, or bots that are stationary that kill anyone who comes near. I'm trying to make some sort of protection in one base, but I can't find out how.

#2 Sometimes after I BSP there's a red line the goes across my map, any ideas what that is?

#3 Is there any way to find a leak other than searching every square inch of my map?

#4 My elevator comes up, but as long as I'm on it, it won't go back down, why?
#1: if this is an MP map then you can't place bots where you want. In an SP map the NPCs can be placed whereever you want them. This applies to guns too.

#2 and #3: listen to map maker 101! The red line shows you the leak. Just follow it in the 3D view and find the place where the line goes off your map.

#4: this is normal. I'm not sure but it is possible that map maker is right about that wait key.


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Old 04-20-2003, 06:42 PM   #888
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Quote:
Originally posted by RandomMonkey
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
I quoted wrong thing can anyone help me with this?????? this is what i need. Vitally. Soon


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Old 04-20-2003, 07:24 PM   #889
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Quote:
Originally posted by Leslie Judge
#2 and #3: listen to map maker 101! The red line shows you the leak. Just follow it in the 3D view and find the place where the line goes off your map.

Thats what i said I just worded it differently.

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Old 04-20-2003, 08:33 PM   #890
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Quote:
Originally posted by map maker 101
Thats what i said I just worded it differently.
And that's why I wrote he should listen to you. I learned that more explanation for the same thing is better. At least on this forums. Prevents a few questions.


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Old 04-20-2003, 08:40 PM   #891
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ok.... This is my last question I promise . How in maps is the lighting so smooth? In my maps it's sparatic. How do they make it look so natural?


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Old 04-22-2003, 01:46 AM   #892
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Quote:
Originally posted by Leslie Judge
And that's why I wrote he should listen to you. I learned that more explanation for the same thing is better. At least on this forums. Prevents a few questions.
LOL i'm sory Leslie now that i go and read more carefuly what u said i realize i made the mistake. I thought u said "Listen up Map Maker 101" lol guess i need to be a little more care full for now on but I am glad u could provide more info on the subject




On another note Angel to getsoomther lighting do a bspfullvis (extra) to get extra detail tracing of the lighting in your map. This process does take longer so i would recomend u wat till finnal version to do unless u like adding another 5 to 10 minutes to your compile times. But i HIGHLY recomend u do a fulviss extra to any map u plan on releasing it makes it look sssssooooooo much better. I have seen some good maps out there but the did things like bsp no light because they where to lazy to put in lights an their maps are all bright and im look horible.

Hope that helped Hapy Maping!

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Old 04-22-2003, 04:07 AM   #893
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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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Old 04-22-2003, 04:07 AM   #894
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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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Old 04-22-2003, 04:09 AM   #895
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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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Old 04-22-2003, 02:02 PM   #896
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Quote:
Originally posted by map maker 101
their maps are all bright and im look horible.
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.


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Old 04-22-2003, 06:42 PM   #897
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Quote:
Originally posted by Leslie Judge
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.

LMAO I meant to say IMO (in my opinion) lol I don't look ugly

and dark lord .bak's are backup files of your map. like if u screwed a [revious version of your map rename th . bac to a . map and it will give u an old version of your map.


Last edited by Lil Killa; 04-23-2003 at 06:49 PM.
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Old 04-24-2003, 12:39 AM   #898
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Im' back!!!

First off, I finished a beta version of my map. If any of you would like it, just email me, and I'll send it to you. btw, my email is lorddarksaber@hotmail.com

Secondly, I've alays had trouble making water, it always either ends up solid, or the testures get screwed up. Can someone explain how to make it in any more detail then Rich Diesal did (sorry Rich, I just don't understand things very easily).


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Old 04-24-2003, 07:36 PM   #899
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Quote:
Originally posted by RandomMonkey
I quoted wrong thing can anyone help me with this?????? this is what i need. Vitally. Soon
So no-one knows??? WAAAAAAAAAAAAAA I need this!!!! My map is geting close to done, it really good (in my oppinion) AND I CANT COMPILE IT???!!!! AIEEEEEEEEEEEEEEEEEEEE


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Old 04-24-2003, 07:37 PM   #900
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Quote:
Originally posted by RandomMonkey
I quoted wrong thing can anyone help me with this?????? this is what i need. Vitally. Soon
So no-one knows??? WAAAAAAAAAAAAAA I need this!!!! My map is geting close to done, it really good (in my oppinion) AND I CANT COMPILE IT???!!!! AIEEEEEEEEEEEEEEEEEEEE


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Old 04-24-2003, 09:02 PM   #901
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What's your problem?


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Old 04-24-2003, 09:21 PM   #902
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Why the heck are there so many duplicate posts in this thread lately?

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


Reviewer at Map-Review
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Old 04-25-2003, 01:10 AM   #903
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eskimo i get your point but that post was a waste of forum space. just like this one rofl oh well monkey dude if u would plz tell us one last time what your prob is I'll see if I know an answer.

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Old 04-25-2003, 03:23 AM   #904
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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.


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Old 04-25-2003, 03:28 AM   #905
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Quote:
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.

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.






Peace Out

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Old 04-25-2003, 07:03 PM   #906
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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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Old 04-25-2003, 07:03 PM   #907
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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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WIP: GOod aNd Evil
www.geocities.com/darksquirreldude/index.html
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Old 04-25-2003, 07:23 PM   #908
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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.co...monerrors.html

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Old 04-25-2003, 08:40 PM   #909
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grr it didnt work!! stil maybe rich will kno. Thx I guess


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Old 04-25-2003, 09:59 PM   #910
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Quote:
Originally posted by RandomMonkey
grr it didnt work!! stil maybe rich will kno. Thx I guess
get gtk and use bobtoolz if u haven't already.

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Old 04-25-2003, 11:23 PM   #911
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IM using gtk newest version and I it comes with the plugin bobztools. However i click brush cleanup but it iddnt seem to do anything. This is really anoying! plz RICH IF YOUR NOT DEAD OR SOMETHING HELP ME


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Old 04-26-2003, 03:30 PM   #912
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JK2Radiant is not creating a BSP and when I check junk.txt it says Lightmaps exceed max memory (9388032 > 8388608). Can anyone tell me what this means?


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Old 04-26-2003, 10:46 PM   #913
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http://www.lucasforums.com/showthrea...threadid=86451

It's two pages long!


L. J.
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Old 04-27-2003, 02:43 AM   #914
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uh.... Couldn't understand any of it... She mentioned a BAT file, but I don't have one of those, I think...


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Old 04-27-2003, 01:07 PM   #915
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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/showthrea...746#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.


L. J.
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Old 04-28-2003, 09:13 PM   #916
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Ya know how the red line is supposed to show where the leak is? I have a wierd problem, where the red line starts outside my map and continues outward until it reaches the end of the graph. Something is wrong with that...


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Old 04-29-2003, 01:00 PM   #917
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Hmm...

Maybe you should run GtkRadiant's BobToolz plugin: Brush Cleanup...


L. J.
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Old 04-29-2003, 07:14 PM   #918
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I don't have GTK, where can I get it?


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Old 04-30-2003, 02:27 AM   #919
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you can get it here: http://qeradiant.com/

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Old 04-30-2003, 03:41 AM   #920
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Angry AGHHHHHHHHHHHHHH!!!!

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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