mynf
Light Guard
sucking people into unreal worlds for over a decade
Posts: 23
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Post by mynf on Apr 13, 2015 17:40:33 GMT -5
Hello. I have been mapping for a bit over a decade for a Q2 mod called D-Day. I have found that the non standard launcher r1q2 can display high res textures. And I have about 2300 high res textures.
I can take the high res and place it in a folder with a wal, match the name, and r1q2 will show the high res on the screen. However I don't know what impact I am having on other maps that call the same wal. Additionally I can not control the alignment.
I got the idea of making a special folder structure with all the high res textures, then use Wally to create WAL's. I could them go back to the maps I have made, retexture them, and release updated versions that use the WAL to align and then show the high res textures. However when I make new Wal's I am getting an error PARSING BRUSH. If I take the newly inserted WAL I get the error, if I take it out then the error goes away. So there is a strong chance it is the WAL.
I have all the textures divisible by 16 both ways. They are all JPGS thought I do have some TGA that I have not used as I can't get an elpha channel yet. But one problem at a time. I am using a program photoplus and gimp to make the changes to the JPGS to then have Wally do it's magic. I don't have Photoshop, and not interested as this is the only thing I do.
Does anyone have a suggestion as to how to proceed. It has been a few years since I used Wally so I am no longer familiar with all the settings so that might be an issue. If there is already a topic on this I was un able to see it and could you kindly direct me to it?
Thank you kindly MYNF
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Null
Gladiator
Posts: 555
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Post by Null on Apr 14, 2015 11:47:57 GMT -5
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mynf
Light Guard
sucking people into unreal worlds for over a decade
Posts: 23
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Post by mynf on Apr 14, 2015 13:11:29 GMT -5
Thank you I will try this. I note in what I read that there is a limitation on the size of pcx files to 256 and 512. I know that there are jpgs that are larger than that in my hoard.
The images are ones I have grabbed from various free texture sites. I am not selling them, just trying to get them to work. If I get this accomplished would it be Kosher to donate the wals and textures in this case, as they were made to be used in free games?
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Null
Gladiator
Posts: 555
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Post by Null on Apr 14, 2015 19:52:38 GMT -5
there is a limitation on the size of pcx files to 256 and 512. I know that there are jpgs that are larger than that in my hoard. Yes this is strictly a Quake 2 limitation for its ancient pcx format. The above app can also automatically scale all your files, either one at a time or entire folders. The images are ones I have grabbed from various free texture sites. I am not selling them, just trying to get them to work. If I get this accomplished would it be Kosher to donate the wals and textures in this case, as they were made to be used in free games? Yes feel free to donate them, as someone here could find them useful.
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mynf
Light Guard
sucking people into unreal worlds for over a decade
Posts: 23
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Post by mynf on Apr 15, 2015 19:41:47 GMT -5
So to be overly pedantic, This means that the JPG's I am making the wals from also have to be with in 256 and 512? I can do that just making sure.
Thank you for your assistance by the way.
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Null
Gladiator
Posts: 555
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Post by Null on Apr 15, 2015 20:10:30 GMT -5
This means that the JPG's I am making the wals from also have to be with in 256 and 512? No, the input jpgs can be any size you like, it's only the pcx output that will be resized to fit 256, 512 or whatever you specify in the app. This tool can also accept other formats: wall, tga, bmp, png, gif, and tif.
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mynf
Light Guard
sucking people into unreal worlds for over a decade
Posts: 23
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Post by mynf on Apr 16, 2015 0:03:06 GMT -5
Thank you, and thank you for your direct answers. I like that.
Can you tell me what opens a rar file? I don't have any software that is trying to and I need to go find what opens it.
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Null
Gladiator
Posts: 555
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Post by Null on Apr 16, 2015 9:23:59 GMT -5
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mynf
Light Guard
sucking people into unreal worlds for over a decade
Posts: 23
|
Post by mynf on Apr 17, 2015 1:15:00 GMT -5
Ok thank you. I guess I have to learn more how to use it. I got the conversions but still when I compile I get the Error Parsing Brush message. Very strange. Maybe it is in Quark Army Knife.
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Null
Gladiator
Posts: 555
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Post by Null on Apr 17, 2015 1:22:38 GMT -5
Yup, that seems more like a map error.
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mynf
Light Guard
sucking people into unreal worlds for over a decade
Posts: 23
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Post by mynf on Apr 17, 2015 12:12:05 GMT -5
What I am doing is taking an older map that I made that compiled wonderfully, then clicking on one of the polys and making it one of the new ones I just made with the tool you showed me, and then i get the Parsin ERROR, so I doubt it is the map. It compiles with out the new texture.
So maybe there is something wrong with the jpg?
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mynf
Light Guard
sucking people into unreal worlds for over a decade
Posts: 23
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Post by mynf on Apr 17, 2015 17:14:06 GMT -5
Well I don't know what gives. If I use a texture and match the names of the exiting wal and a new hi res jpg, the hi res shows fine. But I have tried the program you sent, and wally, and on three different computers, they all say they converted fine but I keep getting the Parsing Brush error. I went to the Quark manual and it said stuff I didn't understand. quark.sourceforge.net/infobase/maped.builderrors.bsp.htmlWell, maybe someone more skilled wants to do the conversion. I can't seem to pull it off.
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Null
Gladiator
Posts: 555
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Post by Null on Apr 17, 2015 19:18:23 GMT -5
If you create wal files larger than 256x256 you'll get an error. So you still need to configure the output format to make sure it's within Q2 limits. (It's only for pcx, and tga files that you can have files larger than 256.) Did you limit the wal output size to 256 when exporting? Try the following settings as shown in the red box and see if that helps:
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mynf
Light Guard
sucking people into unreal worlds for over a decade
Posts: 23
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Post by mynf on Apr 18, 2015 1:05:17 GMT -5
Here is the error in quark ____________________________ Fastest (full bright) ____________________________ C:\D-Day Normandy\tmpQuArK> "C:\QuArK 6.6.0 Beta 6\tools\txqbsp39.exe" maps\boca gebh.map TXQBSP3 0.9 -- based on code by id Software -- QUAKE 2 Modified by Armin Rigo and compiled Feb 6 2000 by Decker -------------------------------- with extensions for QuArK (Quake Army Knife) : floating-point coordinates and enhanced texture positionning www.planetquake.com/quark-------------------------------- entering C:\D-Day Normandy\tmpQuArK\maps\bocagebh.map ************ ERROR ************ parsing brush !-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-! Build failed, because it did not create the (+BSP) file: C:\D-Day Normandy\tmpQu ArK\.\maps\bocagebh.BSP I have all the settings as your image above. The only difference I see is above batchI have no DIR(=) to select. I opened the jpgs. selected another folder to put the wals. The software did it's thing. I copied the wals back to the source jpg folder. Ran Quark Army Knife, and got the error above. The textures are coming in through the quark add on of the folders where the textures are, but they all worked up until this problem. And thanks again for you assisting me. I figure it must be close, just some little thing I am missing.
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mynf
Light Guard
sucking people into unreal worlds for over a decade
Posts: 23
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Post by mynf on Apr 18, 2015 15:19:21 GMT -5
Oh I don't have anything in the path to add ons. As far as I know I don't have any. And I am not sure if this is picking up the colormap file, though I have that in wally and still it is not working there.
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