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 19:30:56 GMT -5
I am using the original bsp, vis and arghrad so maybe that is the problem?
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Deleted
Deleted Member
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Post by Deleted on Apr 19, 2015 13:57:57 GMT -5
Mynf if you send me the ( map ) file with wal and tga, ( download link - private message ) I'm going to look around to see what's going on.
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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 20, 2015 0:57:52 GMT -5
Ok I sent them to your email
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Deleted
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Post by Deleted on Apr 20, 2015 16:32:26 GMT -5
Ok I sent them to your email convert Png to tga and then to wal.. have zipped tga & wal files sent to your email....8 mb Ahhhhh I've watched you map again in Quark editor.. And i know what the problem is.... you have a entitie without a poly brush ( func_wall )..... delete this func_wall entitie and map is fine.. Let me know
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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 20, 2015 17:25:30 GMT -5
On my end I removed the empty func wall but got the same parsing error.
But to add to the mystery. For yucks I copied all of the wal and tga that Margaal was kind enough to make for me but were giving me the parsing brush error. I pasted them into a folder I made a few years back of other wals I had previous converted images. I selected a couple textures from that old folder from the ones Margaal made and they worked, compiled with no problem.
Yet all of the property settings are the same in both folders, and under the same dday texture folder. Very strange. One folder works, one doesn't, but appear the same.
Well I will proceed by copying into my old folder and see what happens.
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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 20, 2015 17:49:18 GMT -5
Well now it compiles, but when I run Quake 2 and load the map quake 2 collapses with no message.
Ok, this has gone on long enough.
Thank you all for trying.
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Post by quake2dday on Apr 20, 2015 17:49:35 GMT -5
This is Nice I am learning alot here from this post on how to set up textures to convert.
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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 21, 2015 15:43:36 GMT -5
Yeah, but they aren't working yet.
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Post by knightmare on Apr 21, 2015 16:56:08 GMT -5
Are any of the textures you used animated? If animated textures aren't properly linked (last texture links back to first), it will result in a corrupt BSP that crashes or hangs Quake2 on map load.
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Deleted
Deleted Member
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Post by Deleted on Apr 21, 2015 17:09:10 GMT -5
Well now it compiles, but when I run Quake 2 and load the map quake 2 collapses with no message. Ok, this has gone on long enough. Thank you all for trying. Mynf please note: Quake2 crashes because Q2 can not recognize The following d-day entities in worldspawn.. road, tank, red fence ( there is no poly brush, or model info, nothing, no info ) just empty entities.. ANd the following entities info_team_start,info_reinforcements_start ( never seen it in Sp or Dm mode ).. there are also groups and empty groups..( these must be func_group in q2 ). See more info in quark editor in q2 map mode. if you want to play the map in Quake2 you must delete all d-day & empty entities.
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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 26, 2015 2:36:16 GMT -5
It works fine when you have the dday mod from the d-day dev web site. www.ddaydev.com/site/index.php . Well there are some other textures that I have downloaded within zips. these work fine and are free. And look great. So the only thing I can figure is all these textures I have are just "wonky" in that there must be something in how I got them. I do the same steps with the ones I had and the new ones, but the old ones don't work and the new ones do. So I can give my life to figuring it out, or just go with the ones I have that work and go with that. As there isn't a big collection of people waiting for this and it is more for me to lay with. So I will just use the new ones. Thank you all for your interest and willingness to assist.
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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 May 2, 2015 0:52:28 GMT -5
Humm, I seems to have had a sort of break through, though it will be time consuming. I used Gimp's flatten image and then exported to the jpg, and suddenly things work. Doing this 2300+ time will be a bit boring, but I have no life so why not.
Now the problem is when I load the map the textures look bleached out. Is this a gamma problem? Is there a set level I need to apply?
Thank you all for your willingness to coach me on this.
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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 May 9, 2015 20:00:26 GMT -5
Well it is really weird. The textures are all divisible by 16, under 256, 24 bit hi rez going to wally and maptools, two sub folders convert perfectly, four others won't load the wals created. All the details of the various wals reda the same. One fold that worked is tga, the other is jpg to wal. I can't find a common thing to adjust. Most strange.
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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 May 18, 2015 15:59:49 GMT -5
Well I changed aspect to original, and suddenly it is working. Well, maybe problem solved.
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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 May 19, 2015 16:51:11 GMT -5
Seems I have to shorten some of the names, get rid of - and _ but it is working finally.
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