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quark · QuArK - Quake Army Knife editor
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Messages 14710 - 14739 of 17302   Oldest  |  < Older  |  Newer >  |  Newest
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14710
On August 19, I made a posting about not being able to do a word search of the .py files with Windows XP. Well I got the answer from Microsoft on how to change...
cdunde
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Sep 1, 2003
7:23 am
14711
... The file is qmath.pas...
Marco Leise
nerdiii
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Sep 1, 2003
12:46 pm
14712
Has anyone successfully loaded a Quake 3 BSP file and then openned the map therein? I'm trying to get this to work for Return to Castle Wolfenstein but I am...
SilverPaladin
silverpaladin1
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Sep 1, 2003
3:15 pm
14713
didn't think quark could open anything more than a q2 bsp. was the bsp you're trying to open compiled with q3map2? if it was then there's a good chance you...
ut_fourdays
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Sep 1, 2003
3:36 pm
14714
Ah, that could be the problem. There is code for loading Q3 BSP files in QuArK but I'm beginning to doubt it was finished. Thanks for the q3map2 tip. You're...
SilverPaladin
silverpaladin1
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Sep 1, 2003
4:23 pm
14715
Sounds like it would be a simple thing to do, but I can't figure it out. Every time I try to import a map I get a message, "Quark must switch to Quake 3 game...
Greg George
greggeorge
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Sep 1, 2003
4:30 pm
14716
afaik, the meta switch dumps all the faces it thinks it doesn't need. so if you only have one textured face of a cube in the world, it won't include the other...
ut_fourdays
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Sep 1, 2003
5:11 pm
14717
open up your q3 map in quark (in q3 mode), select everything except the entities (i.e: just the brushwork/polys) and hit 'copy' - then close quark, open it up...
ut_fourdays
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Sep 1, 2003
5:15 pm
14718
I didn't/haven't added patch loading/display to the Q3 bsp loading because what I wanted it for was build-critiqueing, to which patches are irrelevant, but of...
tiglari4
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Sep 2, 2003
12:25 am
14719
you want the original 220 mapfile on my primary computer that got botched or the new mapfile (new one shifts the brushes, just to as badly)? ... From: Avery...
Galen Surlak
galen@...
Send Email
Sep 2, 2003
1:54 am
14720
What would be best is a) the qkm from which the botched v220 output comes b) the botched output itself Bizarrely, I'm still not finding it the files/PROBLEMS...
tiglari4
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Sep 2, 2003
2:16 am
14721
ok here's another zip: http://www.milo.cc/doughnut2b.zip Contains the pre export (quake map file) and the output as a valve 220 map file which when you open,...
Galen Surlak
galen@...
Send Email
Sep 2, 2003
4:51 am
14722
How does one set up Quark to automatically read the compiled map when H-L is run? Whenever I do a GO! or a QuickGO! I get the message "Can't find map." I know...
Greg George
greggeorge
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Sep 2, 2003
5:26 pm
14723
Ok, I basically started from scratch, got the build tools from the Group's Links. I made no changes to any of the command lines. (I figured the default setup...
Greg George
greggeorge
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Sep 2, 2003
7:40 pm
14724
for some very odd reason, saving a quake map as .map (to use external editors such as EntEd), then attempting to rebuild makes bsp segfault when attempting to...
alter_tama
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Sep 2, 2003
8:30 pm
14725
I was finally able to get a build with the new qmath.pas file you did the two decimal grid change for Marco, very nice job! 8-) And the displays are not too...
cdunde
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Sep 3, 2003
7:28 am
14726
... There's the obvious ns_lost.wad, but ns_tanith.wad actually contains more new textures....
Rolf Hulsbergen
rolf_hulsbergen
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Sep 3, 2003
4:14 pm
14727
Oops, ns_lost was really obvious....
Marco Leise
nerdiii
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Sep 3, 2003
4:27 pm
14728
anyone peep at this yet? I really need to get this sorted :( ok here's another zip: http://www.milo.cc/doughnut2b.zip Contains the pre export (quake map...
Galen Surlak
galen@...
Send Email
Sep 3, 2003
9:08 pm
14729
Can anyone give me a clue about this error? D:\Games\half-life\tmpQuArK> "D:\Games\half- life\tools\HLCSG.EXE" ./maps/adventu redm.map hlcsg v2.5.3 rel Custom...
Greg George
greggeorge
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Sep 4, 2003
3:37 pm
14730
... Either the compile tools can't read or QuArK can't write. Maybe a human should look at it and decide. Do you mind uploading the file somewhere? If you have...
Marco Leise
nerdiii
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Sep 4, 2003
7:18 pm
14731
... Another reference to the error is made at this link: http://www.planetquake.com/quark/infobase/maped.builderrors.csg.html Doesn't seem too helpful in this...
Rolf Hulsbergen
rolf_hulsbergen
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Sep 5, 2003
7:35 am
14732
Ok, I set up my paths and everything, and this is the error I get when I compile: _________________________ GO ! (textures+build+Quake) ...
phreakachew
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Sep 5, 2003
8:47 pm
14733
I'm no expert but I think the ".." is fine. Since your base directory is C:/quake3/baseq3/ the .. means go up one from there and start in that directory. So...
Brian Layman
silverpaladin1
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Sep 5, 2003
9:05 pm
14734
how do i make the jump pad like things in JK2? because it uses the Q3 engine it should work, but i dont know how to get it to work. i would like to know how to...
jeffploger
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Sep 5, 2003
10:55 pm
14735
I remain baffled, my writeout in v220 looks fine. We REALLY NEED some other people to test his and see if they get a decent writeout for the donut map. ... ...
tiglari
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Sep 6, 2003
5:01 am
14736
... I didn't check this - until now - because I though I couldn't help anyway, but for me it works too. There is neither a problem with exporting for compiling...
Marco Leise
nerdiii
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Sep 6, 2003
12:17 pm
14737
I've been thinking about how to overcome some problems with high r_speed maps but need further information, specifically on what operations take precedence in...
ax2gr1nd
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Sep 6, 2003
1:15 pm
14738
The output format is specified in the games config, so any game can output in any format (since in principle ydnar could tweak q3map2 to read v220, Bengt...
tiglari
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Sep 6, 2003
10:46 pm
14739
... If you asked me I would say grab some source code, because I have no idea. I just know that Merl has the source code of the Half-Life compile tools at ...
Marco Leise
nerdiii
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Sep 7, 2003
11:44 am
Messages 14710 - 14739 of 17302   Oldest  |  < Older  |  Newer >  |  Newest
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