Nazi Zombie Portable
Please log in or register. If you're not logged in you cannot download maps.

Nazi Zombies Portable Official Community


You are not connected. Please login or register

Problems Ive Encountered

View previous topic View next topic Go down  Message [Page 1 of 1]

1 Problems Ive Encountered on Sat Oct 19, 2013 5:45 pm

SilverFox

avatar
Member
Member
I recently started mapping using Worldcraft and I have run into some problems.

Firstly, my maps scale is way out of proportion, so how do i correctly scale my map to nzp's size?

Secondly, I have some textures that need importing to Worldcraft, but their in .WAD format how do I convert it to .HLWAD format?

View user profile

2 Re: Problems Ive Encountered on Sat Oct 19, 2013 9:25 pm

hey i can fix the second problem, to convert wads.

before all of this, make sure the file "all-wads-to-hlwad.exe" is deleted from the textures folder in your worldcraft folder because that program doesnt work at all.DELETE IT!

Now go download texmex if you havent.you can find it on google.

Open texmex>File>Open...>anything.wad.

when you open you wad file, go to file>Save Copy>Wad3

delete the .wad extension and add the hlwad in its place.

sometimes it will have both extensions when you put it in,so go back to that copy,and remove the wad extension. then your done!


And before all of this, make sure the file "all-wads-to-hlwad.exe" is deleted from the textures folder in your worldcraft folder


Ps. anything.wad is just my example of whatever wad your trying to convert.

View user profile

3 Re: Problems Ive Encountered on Sat Oct 19, 2013 9:53 pm

SilverFox

avatar
Member
Member
thanks for the help.

View user profile

4 Re: Problems Ive Encountered on Sun Oct 20, 2013 1:23 am

also for the first question,i didnt understand what you were asking,really all you do for scaling is constantly test it out to see how big it is.keep worldcraft open when you start nzp,because when you switch from nzp to worldcraft immediately,your mind now has time to remember how the map looks and instantly knows when and how to scale it.

View user profile

5 Re: Problems Ive Encountered on Sun Oct 20, 2013 3:50 am

Guest


Guest
Or you could fuck the Quake Adapter and use Worldcraft on its own with WAD3 or use HLBSP.

6 Re: Problems Ive Encountered on Sun Oct 20, 2013 6:02 am

true nightmare

avatar
Administrator
Administrator
By map scale you mean its either too big or too small right? highly everything in worldcraft and make it smaller or bigger depending on what you need


____________________________________________________________________________________________________
BE AWESOME!! And Subscribe to my channel for Nzp mapping tutorials and gameplays of nzp and other stuff im doing or working on, at some point i hope to do daily uploads

www.youtube.com/user/turenightmare



CPU: Intel Core i5 4690K Processor (Quad Core at 3.5 GHz)
GPU: GeForce GTX 660 (2GBs Video Ram)
RAM: 32GBs DDR3
HDD: 1 x 320 Gbs, 1 x 1TB, 1 x 2TB
Monitor: 1336 x 768, 1920 x 1080 (TV)
View user profile http://youtube.com/user/turenightmare

7 Re: Problems Ive Encountered on Sun Oct 20, 2013 12:55 pm

SilverFox

avatar
Member
Member
Thanks all my previous problems are fixed, but now I get errors when i compile.

-Invalid brush plane format on line 7

-Error opening C:\Users\Cory\Desktop\Maps\Research_Center.bsp: No such file or directory

View user profile

8 Re: Problems Ive Encountered on Sun Oct 20, 2013 1:13 pm

true nightmare

avatar
Administrator
Administrator
check this page, not too sure about it what it has to do but I think it will help

http://www.quake-1.com/wc16a-tutorial/brushes.html


____________________________________________________________________________________________________
BE AWESOME!! And Subscribe to my channel for Nzp mapping tutorials and gameplays of nzp and other stuff im doing or working on, at some point i hope to do daily uploads

www.youtube.com/user/turenightmare



CPU: Intel Core i5 4690K Processor (Quad Core at 3.5 GHz)
GPU: GeForce GTX 660 (2GBs Video Ram)
RAM: 32GBs DDR3
HDD: 1 x 320 Gbs, 1 x 1TB, 1 x 2TB
Monitor: 1336 x 768, 1920 x 1080 (TV)
View user profile http://youtube.com/user/turenightmare

9 Re: Problems Ive Encountered on Sun Oct 20, 2013 7:16 pm

SilverFox

avatar
Member
Member
nvm fixed it thanks. It was one of my custom textures that was causing the problem.

View user profile

10 Re: Problems Ive Encountered on Sun Oct 20, 2013 8:09 pm

@SilverFox wrote:Thanks all my previous problems are fixed, but now I get errors when i compile.

-Invalid brush plane format on line 7

-Error opening C:\Users\Cory\Desktop\Maps\Research_Center.bsp: No such file or directory
wait,i get that last problem whenever i compile.howd you fix that?just by that custom texture?

View user profile

11 Re: Problems Ive Encountered on Mon Oct 21, 2013 1:06 am

SilverFox

avatar
Member
Member
@zAeroXYZ123 wrote:
wait,i get that last problem whenever i compile.howd you fix that?just by that custom texture?

I realized that the "Error opening C:\Users\Cory\Desktop\Maps\Research_Center.bsp: No such file or directory" only happens if you had an error compiling.

so, "Error opening C:\Users\Cory\Desktop\Maps\Research_Center.bsp: No such file or directory" doesn't mean a thing.

what you should be looking for is the first error that occurred during compiling

so by fixing my "Invalid brush plane format on line 7" it fixed my "Error opening C:\Users\Cory\Desktop\Maps\Research_Center.bsp"

View user profile

12 Re: Problems Ive Encountered on Mon Oct 21, 2013 7:03 pm

now it says something totally different.

C:\Users\kenny_000\Desktop\Maps\moon.bsp is version 30, not 29

i have no idea what this means.

View user profile

13 Re: Problems Ive Encountered on Mon Oct 21, 2013 8:43 pm

SilverFox

avatar
Member
Member
Not a clue,

but, does it happen when your compiling


if so, is that your only error


____________________________________________________________________________________________________
View user profile

14 Re: Problems Ive Encountered on Mon Oct 21, 2013 8:48 pm

okay so your gonna laugh,i accidentally switched the build program for bsp compiling to bsp2map.exe.

its supposed to be txqbsp.and then i got that same error just now compiling it.now i have your kind of error

"Entity with no valid brushes or textures on line 1939"

now im not sure where that line is though cause it doesnt tell you the x or y location.

yea but im also gonna post this on the help me also.

View user profile

15 Re: Problems Ive Encountered on Tue Oct 22, 2013 3:10 am

Guest


Guest
@zAeroXYZ123 wrote:okay so your gonna laugh,i accidentally switched the build program for bsp compiling to bsp2map.exe.

its supposed to be txqbsp.and then i got that same error just now compiling it.now i have your kind of error

"Entity with no valid brushes or textures on line 1939"

now im not sure where that line is though cause it doesnt tell you the x or y location.

yea but im also gonna post this on the help me also.
I only see that error on QBsp if one of your brushes has no textures at all on all or some faces, or the faces on it have a mix of clip and normal textures.

16 Re: Problems Ive Encountered on Tue Oct 22, 2013 3:23 am

jukki

avatar
Administrator
Administrator
I would dirch the qbsp and use hlbsp. Just saying WinkeyWink

View user profile

17 Re: Problems Ive Encountered on Tue Oct 22, 2013 9:16 am

Dalgerus

avatar
Member
Member
To answer your texture problem Here's a source I found:


WAD3 format



The WAD3 format is similar to the WAD format of Quake, except that each texture entry is followed by a short (number of palette entries), then 256 RGB entries describing its palette. The old Quake WAD just used one overall palette, but each texture in Half-Life has an individual palette, thus the format change. Writers of WAD utilities should be able to parse the file format given the above information.



Makels.exe



Makels.exe is a simple program that generates a script file for easy compiling of textures into a WAD. With Quake, multiple textures would be referenced on a single 320x200 page, and the script file had to be written by hand to give ripping coordinates, etc. Slow process.



Now each texture is an individual BMP file, utilizing the whole space (no non-texture areas of the canvas), so no hand input of coordinates is necessary. Makels creates the script by looking into the specified directory, and writing the script referencing all the BMPs it finds in that directory. Simple and painless. The command line is thus:



Makels <directory of BMPs name> <output WAD name> <scriptname>



The output will be scriptname.ls. This file can then be fed to qlumpy, which grabs the BMPs according to the script and builds the WAD file. Included is a batch file that will compile the sample textures.



Qlumpy.exe



Qlumpy.exe rips all the bmps files and makes mip-maps out of them, and compiles them into a WAD file. It uses the .ls file to know what to do. Just typing "qlumpy scriptname.ls” should be all you need to do.



Makewad.bat



Makewad.bat is a simple batch file that should compile the sample texture folder into a sample WAD file, suitable for WorldCraft. It shows you what to do when running the utilities, and can of course be duplicated and renamed, rewritten to make different WADs from different directories of textures, etc.

View user profile

18 Re: Problems Ive Encountered on Wed Oct 23, 2013 6:08 am

dr_mabuse

avatar
Administrator
Administrator
@jukki wrote:I would dirch the qbsp and use hlbsp. Just saying WinkeyWink
THIS!!!!

HLBSP has support for textures with own palettes, colored lights, MUCH better looking lightmaps
and alot of more optimized stuff like max render distance (good for psp) etc..

I used Q1BSP before but now i dont want to go back anymore xD


____________________________________________________________________________________________________
View user profile

19 Re: Problems Ive Encountered on Wed Oct 23, 2013 3:47 pm

ive been using vulcazons zhlt hl tools but they keep giving me errors.im not even sure if they are the right ones.
everyone keeps saying, use hlbsp, when i dont even know where to get them.i look them up on google and i get the wrong ones and most of them dont have the download button somewhere so i can downlaoad it.

if your going to tell someone to get something, at least give them the link to where it actually is,or bag up your files and upload them to mediafire.

View user profile

20 Re: Problems Ive Encountered on Wed Oct 23, 2013 4:08 pm

Guest


Guest
@zAeroXYZ123 wrote:ive been using vulcazons zhlt hl tools but they keep giving me errors.im not even sure if they are the right ones.
everyone keeps saying, use hlbsp, when i dont even know where to get them.i look them up on google and i get the wrong ones and most of them dont have the download button somewhere so i can downlaoad it.

if your going to tell someone to get something, at least give them the link to where it actually is,or bag up your files and upload them to mediafire.
http://zhlt.info/

21 Re: Problems Ive Encountered on Wed Oct 23, 2013 4:46 pm

never mind guys,the problem with my whole freaking situation with the invailid brush is my clip texture for the nzp guns. thats why my maps all keep not working.im sooo pissed.what did i do wrong? i dont know wich clip texture to use.

View user profile

22 Re: Problems Ive Encountered on Wed Oct 23, 2013 5:41 pm

i dont know whats wrong

View user profile

23 Re: Problems Ive Encountered on Wed Oct 23, 2013 8:20 pm

juanpe500

avatar
Member
Member
when apear C:\Users\Cory\Desktop\Maps\Research_Center.bsp: No such file or directory, its normally when you put to mucho comands to your clip textures


____________________________________________________________________________________________________
I SPEAK SPANISH, SORRY FOR MY BAD ENGLISH
My youtube Channel: http://www.youtube.com/user/juanpe5001
Skype: juanpe5001
Addme on PS3 : juanpe500

View user profile http://jpsoyyojajaja.es.tl

24 Re: Problems Ive Encountered on Wed Oct 23, 2013 9:33 pm

@juanpe500 wrote:when apear C:\Users\Cory\Desktop\Maps\Research_Center.bsp: No such file or directory, its normally when you put to mucho comands to your clip textures
Never mind, trigger textures are used for guns only,and now i know that.i kept using clip texture and finally i figured out the problem why it dont export into my map folder.

Stupid mistakes

View user profile

25 Re: Problems Ive Encountered on Thu Oct 24, 2013 6:41 am

Dalgerus

avatar
Member
Member
@zAeroXYZ123 wrote:
@juanpe500 wrote:when apear C:\Users\Cory\Desktop\Maps\Research_Center.bsp: No such file or directory, its normally when you put to mucho comands to your clip textures
Never mind, trigger textures are used for guns only,and now i know that.i kept using clip texture and finally i figured out the problem why it dont export into my map folder.

Stupid mistakes

eh heh heh....I always make silly mistakes, but at least you figured it out..

View user profile

View previous topic View next topic Back to top  Message [Page 1 of 1]

Permissions in this forum:
You cannot reply to topics in this forum