Importing Quake LIve Maps / Editing Quake Live Maps

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V1979
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Re: Importing Quake LIve Maps / Editing Quake Live Maps

Well... As you can see, I have no problem with Quake Live scripts on q3dm0

animalchik
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Re: Importing Quake LIve Maps / Editing Quake Live Maps
V1979 wrote:

Well... As you can see, I have no problem with Quake Live scripts on q3dm0

remove the ql maps and load the map again, anyway i clerly see that yours portal is diferent that the default one, so please dont tell me that ql maps dont change it Winking its enough to compare to my ss

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V1979
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Re: Importing Quake LIve Maps / Editing Quake Live Maps

I did more - I made a blank copy of the Quake III Arena (1.32c) and tested q3dm0. See result below...

animalchik
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Re: Importing Quake LIve Maps / Editing Quake Live Maps
V1979 wrote:

I did more - I made a blank copy of the Quake III Arena (1.32c) and tested q3dm0. See result below...

ah yes u do use picmip 0 ;} test it on picmip 8 !!!!!!!!!

if u will have no problem with the mip value of portal ring on higher picmip then ill ask u how u did achieve that, but for not idk how many times i need to say u, u need to use higher picmip!

if u use vertexlight 0 then the center of portal orb will be normal but when u switch it to 1 then the new ql maps scripts will affect the portal as well

u use the 250MB pak? or single map pk3 files?

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BOZO
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Re: Importing Quake LIve Maps / Editing Quake Live Maps
animalchik wrote:

if u don't see thought portals then ask yourself a question what u did mess up in the cfg or what pak files causing it

Surely I haven't messed up anything in my config since I can also reproduce this with a clean config. Since I am having this problem for quite a while with 100+ custom maps in baseq3 I assume that you got a point there when you say that a custom map is the cause.

animalchik
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Re: Importing Quake LIve Maps / Editing Quake Live Maps
BOZO wrote:

animalchik wrote:
if u don't see thought portals then ask yourself a question what u did mess up in the cfg or what pak files causing it

Surely I haven't messed up anything in my config since I can also reproduce this with a clean config. Since I am having this problem for quite a while with 100+ custom maps in baseq3 I assume that you got a point there when you say that a custom map is the cause.

change then for all custom maps the names to 0000{orgibal name}.pk3

but put more attention to seamsandbolts.pk3, and name it r00_seamsandbolts.pk3 (this pk3 need to be last in alphabetical order), this should solve the problem most probably, but still ql maps causing the problem and this need to be fixed in the roots of the problem

I am addicted to life.

BOZO
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Re: Importing Quake LIve Maps / Editing Quake Live Maps
animalchik wrote:

and name it r00_seamsandbolts.pk3 (this pk3 need to be last in alphabetical order)

Wouldn't it be better then if it would be renamed to zzzzzz_seamsandbolts.pk3? Confused

Btw. I was having the problem with the portals long before I ever put QL maps into baseq3 so I guess other custom maps are causing the portal problem, too.

V1979
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Re: Importing Quake LIve Maps / Editing Quake Live Maps
animalchik wrote:

but put more attention to seamsandbolts.pk3, and name it r00_seamsandbolts.pk3 (this pk3 need to be last in alphabetical order), this should solve the problem most probably, but still ql maps causing the problem and this need to be fixed in the roots of the problem

It sounds to be a nonsense, because my qlmap-seamsandbolts.pk3 contains only 3 files:
levelshots\seamsandbolts.jpg
maps\seamsandbolts.aas
maps\seamsandbolts.bsp
None of them can influence other maps.

V1979
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Re: Importing Quake LIve Maps / Editing Quake Live Maps
animalchik wrote:

ah yes u do use picmip 0 ;} test it on picmip 8 !!!!!!!!!
if u will have no problem with the mip value of portal ring on higher picmip then ill ask u how u did achieve that, but for not idk how many times i need to say u, u need to use higher picmip!
if u use vertexlight 0 then the center of portal orb will be normal but when u switch it to 1 then the new ql maps scripts will affect the portal as well
u use the 250MB pak? or single map pk3 files?

Are you trolling me?! Nothing changes - see screenshots below.
I use my files - see links in this thread above.

animalchik
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Re: Importing Quake LIve Maps / Editing Quake Live Maps
V1979 wrote:

It sounds to be a nonsense, because my qlmap-seamsandbolts.pk3[...]

oh yes i like to make nonsenses especially the ones witch work Tongue

V1979 wrote:
Are you trolling me?! Nothing changes - see screenshots below.
I use my files - see links in this thread above.

i didn't trolled u yet but i think i will start now, this discussion starting to be nothing but annoying.

- i pointed out that this happens on default maps (ignored)
- i pointed out this happens on high picmip (ignored)
- i pointed this happens on maps that i have downloaded from server (ignored)

u are checking complete different pk3 files, ignoring everything i have say to u so far

dood are u trolling me?

i really beg u don't provoke me because soon ill start to use invectives towards u, please look what happens when u put only qlmap-seamsandbolts.pk3 in the baseq3 folder;

are u kidding me or what? I just asked u to fix bugs u and mzi did have made, just imagine situation where some person will download from the server yours qlmap-seamsandbolts.pk3 because the map missing textures and scripts (witch are in different pk3) the map standalone is unplayable

its not like i have against something u, but please focus for a moment and fix the goddamn bugs, because they making mess all over

I am addicted to life.