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 Post subject: Re: Kurok Mapping Tutorial
PostPosted: Tue Feb 03, 2009 5:59 pm 
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Ninja In Training

Joined: Tue Oct 07, 2008 6:18 pm
Posts: 84
Location: USA new jersey
well... i have one freakin problem..
and i gotta say.... its makin me wanna quit kurok map making... 8)


when i go to execute and compile the map....
IT DOESNT START...
the game doesnt start.. and niether does the compiling.. :cry:


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 Post subject: Re: Kurok Mapping Tutorial
PostPosted: Wed Jul 01, 2009 7:58 pm 
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Noname Ninja

Joined: Wed Jun 24, 2009 5:56 pm
Posts: 4
umm how do you lava water and stuff like that :?:

and also whenever i try to load the kurok wad
worldcraft says it is an invalid WAD3 file any help would be appreciated :mrgreen:


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 Post subject: Re: Kurok Mapping Tutorial
PostPosted: Thu Jul 09, 2009 5:02 pm 
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Ninja In Training

Joined: Thu Jun 05, 2008 8:25 pm
Posts: 94
joealtair3000 wrote:
umm how do you lava water and stuff like that :?:

and also whenever i try to load the kurok wad
worldcraft says it is an invalid WAD3 file any help would be appreciated :mrgreen:


I guess for water and lava you just make a block and apply the water/lava texture to it. Check out this great worldcraft tutorial: http://www.quake-1.com/wc16a-tutorial.....

"Making water is actually pretty darn easy, make a brush, then select it. Select the water texture you want, and then click the apply current texture button. Done, BSP will take care of the rest. In order to work properly, all the faces of that particular brush must have the same texture on them, so don't do anything funny with texture application mode on liquid and sky brushes. "

and for your second problem, you need to convert kurok wad to .hlwad; to do this, put kurok.wad into the textures folder of worldcraft, then run that program called "all-wads-to-hlwad." It'll convert all the wads in the folder to hlwad. Then you should be able to load kurok.hlwad in worldcraft.


Last edited by FoShizzle17 on Thu Jan 14, 2010 8:37 pm, edited 1 time in total.

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 Post subject: Re: Kurok Mapping Tutorial
PostPosted: Wed Dec 09, 2009 6:44 pm 
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Noname Ninja
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Joined: Wed Dec 09, 2009 6:18 pm
Posts: 2
Location: Canada
Great tutorial but i have a problem:

When i add this file: quake-defs-by-czg.fgd
It comes up with some error at the bottom of the screen. How do i fix it? Also on the forum where i downloaded the file, everytime i left clicked the link Adobe Flash Player would load but it wouldn't do anything after its finished loading. So i right clicked the link and click "Save Target As" and it says that it would save as a .dl file so i changed it to .fgd by renaming from "quake-defs-by-czg" to "quake-defs-by-czg.fgd"
Is this the reason why the error popped up? Or is it supposed to pop up? If i was supposed to do something else plz tell me. Thx for the support :)

EDIT:
Its not rly an error it was just saying that kill_counter had too many units or something like that but it isn't popping up any more :P

But i have another problem :/ i'm trying to make Kurok maps. They work on uake but when i play them on Kurok the game trails whenever i turn. Its like if you turn the water transparency on zero in Quake. How do i fix this?


Attachments:
File comment: This is a level that shows that trail and its a level i made using the tutorial, i have bigger and more detailed maps but i think theres a limit to what i can upload so i put in this small one
Fix.zip [10.48 KiB]
Downloaded 31 times
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 Post subject: Re: Kurok Mapping Tutorial
PostPosted: Tue Jan 12, 2010 7:22 am 
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Noname Ninja

Joined: Sat Nov 14, 2009 2:45 pm
Posts: 4
I have solved the non compiling problem, on a vista O_o but seriously, to forget to tell us making a new game set up profile removes everything from the "build programs" tab was like writing a book for dummies that includes algebra.

copy paste the quake setting into this tab aswell, and for the game exacutable find one that works well on your system :)

hopefully now we can all enjoy this amazing revelation that is quake psp O_o anyone want to help me impliment stabby knife alla cod:mw2?

also prog files/worldcraft/textures/ dump your wad here and click "all to hlwad" thing and bam, this feels so much easier now i'm learning some dos and such :)

please include this info as an edit to the main article, it is beyond useful, its needed. took me half a year to compile a room because I lacked the knowledge...


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 Post subject: Re: Kurok Mapping Tutorial
PostPosted: Thu Jan 28, 2010 3:11 am 
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Noname Ninja

Joined: Tue Jan 26, 2010 5:44 pm
Posts: 1
So quick question, how could I, if possible, insert a zombie spawn into a custom Kurok map without an army man spawning there?


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 Post subject: Re: Kurok Mapping Tutorial
PostPosted: Mon May 03, 2010 11:19 am 
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Noname Ninja

Joined: Mon May 03, 2010 11:14 am
Posts: 1
I have a problem, I can't convert the wad file to hlwd file(kurok.wad). Whenever I executed the change wad to hlwd, This just shows up:
Code:
BEGINNING EXAMINATION ...
=================================================
Number of Quake WADS found = 5
c:\program files\worldcraft\textures\id_: Ok
c:\program files\worldcraft\textures\kur: Convert
c:\program files\worldcraft\textures\rub: Ok
c:\program files\worldcraft\textures\ski: Ok
c:\program files\worldcraft\textures\soe: Ok
=================================================
Number of WADs to Convert  = 1
Beginning conversion ....... COMPLETE: 00:00 elapsed.
=================================================
=  ERRORS DETECTED BY WCONV UTILITY - SEE BELOW =
=================================================

Error creating HLWAD: c:\program files\worldcraft\textures\kurok.hlwad ... details ...No log exists.
=================================================
END OF DATA .. Log written to c:\program files\worldcraft\textures\error.log


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 Post subject: Re: Kurok Mapping Tutorial
PostPosted: Tue May 04, 2010 9:34 am 
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Noname Ninja

Joined: Tue Mar 16, 2010 1:05 am
Posts: 2
Jackoz wrote:
I have a problem, I can't convert the wad file to hlwd file(kurok.wad). Whenever I executed the change wad to hlwd, This just shows up:
Code:
BEGINNING EXAMINATION ...
=================================================
Number of Quake WADS found = 5
c:\program files\worldcraft\textures\id_: Ok
c:\program files\worldcraft\textures\kur: Convert
c:\program files\worldcraft\textures\rub: Ok
c:\program files\worldcraft\textures\ski: Ok
c:\program files\worldcraft\textures\soe: Ok
=================================================
Number of WADs to Convert  = 1
Beginning conversion ....... COMPLETE: 00:00 elapsed.
=================================================
=  ERRORS DETECTED BY WCONV UTILITY - SEE BELOW =
=================================================

Error creating HLWAD: c:\program files\worldcraft\textures\kurok.hlwad ... details ...No log exists.
=================================================
END OF DATA .. Log written to c:\program files\worldcraft\textures\error.log


Not sure what would cause it to not be able to convert the kurok.wad, but here, have mine:
http://www.mediafire.com/file/jrjutqmex ... xtures.zip

That's got both kurok.wad and kurok.hlwad. They both work perfectly fine with my WorldCraft, so you shouldn't have any problems with it if you just throw them both in your Worldcraft/textures directory.


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 Post subject: Re: Kurok Mapping Tutorial
PostPosted: Sat May 22, 2010 8:04 am 
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Noname Ninja

Joined: Fri May 21, 2010 7:18 pm
Posts: 1
Any idea why, whereever i place my info_player_start the player ALWAYS spawns at the origin?(This is in singleplayer). I've also tried using the other player entities (info_player_start2, info_player_coop, info_player_deathmatch (which i doubt do anything in singleplayer anyway)) but the player still spawns at the origin.

Any ideas?

Other than that, everything else works (lights, textures etc).


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 Post subject: Re: Kurok Mapping Tutorial
PostPosted: Sat May 22, 2010 10:05 pm 
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Noname Ninja

Joined: Tue Mar 16, 2010 1:05 am
Posts: 2
cheater99 wrote:
Any idea why, whereever i place my info_player_start the player ALWAYS spawns at the origin?(This is in singleplayer). I've also tried using the other player entities (info_player_start2, info_player_coop, info_player_deathmatch (which i doubt do anything in singleplayer anyway)) but the player still spawns at the origin.

Any ideas?

Other than that, everything else works (lights, textures etc).


Not sure why that'd be happening. Make sure your start is above the ground (even if by just a few units), just to make sure, and also make sure you've got Kurok's .fgd file set up correctly in Worldcraft's Game Configurations -> Game Data Files section. And if you're trying your map in the PSP Kurok, and loading it from the title screen, you'll need to have an info_player_deathmatch in there as well, as Kurok automatically loads maps from the title screen in deathmatch mode.

Other than that, I'm not sure what could be going wrong, unless your compiler is somehow screwing something up...


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 Post subject: Re: Kurok Mapping Tutorial
PostPosted: Tue Jun 08, 2010 6:39 pm 
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Noname Ninja
User avatar

Joined: Tue Jun 08, 2010 6:32 pm
Posts: 9
hi,
first of all, great TUT :)
the second is, if i try to run my map,
nothing happened:
i´ve got this in the "process Window":

Code:
** Executing...
** Command: Change Directory
** Parameters: c:\quake


** Executing...
** Command: Copy File
** Parameters: "C:\quake\id1\maps\o.map" "c:\quake\id1\maps\o.map"


** Executing...
** Command: c:\program files\worldcraft\quaketools\nomapversion.exe
** Parameters: "c:\quake\id1\maps\o"


** Executing...
** Command: c:\program files\worldcraft\quaketools\txqbsp.exe
** Parameters: "c:\quake\id1\maps\o"

TxQBSP 1.12 -- Modified by Bengt Jardrup

Inputfile: c:\quake\id1\maps\o.map
Outputfile: c:\quake\id1\maps\o.bsp
------ LoadMapFile ------
WARNING: Multiple info_player_start entities on line 196
   138 faces
    23 brushes
     3 entities
     4 miptex
    12 texinfo

Building hulls sequentially...
Processing hull 0...
------ Brush_LoadEntity ------
----+----+
    23 brushes read
------ CSGFaces ------
----+----+
   138 brushfaces
    67 csgfaces
    52 mergedfaces
------ SolidBSP ------
    69 split nodes
    19 solid leafs
    51 empty leafs
     0 water leafs
   269 leaffaces
   263 nodefaces
------ FillOutside ------
WARNING: No entities in empty space -- no filling performed
------ MakeFaceEdges ------
----+----+
------ GrowRegions ------
Processing hull 1...
----+----+
----+----+
WARNING: No entities in empty space -- no filling performed
Processing hull 2...
----+----+
----+----+
WARNING: No entities in empty space -- no filling performed

------ FinishBSPFile ------
WriteBSPFile: c:\quake\id1\maps\o.bsp
    67 planes         1340
   317 vertexes       3804
    69 nodes          1656
    12 texinfo         480
   263 faces          5260
   142 clipnodes      1136
    52 leafs          1456
   269 marksurfaces    538
  1052 surfedges      4208
   626 edges          2504
     4 textures      70900
       lightdata         0
       visdata           0
       entdata         315

4 warnings

Elapsed time : 0:02

Peak memory used : 0.3 MB

** Executing...
** Command: c:\program files\worldcraft\quaketools\vis.exe
** Parameters: "c:\quake\id1\maps\o"

---- Vis 2.31 ---- Modified by Bengt Jardrup

File: c:\quake\id1\maps\o.bsp
LoadPortals: couldn't read c:\quake\id1\maps\o.prt
No vising performed.

** Executing...
** Command: c:\program files\worldcraft\quaketools\light.exe
** Parameters: "c:\quake\id1\maps\o"

----- Light 1.43 ---- Modified by Bengt Jardrup

File: c:\quake\id1\maps\o.bsp
3 entities read, 0 are lights, 263 faces, 0.0M casts

Light:   0.0, Elapsed:    0:00
Light: 100.0, Elapsed:    0:00

lightdatasize: 0

Elapsed time :  0:00

** Executing...
** Command: c:\quake\fitzquake080.exe
** Parameters: -width 640 -height 480 -bpp 16 -nocdaudio -heapsize 32768 -no24bit -window +map "o"


hope, that anyone can help me ;(

sorry, for the not perfect english, i´m from Germany :D

_________________
i hope, that Mdave will come back, and get the 0.5 out ;(


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