Prefabs, Curves, and Decompiles


(Lockeownzj00) #1

Well, people will tell me to use the search function. I did. For each thing. And each thread referenced a main useful thread which when I lookd over, was wholly unuseful and had little information, with pages of posts saying “it works!” without any information.

  1. Prefabs.

Simple. Every time I try to use one of drakir’s prefabs, nothing is there. It’s really starting to be a hassle. I open the map–nothing.

  1. Curves.

I just got back into mapping recently, and I remembered how to make a simple bevel, or cone, or what have you. So I create a brush, cone-ify it, and…nothing. It’s selected, but when I deselect it, it disappears and there’s nothing there at all. It seems to exist only as a selection and when I try to somehow “create” it nothing happens.

  1. Decompiles.

I’m trying to Make a snowy-rock type thing on my own by retexturing an ASE. From what I read you can just edit an ASE with notepad. So I do, but apparently it just ignores the fact that I changed the texture path. So I try hummer’s method of decompiling. Only I have no clue how do it – so I use the search function and find the “main” thread which mentions .bat methods, shortcut methods, etc. Each one either gives me the error that it is a) version 47, not 46, or b) there is no such thing as -format.bsp. I’ve double-checked and re-double checked, and since hummer’s thread has no info in it other than spawnflags, I really don’t know what to do.

I like figuring things out myself because I hate waiting. I am an impatient person. Well, at least in map-making. I know that I will have to wait a while so I try to scour for as much info as possible, but right now it’s getting very, very annoying, because I just can’t continue my maps anymore without the info.


(MadJack) #2
  1. Prefabs are put at 0 0 0 when you import them. To put prefabs you can either use File->Import or Edit->Load Prefab and afaik both works good. Though Map Import is more often used when you make parts of your map in parts… You import a bit of it when it’s done.

  2. you have patch hiddens. Hit CTRL-P to make them visible.

  3. not too sure what you want to do. More info please?

HTH


(The Wanderer) #3

I’m not sure if I understand what you’re trying to do. But if you modify the ase model you have to recompile the map for the changes to be visible in game.
For info on decompiling check this thread http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=3646
the version number error is probably because you’re trying to load a Q3 map on ET(at least that’s when I get it). So if you’re decompiling a quake map make sure your -game switch is set approprietly.
The -format switch on the decompile command has to have parameter map or ase. It is telling q3map2 what format to output the decompiled bsp.


(Lockeownzj00) #4

I’m trying to make this rock model a snowy texture for my map. Through hummer’s “tutorial,” he simply says to decompile the bsp with just the rock model in it to make them brushes, at which point I believe I could apply a new texture.

The import thing works. Thanks.


(MadJack) #5

Ah I get what you mean now. Problem is, I don’t know squat about that. Maybe Wanderer will be able to help you out. Or anyone else that knows. :slight_smile:


(Lockeownzj00) #6

New Problem!

Anyone know what MAX_BUILD_SIDES means? I keep getting this when trying to compile my map now.

A site I went to said a brush was too complicated, but it’s just a block…I don’t get it. Everything compiled fine before.


(MadJack) #7

Brush cleanup button (The one that looks like the recycling logo). That should fix a problem brush. If that doesn’t work, you might have a brush with too many sides…