Game Editing > General Content Creation

[Q4] Map Editing Trouble

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cuetip:
I was editing a stock Quake 4 map that has two parts to it. You start off in the base, then go to a different map from that base, then return to the same map (storage1 to storage2 then back to storage1 again). A few of the models are in different positions when you return. I can't seem to figure out how to delete the first phase models.

The second phase models show up fine in radiant and I can delete them, but the phase one models don't seem to exist. Whenever I load the map via console (map game\storage1) it starts me off on the second phase and not the first... I know my editing worked to some extent as the models I deleted are no longer present in the second phase. When I load the map up in the editor I can't find any trace of the first phase models. I literally looked at every single entity entry (took hours).

I had storage1 load via normal gameplay progression and the console said that it loaded storage1. I played through the first phase, went to the next map (storage2) from phase one, and returned back to storage1, enter phase two. I kept track of which map the game was loading via console. Phase 1 and phase 2 are both in storage1. The models I deleted in phase 2 were gone like I expected.

I looked at all the single player map scripts and there is only one script for storage1. Storage2 script doesn't contain any data on storage1. I didn't find any "helper" scripts for storage1 either. So why do you think I can't find the first phase models in radiant and only the second? Do you know how I could?

[edit] edited post so it wasn't a big wall of text. kat

kat:
Make sure you unpack all the PK4 files (if you have space for it) before working on this - to an outside directory if you can. The trouble with Q4 is that assets are all over the place depending on who made them and so on, not just map or level location - that means looking at the scripts won't necessary tell you where something is physically. This 'missing' assets are a pain to track down unfortunately.

Also make sure to be loading the levels using the "developers" command, can't remember what that was for Q4 so you'll need to search the 'iNet for those, that prevents (should) levels loading in based on gamesaves.

cuetip:
When I unpacked the stock Quake 4 maps, I unpacked everything associated with that map (i.e. aas files, cm, proc, and even reverb). Did you mean I should unpack every single pk4 archive o_O? The thing I don't understand is how those models aren't showing up in radiant...It's to my understanding that that all a compiled map does is provides coordinates and a layout for the game engine to deploy specified and associated resources, creating a level. I don't mean any disrespect, but I don't see how extracting every single pk4 archive would make those "invisible" entities show up... Although the game's resources contain a certain model, it has to be called upon by the map to show up in the game, right? Well if those models aren't listed as something to be used in the map, how can it show up? I might be missing something though, so again, I apologize for my ignorance  :-X

kat:
Yes, unpack everything. They won't show up in Radiant because they're probably script references that are being swapped at run-time; you'll only see the original 'place-holder' in the editor, which could be a model, entity or brush object.

cuetip:
I tried unpacking all the pk4 archives until I was asked to overwrite files...I cancelled the operation because I wasn't sure. Am I supposed to unpack every pk4 archive or just the ones containing the maps? Also, I bought the censored version of Quake 4 and plan to use the censored models. I won't be distributing the mod to anyone (I doubt anyone is bothered by those biomachines anyway lol). If I place those models into an override archive using the same directory structure as the original pk4's, they should appear in the game, right? They most likely have the same names as the original models, but if they don't I'll try renaming them and see what happens. According to the screenshots in this article the models I'm replacing are the same except they have covers over them, so I think it will work. If not I'll manually add them to the maps myself.

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