Half-Life
Updated 05 Apr 2018
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Upper levels: - QuArK Information Base - 2. Map editing - 2.6. FAQs for each supported g... |
2.6.6. Half-Life |
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Index |
Imported .MAP is a Quake-2 map? |
- 05 Apr 2018 | [ Top ] |
Question: The problem is that QuArK is trying to load the .MAP file as Quake 2 map, even while Half-Life game is being selected. I think that something in the .MAP file cause QuArK to think it is a Quake 2 map. (For example take the C3A1B.BSP decompiled map file.) Answer: To solve this problem, you have to open the decompiled Half-Life .MAP file in Notepad or other ASCII-texteditor, and search-replace e1u1/origin with origin , before you import it into QuArK. |
Windows, Transparency, Breakable |
- 05 Apr 2018 | [ Top ] |
Question: Answer: Most brush-entities in Half-Life, have some "renderxxx " specifics. It is these that are used to tell the game-engine, that this brush should be drawn transparent or do other special effects. To set a func_wall half-transparent, you have to set these two specifics in the brush-entity: rendermode TEXTURE renderamt 128 If you want a breakable transparent window, use the func_breakable brush-entity, and besides the two mentioned specifics, you also have to set those specifics that makes it a breakable object. |
Blue color problem (Ladder texture) |
Decker - 05 Apr 2018 | [ Top ] |
Question: Answer: 1) func_ladder , which is invisible but is the area where the player should be able to climb on "a ladder". This brush-entity usually have the AAATRIGGER texture applied to it, since its invisible in the game. 2) func_illusionary (or any other non-solid brush-entity), which is the visible indication of "here is a ladder". If you use any of the "{"-character prefixed texturenames (from the "Rails(2D)" texture-folder), then you can get rid of the blue-color by altering the renderfields of any brush-entity to: rendermode SOLID renderamt 255 |
Using decals |
Decker - 05 Apr 2018 | [ Top ] |
Question: Answer: Create a infodecal point-entity (Look in the 'Info_ entities' folder), and place it near the wall you want your decal to appear on (max 8 units from it, at Grid 1). The spec/args view of the infodecal point-entity, contains a specific named " texture ", this you can change to any decal texturename - mainly the texture-browser's "Decals Folder". Note that the decal-texture's scale and orientation is controlled by the brush-face upon which the decal is applied. So if your decal-texture looks mirrored or large/small, then is the brush-face's texture you need to mirror/scale. The decal-texture's color is controlled by the decal-texture itself. If you want to change it, you need to create a new decal-texture yourself. See also 'Half-Life info_decal Helper' |
What's the deal with WC 3.3 & mapversion 220 |
tiglari - 05 Apr 2018 | [ Top ] |
QuArK now reads (as of version 6.2) the new mapversion 220 format of worldcraft 3.3, and if a map's worldspawn element has a "mapversion" specific with value "220", it will be written in this format. If you want to read in 220 and write in the regular map format, remove the "mapversion" specific. |
Counter-Strike Retail Setup |
Decker - 05 Apr 2018 | [ Top ] |
Question: Answer:
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Duplicated keys in a multi_manager |
Decker - 05 Apr 2018 | [ Top ] |
Question: multi_manager "flashlight" "1" "flashlight" "6" "flashlight" "13" "flashlight" "19" Answer: Like this: multi_manager "flashlight#1" "1" "flashlight#2" "6" "flashlight#third" "13" "flashlight#last" "19" |
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