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 Post subject: Boxes of Shells, Nails, Cells and Rockets
PostPosted: Mon Sep 12, 2005 5:22 pm 
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Joined: Sun Mar 09, 2003 10:47 pm
Posts: 1612
Location: Ohio
I finally figured out why I was having trouble using non-box style cell packs like those in Telejano and maybe Tenebrae.

The models are not .mdl, they are those .bsp files like b_rock0.bsp (I was aware of this, but wasn't thinking about it at the time).

So ... I decided to copy those into joequake/maps

I start JoeQuake and get ...

Image

mod_loadbrushmodel: maps/b_rock0.bsp has wrong version number (860898377 should be 29).

So what do I need to do to be able to use them?

Here is the b_rock0.bsp for anyone who needs it to experiment:

b_rock0.bsp (goes in joequake/maps folder)


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PostPosted: Mon Sep 12, 2005 6:59 pm 
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Joined: Tue Mar 11, 2003 5:43 pm
Posts: 239
Location: North Carolina
You might have to recreate them in a map editor, and remember to get their origin's right, normally the upper left back corner is at '0 0 0'. I once used a BSP object in my Halloween RuneQuake mod (to render the final boss, a giant 56k modem).


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PostPosted: Tue Sep 13, 2005 2:25 am 
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Joined: Sat Sep 10, 2005 2:26 pm
Posts: 28
Location: across CINEMAS this SUMMER!
i think it was done with other editor, for another engine.. i remember a similar error (<xxxx> should be 29) when trying quake2/3 maps in qw :D

..or what he said with the origins :)

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PostPosted: Tue Sep 13, 2005 2:22 pm 
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zop.runequake.com
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Joined: Fri May 02, 2003 8:46 am
Posts: 343
Location: Palm Desert, CA
I got this error when I first tried to run patched ctf levels that I qbsp'd (patched) myself (just the first episode's maps had this problem). Someone sent me their patched levels, and that was good enough for the problem...

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a random mod server: zop.runequake.com


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PostPosted: Fri Sep 16, 2005 3:12 pm 
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Joined: Fri Oct 24, 2003 2:09 pm
Posts: 252
Location: Hungary
this is an .md3 file, not a .bsp


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