Server modding? -1 reply

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Guest

I didn't make it!

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#1 9 years ago

Hi guys, I saw many servers with new textures or new objects planted in the map. Does anybody know how that works, i wanna try it on my own server. I am playing 1.0 by the way. Thanks =)




~*Seto*~

Trapped in the interchet

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19th October 2007

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#2 9 years ago
Guest

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#3 9 years ago

thank you! it worked after 2 hours ^^. But i got still a problem with Quark. When i open the bsp. file in the map editor i get an error: quarkx.error: invalid floating point operation.




Delta_135

Glitching All Games!

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18th March 2011

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#4 9 years ago

You can't open .bsp files in a map editor they only read .map files if you want to edit the maps structure you need the source files (the .map file) not sure what you mean with a problem with Quark.




jk3editor

Retard Hungarian Modder

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21st August 2008

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#5 9 years ago

You need BSP editing, what Seto send. But I think you should learn to map before trying to modify the BSP :D




minilogoguy18

kitty dances for rep!

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4th September 2004

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#6 9 years ago

You guys all fail, he was probably on a makermod or more likely a lugormod server, maps can be edited in game in real time with no download needed from any player, all server side.

Lugormod - RoboPhredDev

Upgrade from v1.0 btw, nobody uses it, no reason whatsoever to use it.




~*Seto*~

Trapped in the interchet

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19th October 2007

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#7 9 years ago

So he was playing lugormod on 1.0 then? :lulz:

My first post is the answer; jk3editor's post is good advice. If you have some specific questions, you can PM me.




Guest

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#8 9 years ago

hi guys! i know how to map btw and had no problems with editing the entitys. there was only one lil problem with the program "quark".

my new question: can anybody make an example with a "brush duplication"? i don't get it. :confused: how can i identify brushes?

(im familiar with the gtk radiant)




Guest

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#9 9 years ago

bump




eezstreet

Lord of the .DCC files

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16th June 2008

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#10 9 years ago

Brushes use bmodels, therefore their "model" key will be something like "*23" or something like that - an asterisk and then a number. This is only applicable with func_ entities and (possibly) triggers.