Additions:
Deletions:
Additions:
or something like this:
Deletions:
or something like that:
Additions:
3. Open an Existing Level, or Create a New One.
Updating Your Custom Files
""
=====Running D3 From QuickTest with Command Line=====
//From Atan, posted on [[http://www.planetdescent.net/index.php?topic=54.msg376#msg376 Planet Descent]]://
I was asked if it is possible to run D3 including command line parameter via Quicktest.
Yes it is. Just a few steps are necessary:
In D3Edit open the Quicktest/Hog Editor Bar (Toolbar Q)
Rightclick onto that Dialog(bar). Note that you must hit the Dialog, not any of it's Buttons etc.
You will get the option menu and there choose : Options Smiley
A new Dialog will come up with many options. The first Edit-Line is for your command line.
Here you enter your params and close the Dialog again.
This should work next time you run D3 via QT.
Just two examples:
You own a widescreen possible you would like to run D3 with:
-width 1920 -height 1200 und -aspect 1.6
or something like that:
-framecap 0 -playermessages -nooutdoorfog -nointro -nomusic -nooutragelogo -nosparkles -pilot (LL)Atan -datacheck -width 1280 -height 1024 -aspect 1.25
//Thanks Atan!//
Deletions:
3. Open an existing level, or create a new one.
Updating your Custom Files
""
Do you have questions, comments or info about [[http://www.prepare4descent.net/quicktest.shtml Setting Up D3Edit and Quicktest]]? You may add them here!
Revision [1783]
Edited on 2008-10-25 08:49:48 by WillyPs [added some more info: Insert current D3L. Category UpDateNeeded.]Additions:
The filename of the mission goes under 'MN3 Name'. The name that shows up in the mission browser goes under 'Mission:'. Click 'Insert>>'. Here you will need to insert your current level. If you have custom files, such as textures, objects, etc., you can load them too. You may choose to load individual files, hog files, or the contents of a folder.
"I can't find/ see my custom textures/ objects/ doors in D3Edit."
First of all make sure your custom file is in the 'File' window of the Quicktest toolbox and that it is an appropriate file format. Check to make sure your gam file is there also. Now, double check, even triple check that the file name in the gam entry matches the one in the Quicktest toolbox 'File' window. And make sure you have saved your gam file after creating or correcting the gam entry. Close your level and look under 'Data' to make sure the mission tablefile and mission hog are loaded.
A number of times, after I have made alterations to objects, I open the object browser and there is no visual representation of my object... even though the name is there. Same effect when I drag it down to my customs folder. The first time this happened to me, I tried in vain to get it visible. Finally I put it in my level anyway. After that, it then showed up in the browser. So don't fret if you don't get a visual of your object in the browser, if the name shows up, it's there.
"I can't fly my new mission... when I try, D3 says "Error: Level number is out of range. Line 2." and then it can't load the mission!"
You probably forgot to include your level in the mn3. Back in Quicktest, check to see that there is a level included, in the 'Files' field, either '
UpDateNeeded (pending new D3Edit release)
Deletions:
The filename of the mission goes under 'MN3 Name'. The name that shows up in the mission browser goes under 'Mission:'. If you have custom files, such as textures, objects, etc., you can load them, click 'Insert>>'. You may choose to load individual files, hog files, or the contents of a folder.
"I can't find/ see my custom textures/ objects/ doors in D3Edit"
First of all make sure your custom file is in the 'File' window of the Quicktest toolbox and that it is an appropriate file format. Check to make sure your gam file is there also. Now, double check, even triple check that the file name in the gam entry matches the one in the Quicktest toolbox 'File' window. And make sure you have saved your gam file after creating or correcting the gam entry. Close your level and look under 'Data' to make sure the mission tablefile and mission hog are loaded.
A number of times, after I have made alterations to objects, I open the object browser and there is no visual representation of my object... even though the name is there. Same effect when I drag it down to my customs folder. The first time this happened to me, I tried in vain to get it visible. Finally I put it in my level anyway. After that, it then showed up in the browser. So don't fret if you don't get a visual of your object in the browser, if the name shows up, it's there.
Revision [1719]
Edited on 2008-06-15 06:59:29 by WillyPs [Added some more trouble shooting info, and some other minor edits]Additions:
I am trying to save the mn3, but QuickTest says it can't move the temporary file, so the mn3 wasn't saved!
You have your mn3 open. In the 'Editor' tab, close the mn3 by selecting < none > in the 'Current Open HOG:' drop-down list.
"I can't get my loadscreen/ music/ briefing/ branch to/ intomovie to work."
To make a loadscreen, create a 640 X 480 bitmapped image, save it as a 24 bit uncompressed .tga. Use 'Ogftool' or 'D3 Imagetool' to convert it to .ogf, with one mipmap. In the Quicktest toolbox, click 'Insert >>' and insert the file. Now you should be able to doubleclick 'Loading:' and select from the dropdown.
To create a briefing, use 'Breifs 32'. Insert the file as described above.
Music is a bit more complicated, you cannot just load your favorite mp3 or wave file. This subject will be for another tut!
I have not played with 'Branch To' or 'IntoMovie' enough to write a tut yet... any volunteers?
Deletions:
I am trying to save the mn3, but QuickTest says it can't move the temporary file, so the mn3 was'nt saved!
You have your mn3 open. In the 'Editor' tab, close the mn3 by selecting < none > in the 'Current Open HOG:' drop-down list.
"I can't get my loadscreen/ music/ breifing/ branch to/ intomovie to work."
To make a loadscreen, create a 640 X 480 bitmapped image, save it as a 24 bit uncompressed .tga. Use 'Ogftool' or 'D3 Imagetool' to convert it to .ogf, with one mipmap. In the Quicktest toolbox, click 'Insert >>' and insert the file. Now you should be able to doubleclick 'Loading:' and select from the dropdown.
To create a briefing, use 'Breifs 32'. Insert the file as described above.
Music is a bit more complicated, you cannot just load your favorite mp3 or wave file. This subject will be for another tut!
I have not played with 'Branch To' or 'IntoMovie' enough to write a tut yet... any volunteers?
Additions:
Quicksave won't save my mn3...
I made changes to my level, but when I quick test, it's the old level. I go back to D3Edit... and yes, I did save the changes before quick testing...
Check the files you included in your mn3 by opening Quicktest and make sure you did NOT include 'your_level'.d3l... or 'your_level.msn. Instead, you should have an entry that looks like this: < Current D3L > and one that looks like this: < Generated MSN >. If not, right click in the file area and select "Insert > Current D3L" to insert your current level, or check the checkbox next to "Generate MSN" if that is missing.
I am trying to save the mn3, but QuickTest says it can't move the temporary file, so the mn3 was'nt saved!
You have your mn3 open. In the 'Editor' tab, close the mn3 by selecting < none > in the 'Current Open HOG:' drop-down list.
Deletions:
Quicksave won't save my mn3...
I made changes to my level, but when I quick test, it's the old level. I go back to D3Edit... and yes, I did save the changes before quick testing...
Check the files you included in your mn3 by opening Quicktest and make sure you did NOT include 'your_level'.d3l... or 'your_level.msn. Instead, you should have an entry that looks like this:
Revision [1693]
Edited on 2008-06-07 16:32:16 by WillyPs [added info about saving the resource list]Additions:
7. Save Your Resource List.
When you have selected textures and or objects, you can save the list(s) as a resource list. Right click in the area where the names are, under the 'Custom' or 'Level' tabs of either the object bar or the texture bar. The list can be used sort of like a Favorites list, and used when building different levels, or when building rooms. Once you have loaded the list, it will open when you open D3Edit. If you have custom textures or objects in the list, you will get an error message that your texture or object is not valid. That's because your customs are not loaded until the level is opened. If you have set up QuickTest properly, they should load and be ready to use.
Additions:
Deletions:
CategoryD3
Revision [1636]
Edited on 2008-05-17 17:41:29 by WillyPs [added troubleshooting info: Quicksave won't save my mn3...]Additions:
Quicksave won't save my mn3... "I can't find/ see my custom textures/ objects/ doors in D3Edit"
I made changes to my level, but when I quick test, it's the old level. I go back to D3Edit... and yes, I did save the changes before quick testing...
Check the files you included in your mn3 by opening Quicktest and make sure you did NOT include 'your_level'.d3l... or 'your_level.msn. Instead, you should have an entry that looks like this:
First of all make sure your custom file is in the 'File' window of the Quicktest toolbox and that it is an appropriate file format. Check to make sure your gam file is there also. Now, double check, even triple check that the file name in the gam entry matches the one in the Quicktest toolbox 'File' window. And make sure you have saved your gam file after creating or correcting the gam entry. Close your level and look under 'Data' to make sure the mission tablefile and mission hog are loaded.
A number of times, after I have made alterations to objects, I open the object browser and there is no visual representation of my object... even though the name is there. Same effect when I drag it down to my customs folder. The first time this happened to me, I tried in vain to get it visible. Finally I put it in my level anyway. After that, it then showed up in the browser. So don't fret if you don't get a visual of your object in the browser, if the name shows up, it's there.
Deletions:
Quick won't save my mn3... "I can't find/ see my custom textures/ objects/ doors in the D3Edit"
I made changes to my level, but when I quick test, it's the old level. I go back to D3Edit... and yes, I did save the changes before quick testing...
Check the files you included in your mn3 by opening Quicktest and make sure you did NOT include 'your_level'.d3l... or 'your_level.msn. Instead, you should have an entry that looks like this:
First of all make sure your custom file is in the 'File' window of the Quicktest toolbox and that it is an appropriate file format. Check to make sure your gam file is there also. Now, double check, even triple check that the file name in the gam entry matches the one in the Quicktest toolbox 'File' window. And make sure you have saved your gam file after creating or correcting the gam entry. Close your level and look under 'Data' to make sure the mission tablefile and mission hog are loaded.
A number of times, after I have made alterations to objects, I open the object browser and there is no visual representation of my object... even though the name is there. Same effect when I drag it down to my customs folder. The first time this happened to me, I tried in vain to get it visible. Finally I put it in my level anyway. After that, it then showed up in the browser. So don't fret if you don't get a visual of your object in the browser, if the name shows up, it's there.
Additions:
by WillyP
1. The Quicktest Toolbox: Fill in the fields.
2. Data: Load Tablefiles and Mission Hog.
3. Open an existing level, or create a new one.
4. Create a Mission Hog with Quicktest.
5. Load Your New MN3 as a Mission Hog.

6. Open Your Level, Level Settings.
Updating your Custom Files
Quick won't save my mn3... "I can't find/ see my custom textures/ objects/ doors in the D3Edit"
I made changes to my level, but when I quick test, it's the old level. I go back to D3Edit... and yes, I did save the changes before quick testing...
Check the files you included in your mn3 by opening Quicktest and make sure you did NOT include 'your_level'.d3l... or 'your_level.msn. Instead, you should have an entry that looks like this:
First of all make sure your custom file is in the 'File' window of the Quicktest toolbox and that it is an appropriate file format. Check to make sure your gam file is there also. Now, double check, even triple check that the file name in the gam entry matches the one in the Quicktest toolbox 'File' window. And make sure you have saved your gam file after creating or correcting the gam entry. Close your level and look under 'Data' to make sure the mission tablefile and mission hog are loaded.
A number of times, after I have made alterations to objects, I open the object browser and there is no visual representation of my object... even though the name is there. Same effect when I drag it down to my customs folder. The first time this happened to me, I tried in vain to get it visible. Finally I put it in my level anyway. After that, it then showed up in the browser. So don't fret if you don't get a visual of your object in the browser, if the name shows up, it's there.
Deletions:
by WillyP
1. The Quicktest Toolbox: Fill in the fields.
2. Data: Load Tablefiles and Mission Hog.
3. Open an existing level, or create a new one.
4. Create a Mission Hog with Quicktest.
5. Load Your New MN3 as a Mission Hog.

6. Open Your Level, Level Settings.
Updating your Custom Files
"I can't find/ see my custom textures/ objects/ doors in the D3Edit"
First of all make sure your custom file is in the 'File' window of the Quicktest toolbox and that it is an appropriate file format. Check to make sure your gam file is there also. Now, double check, even triple check that the file name in the gam entry matches the one in the Quicktest toolbox 'File' window. And make sure you have saved your gam file after creating or correcting the gam entry. Close your level and look under 'Data' to make sure the mission tablefile and mission hog are loaded.
A number of times, after I have made alterations to objects, I open the object browser and there is no visual representation of my object... even though the name is there. Same effect when I drag it down to my customs folder. The first time this happened to me, I tried in vain to get it visible. Finaly I put it in my level anyway. After that, it then showed up in the browser. So don't fret if you don't get a visual of your object in the browser, if the name shows up, it's there.

