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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Vis Issues? 
Hey guys, in a map I'm working on 3/4 of the way through the map some of the mobs and geometry disappear. When you noclip the area, you get teleported back to info_player_start. Any idea what could be causing this?

No errors in the output, "check map for problems" in JH turns up nothing, using bsp2 format and tyrians version of vis. 
 
Did you build stuff outside of the +-4096 grid? 
 
are you more than 4096 units away from the world origin? If so, what protocol are you using? 
Yes 
It's big on one axis.

JH is set to HL map version, I'm using -bsp2 when I compile and quakespasm is defaulting to protocol 666.

What have I missed? 
 
666 doesn't support larger map bounds, you need a different protocol. I am not sure what the options are for that. 
Darkplaces Works Fine 
I was a little surprised normally it's my fail mapping skills that lets me down. 
Is There A Way To Convert UT2004 Maps To Quake? 
 
Stubborn Brush 
I was exploring a Q2 map which indicates it has too many brushes to compile.
So I converted all textures to Q1 and deleted the q2 functions.
While searching on the error I kept the warning: Invalid brush plane format on line 1692.

After deleting the brush the warning stayed on that line so it seemed not an invalid brush but a lame compiler message.
I went on deleting brushes untill I had only one brush that persist on invalid brush format.

It looks as if not a single brush, even on 64 grid won't pass the compiler.
What's wrong? 
About Scourge's Spawn Entity 
Continuing mapping using my mod that uses scourge's code, and when I use the "spawn entity" to spawn a monster when a player goes through a trigger brush, monsters appearing via those entities have a half-second delay before they react.
This is tricky because it makes ambushes kind of moot. I've heard it's because when entities spawn (also at the start of a map), monsters have a half-second delay before they're active.
Is there a way to counter this? 
Invisible, Non Working Button 
(Hope I get a response this time)
I'm pretty close of finishing that map, but I just hit a wierd wall yesterday:
See, I have this button: http://image.noelshack.com/fichiers/2016/16/1460979036-invisiblebuttontb.png
which targets a door in this door. In TB there doesn't seem to be a problem, but once I test it ingame: http://image.noelshack.com/fichiers/2016/16/1460978924-schlossherr20160418110429-00.jpg
The button's invisible, the collision mask is still there and it's not functionnal (e.g I can't trigger the push, no sound and no collision change).
Which is wierd because this button brush is the exact same I use for other buttons in the level, and they all work no problem, except for this one.
What gives? 
Pushing Buttons 
Couple of things to try to rule things out:

-Place the button somewhere else like on another wall in that room.

-Delete the button and create a new one from scratch.

See if the button still disappears. You could also try Developer 1 to see if any messages help bring light to the mystery. 
Err 
Sorry, but would have to do with the button being inside of that trigger_remove?

Not that familiar with hipnotic entities. 
The Brush Was Side To Side With The Button 
But then I changed it to be a full-heigth brush while putting it backwards. The button's now functional! 
Trigger_push Stucking The Player 
So this is the final thing that needs to be done before this map is officially done:

The map have a bell tower that can only be accessible in the top via a secret teleporter. In this is a Quad Damage, and taking it drops the player inside the tower, which is a narrow downwards tunnel. Once he reaches the bottom of the tower, a trigger_push is put to push him forward, which opens the tower's door in front of him, getting him out of the tower fast.

At least that's the idea on paper. Indeed, said trigger_push activates, but the push speed is next to none (when falling the player descends extremely slow), so much that I have to struggle moving forward to get out of the brush and finally make the push work at the intended speed.
First try was just having the downward tunnel and having said trigger_push made like a platform flat on the ground. Same thing happened when I made the brush thinner.
Then I tried to make a downward trigger_push in the downward tunnel, and then have the second (original) trigger_brush be a ramp, thinking it would do it, but no.
Then I tried to separate the vertical tunnel and the horizontal one and make a teleport brush at the bottom of the first one, and have the teleport_destination being inside a trigger_brush, but still no dice (see http://image.noelshack.com/fichiers/2016/16/1461155513-triiger-push-fuckery.png).

What should I do? 
Picture Link Broken 
Is that HOZ trigger_push at a diagonal? You have the angle key set so it pushes in the desired direction correct? Having the trigger_push slowly push the player down sounds like an angles issue. 
The Angle's Fine, It Points Towards The Exit. 
Also for the link just remove the period at the very end. Wierd how the website included it. 
Hard To Tell What I Am Looking At Here 
The shaft is a trigger_push? So you want to grab the quad, shoot down the tower via a downward push and then pushed out of the exit door?

Apologies for my confusion but if that is what you want then try making the down push brush stop at the entrance of the shaft. Have the HOZ push not be on the floor make it like 64 units high or something. Default push speeds should be more than enough to shoot the player out.

You shouldn't have to do a work around and make a teleport this can work. 
 
I can't tell exactly what's what in the picture, but I would make sure the down push ends above the horizontal push by at least 64 units.

The horizontal push doesn't need to be real tall. 32 units is probably enough and place it a bit above the floor, 16 - 32 units should be fine. 
Crazy Idea But 
Is the push angle at 0? If it is, set it to 1 or -359 instead. 
Went To The Quake Wiki 
And apparently putting 0 at the angle key doesn't work, somehow.
Anyway, I put it at 360 and now it works. Odd. 
Black Spots On The Skybox + Unfixable Grey World 
I was just a centimeter finished for doing this map when I have this stuff pop up on Quakespasm.

First off, at the start map I have a sky cieling where some parts are grey: http://image.noelshack.com/fichiers/2016/16/1461362247-spasm0002.png
At first I thought this was related to that "inside out grey world" bug where a map goes out of the game's boundaries, so I tried to put the whole map down to some units, but try as I might, the error's still there (Same thing happened even if I put -bsp2 in the compiler).
Same thing happened with the first actual map: on top of having parts of the sky greyed-out, in the final room, on its front side when you enter, and you get close to it, the inside out grey world bug happens, but usually when it happened in my maps it showed the world at its place, like if you were inside a brush, but here I have the duplicate of the map in front of me, like a pattern you'd see on a wallpaper, because it's the exact same axis: http://image.noelshack.com/fichiers/2016/16/1461362301-spasm0001.png
And still in there, as much as I try moving the map around, nothing changes. 
 
I've never seen patches of the skybox not drawing like that. Is there possibly a skip brush clipping away the sky there or something?
Check in other engines, and maybe try a different compiler.

It shouldn't be related to exceeding the +- 4096 bounds.

inside out grey world bug
For this, keep the player and all entities within +- 4096. It should be ok for inaccessible areas of the map (like the cliffs + skybox in your shot)

Enter 'viewpos' in the console to print your current position, or in quakespasm you can do "r_pos 1" to enable a continuous printout of the player's position. 
Edit: 
Does "r_novis 1" do anything to make the grey patches go away? (make sure to set it back to 0 afterwards.) 
Daya - Wild Guess 
Are your sky brushes textured sky on all sides? Those brushes can hickup when a normal texture is on one side. 
Fixed 
The grey patches was indeed because the sky brushes were clipping through other brushes. Fixing that also fixed the grey world bug, somehow. 
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