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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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awesome, thanks 
@pitofmiserymapincoming 
You really should learn by doing it. It's really not that hard and you'll learn a lot about whatever editor you are working with. Hint: use the clip tool.

Copy and pasting brushwork is weak (unless it's for a Speed Map and you've done the same creation before, which I think is fair.)

Challenge yourself, when you succeed you'll be a better person. 
How To Clip A Base Door 
...using Trenchbroom.

https://youtu.be/5xL_vmMfHFU 
Woops 
I missed a brush (see if you can find what I did wrong) but hopefully you'll figure it out on your own. 
How To Clip A Base Door Revised 
Sorry for all the posts - this is a revised video.

https://youtu.be/96-oRhYiF-o

I need some coffee. 
Fullbright Textures In Trenchbroom 
Just started mapping a few days ago, and have become hopelessly addicted. Oops. I can't figure out how to make a fullbright texture. is there a way to do so?

Thanks in advance. 
 
why do items placed in the editor sometimes not show up in-game? like I'll try to place two ammo boxes next to each other but when I boot up the game one of them isn't there. 
 
Theyre too close together. Move them apart and theyll both load. 
@rafOK! 
You don't make textures in TB actually. You can create textures in Wall or TexMex and most likely QuARK.

General info here:

http://www.celephais.net/stuff/texturefaq.htm 
@19176,19179 
It's also possible to make any texture technically fullbright by turning the brush it's applied to into a func_wall and using the necessary (and usually compiler-dependent) entity fields to make the func_wall still cast a shadow and be lit properly on the other faces, but have the one face you want ignore lighting and display at a constant brightness.

Granted, this is only really a solution for smaller details (computer screens, gauges, eldritch runes, etc) as turning giant parts of an actual wall into func_walls so you have holes going everywhere is generally not a great idea for vis time and framerates. 
AD Func_breakable Via Trigger 
I made func_breakable to the my AD map, then connected trigger to it. Breakable object has breaks by trigger, but also player can make breaks it by his weapons.

How to make a ban for the break object by the player's weapons? I can make greater health value (eg 65000), but is there any other way? 
DOOMer 
Set the spawnflag to 2 (= nodamage) so player can't damage it. 
@Bal 
Thanks. 
More Questions - Make A Brush Give Off Light? 
After some though, I realized that making the texture fullbright isn't the solution to my problem. I need to make the brush (some lava) give off light.

Is there a way that this can be done? 
RafOK! 
Haven't tried this functionality myself yet, but ericw's compilers seem to support this kind of surface lighting : https://ericwa.github.io/ericw-tools/ (check bottom of the page.)
Not sure if it'll work right with a large surface. 
@Bal 
Thanks mate. 
I Really Need Help With This.... PLEASE 
Okay so I have a room that is going to turn of all the lights once u pick up the key. Then it will teleport 3 monsters, every 3 seconds from 3 different spots until it has teleported all 9. The lights wont come on until you kill all 9. The problem is, the first 3 monsters teleport in just fine... yet the next 2 pairs teleport in at the exact same time... even though I put a delay of 3 seasons on the relays. They teleport in after 3 seconds, but the 3rd wave instantly teleports in and doesn't delay for some reason- instantly killing the 2nd wave. Any ideas guys? 
 
Did you accidentally set the third triplet of trigger_teleports to have the same targetname as the second set? Also, uploading the .map file often helps people diagnose what's going wrong. 
I'll Take Guesses In ALLCAPS Below 
trigger_relay
targetname|lightsout
target|roomlights1

trigger_relay
targetname|lightsout
target|wave1
delay|3

trigger_relay
targetname|lightsout
target|wave2
delay|6

trigger_relay
targetname|lightsout
target|wave3 (SHOULD NOT BE wave2)
delay|9 (SHOULD NOT BE 6)

Maybe? Hard to tell without the .map file. 
Ad - Particle Effects 
So the stock misc_particle effects available in the AD fgd are usable in the sense that Quakespasm/Mark V will see a particle style effect, and Darkplaces/Quakespasm Spiked will see a Darkplaces style effect.

Each predefined defined misc_particle has a corresponding Darkplaces style effect that will be seen in QSS/Darkplaces. However, if you make a particle_template and create your own effect using various particle sprites, is there any way to see this effect in QSS/Darkplaces?

It seems the only thing I can do is attach a dpp_name (eg. DPP_ITSPORTALSIDE) and substitute a Darkplaces effect for my custom effect. The custom particles will not appear in Darkplaces or QSS. This is what I did in ad_paradise.

Is there any way to see a custom particle effect in QSS or Darkplaces? 
Entity State System In AD 
I tried to use AD's entity state system in my map for disable (NOT remove from world) and later re-enable func_plat. But I get a not working func_plat already when I starting the map (before the player touches the trigger, which disables the my func_plat) :( And removing all added enititirs couldn't help to fix it problem.

How to right use state system for disableenable func* enities. 
 
If your func_plat has a targetname, it needs to be triggered first. 
@mukor 
Thanks. I enabled the flag "start lower" and it worked, 
Bah, To H*ll With It... 
@#19191, I will answer my own question:

No you can't see a custom particle style effect in QS Spiked or Darkplaces. Unless through the action of some obscure cvar I don't know about.

In this case it is pointless to use the particle_template system, as probably no one will see the effect. With the release of QS Spiked and the popularity of Darkplaces, I consider it a worthless novelty to use this effect.

Just going to go with the included particle effects that work across all source ports. Back to mapping... 
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