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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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I have path with 3 path_corner ("wait" "-1"). I made 2 trigger_once for start func_train. But only one works. How to make to move to the next path_corner only in the event? 
Digs 
You can't... wait -1 stops the train permanently. 
 
rubicon 2 source has this feature ... every time it's triggered it starts moving again. 
 
I took a look at your source a while back, I'll add it to progs_dump for the next final release. It keeps coming up so ppl want it. 
Quick Question. 
I have seen in some maps glass that is transparent and I couldnt find any help on how to do this.
Can anyone tell me how to do something like this? 
Nolcoz 
"alpha" key on brush entities, from 0 (invisible) to 1 (opaque). 
Thanks! 
 
Water Fullbright/minlight 
Is there any way to make it so water is not a set brightness? I'm using waterfall textures from ikwhite that fall into a vanilla water texture. I need either a way to set the water texture to not be fullbright/minlight or a better texture set for a waterfall into a body of standing water. Thanks for any help. 
^^^^ 
I have not tried this but you try a func illusionary brush above the liquid with a black texture and set alpha between 0 and 1 (i.e. 0.5) to darken the brush underneath.

Good luck! 
@dumptruck_ds 
Thanks. I'll give that a try. 
Different Music Tracks In One Map? 
Hi!
I'm still trying to get more atmosphere to different sections in my map.
Does anybody know if there's a mod or something to play different music tracks in a map, activated by a trigger? 
#20122 AD(Arcane Dimensions) 
Has "trigger_cdtrack"

I'm sure you could look at the QC and use that in your own progs.dat if you did not want to use the whole Mod. 
@_GunStHighway 
Short tutorial from Inside3D.
Quake1 Background Sounds 
@damage_inc And Madfox 
Thanks. I'm testing this and tell you if it works.

Best wishes
Gunny 
Noob Question About Removing Limits 
Hi. I am new to mapping, and working on my first quake map, for AD mod. I am using the latest Quakespasm and Trenchbroom 2.
I am about about halfway done with the map, and seem to have hit the limits. When I compile, no lights and everything is dark.
From scouring the net, I understand I need to use BSP2 and sv_protocol 999 ?
How do I do this ? Where do I change these things ? 
 
From scouring the net, I understand I need to use BSP2 and sv_protocol 999 ?

You 100% do not. 
 
No lights and pitch black map does not sound like something related to hitting any BSP limits, you probably broke something else.
To test bsp2, just put -bsp2 in your qbsp.exe params. 
Compile With Light 
Try running LIGHT.exe when you compile. Tends to brighten things up sometimes. 
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