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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: http://www.celephais.net/board/view_thread.php?id=60097
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FTE Csaddon Terrain Lighting 
How can I make light “from the sun” for the terrain made with csaddon? Is it possible to make the lightmap (I am working with q3 format)? Or if it is not possible, can I make directional rtl light in fte? 
 
How can I avoid monsters to start fighting eachother? (like ogres don't). 
 
Give them all the same classname 
Duh 
(void) monster_anonymous = explode on it selve
return ; 
From A Discussion Thread. 
Lighting For Graveyard And Flat Ambience [EDIT]
Posted by Featheon on 2019/06/01 23:10:21
Thanks for hosting my question. I'm having trouble of solving light sourcing for a graveyard scene featuring tall mausoleum. In your experience, to get an even low ambience, does one use many point entities or one powerful entity and adjust the penumbra? I cannot use worldspawn light more than 20 for this project. Editor is trechbroom, engine is darkplaces.

Thank you.


#1 posted by anonymous user on 2019/06/01 23:30:26 spam
Try these tools if you aren't using them already: https://ericwa.github.io/ericw-tools/

Some options like -bounce may help. You'll need fewer light entities that way.
 
.mdl Files 
What is the preferred way to create (or modify, if possible at all) Quake .mdl files? Unless I’m severely wrong (or utterly blind) the Quake-Tools repo in github do not mention a way to create them with any existing tools.

I know the progs are there, so you can alter their behavior (possibly), but what about their appearance? 
Izhido 
Here's the best tutorial on the web I've been able to find on the subject. This details every step and has links to tools etc.

http://pnahratow.github.io/creating-models-for-quake-1.html 
@-izhido 
I'm not familiar with phonetics but maybe it are the format options this that you searching? 
@-madfox 
1) Nice way to force lowercase :D
2) Nice specification document! I intended, however, to ask for actual model creation tools, just like dumptruck pointed in the page he posted. 
I'll Stay 
lower case,

but just in case your looking for a way to get your jbase.wad right it would help if you have a compiled jbase.bsp or jbase.map file.
AdQEdit has a tool for remipping wadfiles. 
Oh. That Particular Issue 
Has been already solved. In fact, I already created two command-line tools that generate the .wad files that QuakeEd needs to open maps - one that generates plain textures (fakewad) and another that reads them from a pakfile (leechwad). They are now in the QuakeEd for MacOS package, starting from v. 1.0.2 . 
Tessla 
I'm trying to use the tessla coil I made in 2013.
When I download the map from quaketastic and play it everything goes right, with a bright lightning bold.
When I use the map to recompile it I end up in a dimm room with a shaded bold I can hardly see.

Could it be the new compile tools that cause this?
The map hasn't changed.

classname info_notnull
use CastLightning
enemy 1
 
Gate Logic Error: Runaway Loop 
Hi.
Got a problem that I don't understand.
I created a three button gate logic in my map months ago and everything worked fine. Now I tested it again and it crashes all the time when pushing a button for the logic.
Has someone an idea whats going wrong or how I can figure this out? 
Condump 
Probably good to see the error. Advice is to get to the spot where this is triggered. Type clear in the console then trigger the event. When it quits to console, type condump which will spit out a log in your id1 or mod directory. Paste that here and it will help. 
@dumptruck_ds 
Thanks!

Hope I can find the mistake before recreating the whole puzzle. 
Quake 2 Maps Won't Compile 
So I was drafting a Quake 2 map, but upon compiling and running the game I get an error:
CMod_LoadbrushMode: mapbase123.bsp has wrong version number (15972 should be 38).
My Quake 1 maps compile with a few errors but run without any issues, but Quake 2 seems to be throwing fits. Any help would be appreciated. 
 
Are you using Quake 2 compiling tools specifically. I'm not sure of a suite that does both Quake and Quake 2 maps. 
 
No, I'm using the baseline set that came with ericw's tools. Do I need something specific then? 
 
I am pretty sure ericw's tools only work with Quake and Hexen2.

Try these out:

https://sites.google.com/view/quake2/tools

or here (scroll down a bit):

http://maps.rcmd.org/tutorials/q2_mapping_today/ 
 
Kickin, I'll test this out after work and report back any success or failure. Ty man. 
FTE Texture Bug 
Hello, found some bug on md3 models on my q3 map. So I am making map in q3 format and one bug appeared. Look at that:
https://pp.userapi.com/c856036/v856036992/6ca8b/9Q-s-6sd00o.jpg
The part of model is covered with texture and one part is not. It is so weird. The problem is not in model because in darkplaces it works fine. How can I fix that? 
@dumptruck_ds Re: Gate Logic 
So finaly the error report helped nothing.
So I deleted the whole gate logic and rebuild it now.
But now I'm a bit whiser. :)
I think the problem with the infinit loop has something to do with copieng and renaming functions.
It seems, for me, that it's in the program language.
If you copy and rename a bunch of functions it's still a copy of the older one.
So if you trigger the first one the others are also triggerd and this brings the loop.
The only solution for me now is to rename copys one by one to made them separet functions.
It seems that it works now. 
Quake 3 Lightstyle In FTE 
Hello. I am using FTE engine and I have some troubles with lightstyles on my Quake 3 map.

I would like to use some lightstyles on my quake 3 map, so I placed point light with parameter "style 3". After that I compiled the map. Here is the screenshot of light entity settings:
https://pp.userapi.com/c855424/v855424394/7eed6/yMArrcugy8w.jpg

When I launched my map the screen was blinking and the brightness of textures in the room was higher than usual. Check it out:
Here is how the map looks without lightstyles:
https://pp.userapi.com/c849128/v849128517/19e0fa/0_ZQzqu73Sw.jpg
And here is how the map looks with lightstyles (also screen is blinking but you cant see that on screenshot):
https://pp.userapi.com/c855424/v855424476/7f00f/tfH5n_wTbug.jpg

After that I tried to compile this map for qfusion format but no result. May be I have done something wrong. Here is my compiler settings:
https://pp.userapi.com/c855424/v855424394/7eedd/lSHNUFnqW3M.jpg

Does anybody know how to fix it? If this bug can not be solved please tell me. There are already 3 my questions on this forum which were ignored. Thanks. (sorry for my English if I made any mistakes) 
Trouble With Fence Texture 
Hi, I'm trying to make the GoldenEye's Dam, I'm having problems with this fence texture:
https://i.imgur.com/7QerJiv.png
I did exactly what it says here:
https://www.youtube.com/watch?v=xnSqmHOh3XQ&list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE&index=32
Am I missing some parameters in the compiling tools or something? 
Party Boy 
Is that texture 8bit and inside a wad file or is that an external texture? 
And 
what engine are you using? Not all Quake engines support fence textures...

also the texture name must begin with the { character. 
 
It has 8 bit per channel

It's inside a .wad, I created it with TexMex 3.4

I tried saving it with Use Full Brites on and off

Quakespasm 0.93.1

Yes, it has a Left Curly Bracket 
 
I don't know if it's important but the map is not closed yet, it's leaking 
Can You Upload The Image(or Wad)? 
Then we can determine where this is going wrong.

Somehow I suspect the "color", the garish pink, is getting changed om you. 
 
OK, I fixed, it

I'm working with PS, I was just picking the color from the Quake palette .png from here:

https://quakewiki.org/wiki/Quake_palette

and applying the Paint Bucket over the texture, all of this on RGB Color mode

It didn't work for some reason

I took the texture and on Indexed Color mode, applied the .act palette

Then changed it to RGB Color mode again and exported

It worked

Thanks for the help 
 
Nice Texture! 
How did you obtain the transparant? 
 
It's explained here:

https://youtu.be/xnSqmHOh3XQ?t=362

I extracted the texture from the GoldenEye .rom 
 
With Source, there's a lot of detailed information on in-game units, such as player speed, bounding blocks, etc. Check this page: https://developer.valvesoftware.com/wiki/Dimensions

Where can I find similar info for Quake 3 and Quake 1? 
Misc_poster 
not sure about Quake 3 but here's some info for Quake 1

http://celephais.net/board/view_thread.php?id=4&start=13030&end=13034 
 
 
Is that velocity in units per second? 
 
Looks like it yeah. 
 
Hi I am trying to make an elevator in my map... the problem I am having is the elevator is triggered by a button... the only problem is when it gets to the bottom it comes back up... how do I make it stop till triggered again at the bottom of the elevator shaft? thanks.

In "vanilla" Quake once a func_plat is triggered it will lower and wait for the player. Once the player steps into the "trigger volume" of the elevator it will rise up.

If you want a elevator that toggles using a button that use a func_door instead. This is covered in my entity tutorial here: https://youtu.be/TQ8MN8V0JuE?t=233

Watch the whole way through as I show how to toggle a door - which is the method you will use to toggle the elevator. 
Two Questions 
1. Hi I am trying to make an elevator in my map... the problem I am having is the elevator is triggered by a button... the only problem is when it gets to the bottom it comes back up... how do I make it stop till triggered again at the bottom of the elevator shaft? thanks.

2. I am trying to make triggerable enemies but when i set them some where and apply a trigger to a dog for example i pass the trigger point and it still sits in the spot i had put it.... 
 
1. There should be a flag to set the elevator to just toggleable.

2. Double check targetnames etc. Should just be a matter of trouble shooting. 
Gillandro 
Often the trick to making an elevator that does what you want is to use the func_door class instead, and vary the lip field to get the height you want. In your case you will want to apply the TOGGLE spawnflag to your "door" so that it never moves without being triggered. 
Preach 
thank you for your help... but what is the plat function for? 
Specialised Task 
func_plat is designed to be an self contained platform that doesn't need any other triggers to function. So it automatically rises when the player steps on it, and automatically descends again afterwards. It's not useless, but it can't really be customised if you want it to behave differently. 
Door Issues 
how do you get a door to go up and down instead of side to side? thanks. 
Re: Door Issues 
Set the angle to -1 for up, -2 for down 
Secrets 
Hi all... I was wondering... when I make a secret door to hide maybe an item or something... what do I do to make the game display a "you have discovered a secret"
message? I know I would probably have to trigger it... or is it in the secret door function as an option? thanks. 
Secrets 
Hi all... I was wondering... when I make a secret door to hide maybe an item or something... what do I do to make the game display a "you have discovered a secret"
message? I know I would probably have to trigger it... or is it in the secret door function as an option? thanks. 
Secrets 
never mind...found it just wasn't sure how to delete my previous post about the matter thanks. 
Gillandro 
I think you missed my post above with the YouTube link that explains plats and doors. Here's the link again:

https://youtu.be/TQ8MN8V0JuE?t=233

also here is a long video that explains how secret doors work.

https://www.youtube.com/watch?v=jw1c7O5WkbI&t=334s 
Where Do Black Ops 3 Mappers Lurk? 
Not really sure if this belongs here or in the General thread.

Since creators of custom maps for Black Ops 3, both multiplayer and zombies mode, do exist, where do these people "hang out"? I went through a few large discords I could find, but they had no mapping/modding channels. Wasn't successful at finding some forum-based community either.

What gives? 
Blops Custom 
3 seconds later and google autocomplete delivers
https://discordapp.com/invite/PncbcvT 
 
Perhaps it's more for general abuse, but I'm not sure.

Was there ever an all-colab jam? I.e. every map was worked on by 2+ people (or exactly 2 people, but that doesn't mean one person couldn't colaborate on multiple maps or with multiple people).

TIA! 
There's Literally One Ending Today 
sm199 
 
XD I knew the name was "Tag Team Championship!" but didn't really connect the dots. Thanks! 
 
So I have a pretty simple map with a circular wall around it and just one light, the sun. Its mangle set to 0 -90 0 (straight down according to ericw's documentation). Yet one side of the wall is completely dark, while the other is bright. As if the sun was at an angle. Why could this be? How do I make the sun light all sides of the map evenly? 
 
try the sunlight_penumbra worldspawn settings, a value of 8-12 gives good results.
Else, a small sunlight2 value might help.
Your circular structure needs to be centered at 0 0 0 of the world to work correctly if i remember right. 
 
Thanks for the suggestion. I actually figured out what the issue was. I had bounce lighting enabled and had only filled in architecture on one side of the map so far, so the undeveloped side had nothing for the light to bounce off of. 
Np 
i'd still suggest to at least try the penumbra effect. 
What The Hell Do I Do 
---- vis / ericw-tools v0.18.1-32-g6660c5f ----
running with 4 threads
testlevel = 4
LoadBSPFile: 'E:\C to E\New folder (2)\zv\development\quake-tools\ericw-tools-v0.18.1-32-g6660c5f-win64\bin\textic'
************ ERROR ************
Error opening E:\C to E\New folder (2)\zv\development\quake-tools\ericw-tools-v0.18.1-32-g6660c5f-win64\bin\textic: No such file or directory

That was for the vis.

---- light / ericw-tools v0.18.1-32-g6660c5f ----
Raytracing backend: Embree
running with 4 threads
LoadBSPFile: 'E:\C to E\New folder (2)\zv\development\quake-tools\ericw-tools-v0.18'
************ ERROR ************
Error opening E:\C to E\New folder (2)\zv\development\quake-tools\ericw-tools-v0.18: No such file or directory

That was for the light

---- qbsp / ericw-tools v0.18.1-32-g6660c5f ----
Input file: E:\C to E\New folder (2)\zv\development\quake-tools\ericw-tools-v0.18.1-32-g6660c5f-win64\bin\textic.map
Output file: E:\C to E\New folder (2)\zv\development\quake-tools\ericw-tools-v0.18.1-32-g6660c5f-win64\bin\textic.bsp

---- LoadMapFile ----
*** WARNING 06: No info_player_deathmatch entities in level
54 faces
9 brushes
5 entities
5 unique texnames
28 texinfo

Opened WAD: E:/C to E/New folder (2)/zv/development/quake-tools/texwads/sewerjam_wad/sewerjam_metal.wad
Processing hull 0...
---- Brush_LoadEntity ----
9 brushes
24 planes
---- CSGFaces ----
54 brushfaces
61 csgfaces
61 mergedfaces
---- SolidBSP ----
103 split nodes
34 solid leafs
70 empty leafs
0 water leafs
0 detail leafs
0 detail illusionary leafs
0 detail fence leafs
0 illusionary visblocker leafs
200 leaffaces
197 nodefaces
---- Portalize ----
70 vis leafs
70 vis clusters
156 vis portals
---- FillOutside ----
55 outleafs
---- MergeAll ----
30 mergefaces
---- SolidBSP ----
20 split nodes
10 solid leafs
11 empty leafs
0 water leafs
0 detail leafs
0 detail illusionary leafs
0 detail fence leafs
0 illusionary visblocker leafs
82 leaffaces
52 nodefaces
---- Portalize ----

qbsp works fine.I see no leaks. 
 
Put stuff in a shorter directory without spaces and try again. 
 
seems like the qbsp didn't finish -- unless it has more output than what you pasted.

light/vis seem to be complaining they can't find the bsp. can you confirm that a bsp file exists in that folder?

also, light seems to truncate the bsp name when printing its error, while vis prints the whole name. 
Metl,Thulsa 
I made a small bat file
qbsp.exe textic.map
light.exe textic.bsp
vis.exe textic.bsp

It worked,for some reason.
Yes,there were both BSP and map in the directory.

The map and bsp is named test1 now.Not textic.

I still don't get that ericw-tools bsp name appearing in the light log. 
Dirt, Stairs (different Height Floors) And Black Models. 
First of all hello.
Second, I hope my English are good enough to achieve communication...

In the topic now.
When I use dirt in a map I get nice results but when the floor height is changed like in stairs, dirt leaves black lines between stairs and this turns the models black when are above it.

https://imgur.com/L8gPmVU

The problem gets bigger as the models move over stairs and flash.

One "solution" I thought was to use func group for all floors and set to them dirt -1.

This is the result:

https://imgur.com/sAHMLG6

Do you fellow mappers find the "solution" acceptable?

Is there any technique to get better results?

Or I have to discard dirt in closed rooms?

Thanks. 
Imo 
it's far better to have good looking lighting on your world geo than to compromise your art to "solve" issues with quake's ancient rules for mdl lighting.

I'd keep dirt on the stairs personally. 
I Will Keep Dirt. 
Thanks Kinn, I lean towards this too.
Now I got in the task to modify quakespasm to get "better" results.
I found a solution but I get 32 more samples for each moving model. Models are getting darker on stairs but do not flash. 
Always Getting "WARNING: Leaf Portals Saw Into Leaf (#)" 
I'm a new Quake mapper and hoping to submit a map for Yoder's Sewer Mapjam. I'm already getting hung up because every time I'm compiling a map and get to the vis process I get a bunch of "WARNING: Leaf portals saw into leaf" warnings. The compiler doesn't report any leaks and no pts files are made, so I am at a loss with how to fix/approach this. Trying to read through the Trenchbroom manual and searching on Google hasn't helped me figure out how to solve this.

When I pull other maps, be they original id maps or maps from Quaddicted, I notice they don't have the same warnings. For troubleshooting, I have tried putting a few different maps I started through the compiler and closing the maps down until there are no warnings, but even maps that are barely more than a cube room give me the warning.

I am sure I keep doing something dumb that keeps causing this issue since I'm new to Trenchbroom and Quake modding. If anyone is able to point me toward some documentation to explain what I'm doing wrong or is able to help me troubleshoot through the comments, it would be super appreciated!! 
My Bad.. 
I assume this is happening with:
https://github.com/ericwa/ericw-tools/releases/tag/v0.18.2-rc1

It's a bug I inadvertently added in that version while fixing something else (a cause of HOM's with very thin leafs). As far as I can see the warnings are safe to ignore and the vis quality is still fine. On my list of things to investigate / fix properly, but if you want you can use an older version like https://github.com/ericwa/ericw-tools/releases/tag/v0.18.1 or another compiler etc. 
Ericw - That Did It 
Thanks for the heads up on the bug. I see someone else mentioned it on your github page now. I tried things in v0.18.1 and I don't get any warnings. Also nice to know the warnings can be ignored in v0.18.2-rc1 if I want though.

btw, thanks for all the tools ericw! 
Longer Messages 
Hi.

I want to show a long mission briefing text in a message that has to be shown at least 10 seconds.
Tried this with a brush-trigger with wait and delay but it dissapeard after 3 seconds.
Is there a way to show it longer? 
Here's A Hacky Method 
I've done this in the past by using a chain of trigger_relay entities. It's not perfect but it should work.

Give the same message to 5 trigger relays. Trigger the first in the chain with no wait value. Have this trigger_relay target the next relay and give it a wait of 2. Repeat this with the remaining relays.

It's been a while and I am typing this from memory but I believe this worked. You may need to fiddle with the wait value. Also the text is limited to a certain number of characters. Not sure how many. 
 
or, trigger_multiple for the text, and a silent counter that kills the trigger after X times 
It Works! 
@dumptruck_ds; @metlslime

Thanks for the hints.

I did the trigger_relay thing and it works.
I only got this nerve killing bing sound endless repeating.
Can I turn this off? 
 
it should only do it 5x - what might be happening is you are using a trigger_multiple with a short wait time.

increase the wait time to a higher number 
 
it should only do it 5x - what might be happening is you are using a trigger_multiple with a short wait time.

increase the wait time to a higher number 
 
Ok. I changed the waittime of the trigger to 10 and the wait=2 of the relays to delay=2. That works better. Less beeps. :)

Thanks. 
Re-post From Closed Thread 
Teleportation And Boss Gate Help
Posted by gillandro on 2019/08/23 19:33:24

Hi all,

I am trying to set up a gate to lead to a boss, i created a separate area for the boss to be in and can't figure out how to use a teleport function to send my player to the boss room... there doesn't seem to be many tutorials about boss room teleports... if anyone has any ideas... I basically have a set of stairs with a portal, just not sure how to make it a usable object to send my character to the other room. thanks.
 
 
answer:

a trigger_teleport pointing to an info_teleport_destination. 
@gillandro 
Take a look at this tutorial series, particularly the entity tutorials 1-4. 
Vids 
I have watched those but i wasnt sure about where in the entity spread sheet to put the target stuff or the target name parts....also in the “boss room” i place the boss entity in the map, but it doesnt show up when i run quake spasm....am i missing something there too? 
Easy 
Put an info_teleport_destination in your boss room. Give it a targetname.

Create a trigger_teleport brush and set the target field to the targetname of the info_teleport_destination above. 
Thanks 
I got that part now....only problem now is how do i set a door to open with a specific kill count, or if i choose to reaquire a dropped item to open the door? Thanks 
Re: Boss 
sorry hit submit to quickly

What boss are you referring to? Chthon or Shub Niggurath?

Those bosses require more complex setups so you should refer the original id maps to see how they were done.

Chthon is in E1M7.map and Shub N is in end.map

Sources here:

https://rome.ro/news/2016/2/14/quake-map-sources-released

Video about map sources here:

https://youtu.be/sg0iKjYsoBg 
Gillandro 
You should re-watch my entity tutorial on trigger_counter

https://youtu.be/1bRnCga0gNo?t=19 
Map Boss 
It was the red genie looking thing with the claws...and thanks for the video referral 
 
what are yo guys using to compile maps for q1 and q2? 
For Q1 
Stop The Train! 
To get over the time releasing my new map I'm creating a little jumping platform game where trains as platforms are running threw the screen.
I only have one problem.
How can I stop them from running? 
Whistle 
The last point for the func_train could be

"classname" ""path_corner"
"wait" "-1"

if you don't use it in your train path.

Other way would be creating a button that breaks the func_train with kill_target on the moment it needs to stop. Bad thing is it disappears. 
 
You could also use the progs_dump devkit that has the feature of pausing func_trains. 
@Whistle @Esrael 
@Whistle. Thanks for help but I need the trains as a floor.

@Esrael- I'm using progs_dump and thought to find that in the function. Is it a spawnflag or a trigger_function? 
Found It !!! 
Finaly found it after reading the manual the third time. Ahh
It's the retrigger-spawnflag.
Will test it after the weekend.

Thanks again Whistle and Esrael for your help. 
@GunSgtHighway 
The pd_lava map has an example of the RETRIGGER spawnflag if you want to see it in action. 
 
Does anyone know any good set of open source (CC0 or CC-BY) textures? I'm tired of using philipk's. 
Sock Has Some 
Sound Info 
I watched the video on entity properties but what i cant seem to find is a list of properties....i want to use an ambient thunder point entity in my map but not sure how to change the intensity of sound or frequency of its occurence thanks 
 
that industrial set was awesome. thank you. 
@dumptruck_ds 
Thanks.
The retrigger works great!
I made an mini episode with seven platform jump & run levels and am now fixing some map problems.
One of them is realy tricky. Sometimes there are two trains rolling in the same position but I can't find the second one in the editor. Do you now a way to find that brush? 
@dumptruck_ds Re:retrigger Double Brush 
So Ichecked out the brushes and theres no second.
It seems that this's a bug.
When the startingpoint of a train and the retriggerpoint of another train are the same, the second train has a ghost on the second position. 
@GunSgtHighway 
I'm currently helping dumptruck_ds with some stuff for progs_dump. I've taken a look at the train code, and I'm not sure what would be causing that problem. =( Is there any chance I could take a look at the .map file that's exhibiting this bug? If I could, I might be able to work out what's going on. 
@iw 
Sure.

I'll check out the map size. Maybe I can mail it.

Hope that error was a failur of mine and not in the code. 
@iw; Mapfiles 
So heres the downloadlink to the map.
Hope all files are included.

http://www.quaketastic.com/files/tod/neonquakecopy.zip 
@GunSgtHighway 
OK, I think I can see what's happening. The "ghost" train that overlaps the big train at the start is the model of the big, final train that appears at the end.

This one isn't a progs bug. I believe what's happening here is that the map is hitting one of the engine limits, which is that the playable area of a map is +/-4096 units on each axis. It looks like the final train starts at a path_corner so far "north" on the Y axis that its model wraps around and gets displayed at the "south" of the map.

In fact, it isn't just the final train whose model gets wrapped around: the models of the last several trains that should be at the far north are visible in the void to the south of the map when the map starts (try noclipping through the wall behind the player start point to see).

If you're using QuakeSpasm or a derivative, you should be able to see the effect vanish if you enter "sv_protocol 999" at the console and load the map again. (QuakeSpasm defaults to Protocol 666; Protocol 999 is the newer, higher-limit protocol which allows larger maps.)

If you want the bug to go away for all players, regardless of protocol, I think you'll need to modify the map so that there's less distance between the entities that are farthest south and farthest north on the Y axis.

P.S. I liked the retro visuals. =) 
@Wi 
Big Thanks!

Glad to hear that the failer isn't in the progs. I thought on everything but not on the map limits. So i will move the party more southward to get it work.

Best wishes. 
Ericw-tool Light "no Backend Available" 
Hello everyone,

I've set up a mapping environment under Arch Linux, using TrenchBroom + ericw-tools + quakespasm.

Everything works well, aside from the lighting. light is throwing a "no backend available" error at me, and my maps are always full-bright.

I made a small box with a single torch for testing. You can read the log here: https://pastebin.com/h0E8kfcm

Best regards. 
 
Try the linux build from https://github.com/ericwa/ericw-tools/releases (in case you got it from somewhere else?)

What kind of cpu do you have? The raytracing library (embree) requires sse2 so mid-2000s ish. 
@ericw 
Hello ericw,

Thank you very much for answering my message.

Downloading the binaries from github fixed my issue. It turned out I only had the light, vis, and qbsp bianries and nothing else.

I thing I probably have downloaded the source and compiled everything myself.

This is fixed now. Thank you very much for your time! 
Zerstorer Textures Copyrighted? 
I'm building a level which is using some textures from Zerstorer, that famous Quake mod. The WAD was available on Quaddicted, but I've noted the following in the text file that came with Zerstorer.

* This product is property and is copyrighted by Nihilism Unlimited.
* If this product appears on any medium/media without the consent of
Nihilism Unlimited, full legal action will be taken.


I note some textures were used in func map jam 3, which was a Zerstorer themed jam.

The question is, is it OK to use these textures? Obviously I want to respect the authors wishes, but this disclaimer is confusing, as it appears to discourage any copying! 
 
It's fine to use them. It's been 20+ years and everybody from "Nihilism Unlimited", which I doubt was ever any proper legal entity, has since gotten jobs and careers (some of them are still at id). 
 
seems like they don't want it distributed on a physical medium like CD-ROM 
@Borax Man 
A bit of historical perspective:

That warning came at a time when software publishers were downloading maps and mod archives from cdrom.com. They would package them and sell them in retail stores without permission.

Mappers and Modders started adding warning like these back in the Doom days. 
Oh God I Remember That Crap 
Yeah you could literally walk into a high street games retail outlet and buy one of those big cereal-box sized packages with a CD rattling around in it, with "3000 BRUTAL QUAKE LEVELS" written on it in a big red "rubber stamp" font, and 90% of them would be fullbright boxes with a rotfish stuck in the air, big walls tiled with the flashing button texture, and everything more than 10 feet away from you is a great big HOM. 
SM202 Theme Confirmed There. 
 
 
I suspected that would be the case. Good.

I played jamx_bloodshot, which was quite excellent, a map in func_mapjam x.

One thing that appeared to happen after passing through the silver key door, was the player being teleported when they turned their back on the door. I have a few ideas for my level, but the only way I can implement them is to have a func_wall disappear when the player gets close to it. That I can do, but is there Quake C code which allows for a trigger to be fired when LOOKED at? 
 
Triggers can have an “angle” property which requires players to face within a quarter turn of that direction before the trigger will fire. 
Key Values 
is there a list of the key values I can use some where... I wanted to use some ambient sounds but I can't seem to find the key value for volume... i.e. how the ambient light has an intensity key value, I wanted to make the sound of a rumble or something louder... I have typed in things like volume, intensity and what not but not sure how... also I had wanted to put a lightning effect so I wanted to make the lightning have a occurrence so it would happen every five or 10 seconds. thanks. the video on entities tells how to edit and add key values...but not what key values are available and unless i missed it in the manual I can't seem to find it there... 
@gillandro 
Not sure but are you asking about progs_dump?

If so the audio settings are well documented in the manual since version 1.1.0

In a nutshell, the audio defaults to the loudest volume. If you need something louder try and "double up" entities next to each other.

Random lightning effects are too complex to explain here but you will want to take a look at func_counter and the random spawnflag.

I have a new pd_lightning map that will be released very soon with pd_ version 1.1.2 
Lightning 
I have implemented a lightning effect in Lords of Chaos. Actually, the effect is a little more complex than what I'm describing here, but I don't want to spoil too much.

I used a func_counter, which has the "looping" spawnflag set. "wait" is set to the delay between each lightning strike. The counter targets three trigger_relays. The first trigger_relay targets the light which is the lightning effect, and turns it on. The second trigger_relay also targets the light which is the lightning effect, but to turn it off. I have 'delay' set on this trigger at 0.3, so you get a pretty quick flash. The third trigger_relay targets 4 different play_sound_triggered entities spaced a few hundred units apart. I have delay set on this relay to '1', so the thunder sound is a little delayed from the lightning, for realism. These entities all play ambience/thunder1.wav. Of course, you can use your own effect here or change the delay values to change the timing of events.

The trick to making it louder is the 'impulse' key on the play_sound_triggered entities. The default value is '0', which is 'automatic', but I found the sound crackled a little and could drop out. What I did is set each play_sound_triggered to use a different impulse value (1,2, 3 and 4) which means all four entities use their own unique channel. The sound comes out nice and loud if you space them apart just right. My sound entities are about 500 - 600 map units apart. Note this doesn't actually really make it louder than other sound effects, but it does allow you to have it loud over a larger area in a reliable way.

You COULD use one play_sound_triggered instead of four, and set speed to '-1' (heard all over the level), but for my purposes I only wanted it heard where the lightning could be seen. 
Key Values 
when you use the point entity ambient_drone for example... and I look at they key/value spread sheet in entities all I see is the classname, origin, and spawnflags keys... the ambient_drone only seems to be audible if I create it near the player start entity. I wanted to put it some where in the middle of the part of the map it was created in and sort of be loud enough that no matter where I was in that part of the map that it would be heard... thanks hopefully this clears up my question better. 
@gillandro 
ambient_drone (and the other ambient_* entities from the original game) are unfortunately not very configurable; there's no key the mapper can set to change the volume etc.

If you're using progs_dump, it adds a more configurable entity named ambient_general which has the following keys:

- Set "noise" to the path of the wav file to play (if you want the same sound as ambient_drone, that's "ambience/drone6.wav").

- Set "volume" to the volume (1.0 should be full volume, 0.5 should be half volume, etc.).

- Set "speed" to the attenuation factor. "-1" means no attentuation (i.e. should be audible anywhere in the level). The original game generally uses "2" for monster idle sounds, "3" for ambient sounds, and "1" for most other things.

Disclaimer: I haven't tried using this entity, I'm just looking at the source code. 
@Borax Man 
Funny reading your lightning set up. I've done something very similar in a new sample map called pd_lightning. Yours is a bit more involved and mine is more a trap than an effect for ambiance. I used func_counters to toggle the lights in my setup. The new version of progs_dump will be out soon. (I am hoping to get it wrapped up later tonight. 
Thanks 
Is progs_dumps something i can find in the create menu? 
@gillandro 
You mean when you first launch TrenchBroom?

If that is what you mean, the answer is NO.

progs_dump is a mod. You can enable it in the editor at the bottom of the Map Inspector tab. Look for the Mod selection area at the bottom right side of the screen. Then you load the FGD (found in the progs_dump development folder) at the bottom of the Entity Inspector tab. The FGD will allow you to see all of the specific entities like dead monsters, the candle and other entities. 
@gillandro 
I must have misread one of the previous posts, I thought you were using progs_dump. As dumptruck_ds said, it's a mod, so if you did want to use it, you'd need to download and install it, and then set up your map editor to use the mod's entity definitions.

BTW, other mods provide similar entities for setting up ambient sounds with specific properties: e.g. Quoth has ambient_generalpurpose, Arcande Dimensions has ambient_custom_loop, and Copper has ambient_sound. 
Thanks 
only issue is... 1 where do I find it? and 2. can players play maps made with it... or do I need to put my maps some where specific? thanks. 
@gillandro 
Scroll down here for the new version I just posted last night. Please read the readme and manual. I spent a lot of time and most of your questions are answered there.

http://www.celephais.net/board/view_thread.php?id=61633&start=274 
Textures With Incompatible Colors...? 
I have custom textures for a map I'm making but once I convert the texture from an image to a texture and put them in the custom wad and run the map in Quake, I see that the texture's colors are simplified, parts of the texture are simply grey where the colors are I guess incompatible or whatever.
What's going on? Is it a problem with Quake's colormap, a problem or a problem with the WAD? 
 
Do the colors look correct in texmex? (Or which was editor you’re using?) 
Any Quake 1 Texture Artists Still Around And Active ? 
Somehow, in 2019, I need some Quake 1 inspired textures for my indie project. So I am wondering if there are still any good Quake 1 texture artists around and reachable (like Speedy for example, who I have no contact with, unfortunately). 
@DEMONGARBED 
Quake uses an 8 bit color palette. More info here:

https://youtu.be/xnSqmHOh3XQ 
 
is there any engine that allows me to increase the lightmap size for my maps? I was wondering if I could get some nice 2048 or even 4096 lightmaps for cool lighting 
 
misc_poster, you can see Spike and ericw discussing that, starting at post 19263 here: http://celephais.net/board/view_thread.php?id=4&start=19263 
Rspeeds 
I am very close to finishing my map, but am facing a few issues I need to iron out. The one I'm not sure of, is r_speeds, and what they should be for a modern machine.

After building it with a level 4 vis, I find with the FTE Quake Engine, the sound still stutters, where it doesn't with other maps. By stuttering, I mean that the last second of sound or so repeats multiple times while the game keeps running. The frame rate seems to average 60FPS, with the worst frame rate still over 35.

The "draw indices" value indicated by r_speeds can get over 70,000. Is that too high? How do authors today ensure that the maps aren't too detailed? Is the sound issue an FTE Quake issue only? 
Curves And Grid 
Hi and hello! In my first post I'd like to say hi to QUAKE maniacs and thank to people who made trenchbroom (@kristianduske), compiliations tools (@ericw), and @dumptruck_ds for great tutorials and all others people thanks to them I could back to QUAKE maps - thank you very much!
I got two question:
1. Is possible to use on some Q-port patches/curves like in Q3.
2. Is this a big problem to not keep the grid (I know it is very important, but maybe new compilators can handle it without any problems). Here I show my little altars: https://imgur.com/a/cchxDSP as for sure you see they can't handle the grid. Of course I can make altars in the grid but they don't look as good as this style. Is this a real bad idea in building map or I should always handle the grid? Thanks! 
 
Is this a real bad idea in building map or I should always handle the grid?

"Always stay on grid" is like a func_msgboard/terrafusion mantra.

In this particular case it won't really matter, since it's a loose object and not part of anything structural*. But otherwise, yes, you should always try to stay on grid when building in Quake, 2 at the very least.

It is possible to use smooth on-grid curves to achieve your desired result, though.



* - I hope you're going to mark this altar as a func_detail_wall
 
Quake, 2 at the very least.

Grid 2, not Quake 2. I wouldn't inflict that on you! 
 
@onetruepurple - thanks for advice, I always keep in grid in DOOM3/QUAKE4/QUAKE1 but I thought there could be some new feature I didn't know about. I look at my altar once again and it was just easy to see rectangles in triangles chaos. I love brush style mapping! Back to QUAKE mapping thanks new compilers and trenchbroom is like holidays for me. I had to loose work on maps 10 years ago cause compilation time :(
https://imgur.com/a/apwwxXW
Now is good grid 2 units. 
 
Looks great in map, for now without func_detail and _phong 1
https://imgur.com/a/o7j4rpZ 
Grid 0.125 For Life Yeah \m/ 
 
"I Wouldn't Inflict That On You!" 
So is Q2 mapping not really a thing now? Genuine question, since I've been out of the game for a long time and have just started resurrecting a project that I started about 20 years ago.

Cheers 
@geraintwd 
As far as I have heard there are still MP and "jump" maps being created. We have a small group of Quake 2 enthusiast on the Quake Mapping Discord with a dedicated #q2-mapping-etc channel.

I know a few of the regulars there are interested in giving Quake 2 SP mapping a spin. Including myself. Most likely in the new year for me as I am finishing up a project.

Come say hi: https://discordapp.com/invite/j5xh8QT 
Why Thank You! :D 
Have done, thanks! 
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