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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:
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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 
(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:

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? 
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. 
I'm not familiar with phonetics but maybe it are the format options this that you searching? 
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 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 . 
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 
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? 
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. 

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:

or here (scroll down a bit): 
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:
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:

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:
And here is how the map looks with lightstyles (also screen is blinking but you cant see that on screenshot):

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:

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:
I did exactly what it says here:
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? 
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:

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:

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:

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

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. 
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. 
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 
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. 
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. 
never mind...found it just wasn't sure how to delete my previous post about the matter thanks. 
I think you missed my post above with the YouTube link that explains plats and doors. Here's the link again:

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

There's Literally One Ending Today 
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. 
i'd still suggest to at least try the penumbra effect. 
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