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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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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. 
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