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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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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! 
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