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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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Nt 
Thanks, Willem - that's it: "WARNING: No valid wadfiles in worldmodel" from qbsp.

How can I get qbsp to find the right wads?

(I'm on Vista, which might be part of the problem.) 
#8751 Ijed 
spike's version, right
and where can I find his site? 
Ask Jonas 
I think he's on inside3d but I've never actually talked to him. 
LTH 
Uhm, edit worldspawn in WC or a text editor and add "wad" "..."? 
Negke 
It means that worldspawn will point onto a single wad file... But unfortunately, when you use different textures from different wad files, you will have to concatenate it before it works... hence more work...

Other solutions is to use a proper editor: QuArK owns this very well you know.. I guess it is the same for other editors ;)

So rather than editing the worlspawn, I would suggest to run the compiling processes from the editor itself, that may embed the proper wad generation with the necessary textures... safiest way to go I think ;) 
No. 
Editing the field manually, you can still have it point to multiple wads. And WC was one of the first editors to support this.
I assume the textures show correctly in the editor, so what if it's indeed some Vista issue? Maybe simplifying the paths could help. 
Negke 
Dunno actually, I've never tested such feature, manually at least... I'd rather prefer to stick to something I'm sure it is working ;) 
Heh 
One thing is very bad about Quark's texture handline though. It re-renders all the textures each time you open the texture browser. And it does not let you properly use it during that. This means that you will have to wait several seconds (for bigger wads) until you can select a texture. 
 
Spirit put file links... mine is fast... 
 
and i always have lots of wads instaled! 
Hmm 
key "wad", value "wad1.wad;wad2.wad" in worldspawn, put all the wad files in the same folder as the .map/compilers. Like negke said, it'll eliminate the possibility of it being misread paths...

(And manually specifying wads is a breeze compared to using an editor that has features you require missing (or has undocumented 'features' you'd rather avoid ;) 
Hmm 
(sigh) 
What is with me and the slow portals all the time... 
 
Thanks for the help. Seems like I can add a "wad" key but the value field isn't long enough to fit the path of more than one wad! Even so, the .map file gets generated with another (presumably worldcraft-generated) wad key, with all of the .hlwads in it, which is clearly wrong.

So how can I get worldcraft to generate the correct .wad names instead of using .hlwad...? anyone? 
WC3.3? 
Text editor then. No idea how to change it permanently. 
LTH 
In WC go to Tools\Options\Textures Tab and add the wad files you need. They will show up in the map files automaticaly. Compile should work without problems. Maybe you have too long paths to the wads also. 
 
This is really dumb - I've had exactly the same setup working perfectly well before.

Ankh - I'm using WC3.3, so I have to specify .hlwad files in it - which are obviously incompatible with Quake. I thought that the quake adapter did some magic so that at compile time it would re-insert the correct wads, but apparently not (or at least, not in my case). 
It Doesn't 
Because it's pretty direct what happens with WC.

But it's fucking irritating when things don't work as they should.

You should have a folder inside WC called textures with all your wads in there. Inside the editor you go to tools/textures and add the wads that are inside that folder manually.

And you're good.

Tech support isn't easy across a forum - but that should set you right.

The adapter does nothing magical, it's just a collection of tools - most of the legwork is still yours, so patience and experimentation is needed. 
Also 
Quake does accept HLWAD - but worldcraft 3.3 doesn't accept wad. It's a big hack, but it does work, at leaast until the tex conversion tool refuses to do the business. 
Is Full Vis Still Necessary ? 
I'm still working on my map, but when I run it true the Fitz or aguirRe engine with a fast vis only, it runs smooth as can be. Is full vis still necessary in this day and age ?

Another thing, if you get the "Excessive static entities" warning and just ignore it, do you get any real problems ? I don't care about warnings, but are there any consequences ? 
 
it's a choice you make. if you go over limits and get warnings in fitzquake, then you have to accept that it won't run in some engines.

as for full vis, my opinion is that it's just sloppy not to full vis. it's free performance, since not everyone has a monster machine and the quake engine becomes a lot less efficient at drawing stuff. the performance loss is not linear. 
 
I agree. It's a basic level designer skill to be able to seal your map and get a good VIS. And necros is right that it's not a linear thing - without a VIS, you're drawing the entire level with tons of extra lightmaps to boot. 
 
OK, thanks.
I thought it only had to do with speed, so gameplay doesn't become choppy. 
 
Speed is a large part of the reason but there are other concerns, yeah. 
Also 
There's lots of ways to build a map where full vis doesn't have to take weeks. Level of brush detail, turning details into func_walls, making LOS blocking 'doughnut corridors' putting clip brushes inside small holes and so on.

Its finnicky stuff to do, but it makes the map very easy to compile - which is important for betatesting, since not everyone has a powerful machine as mentioned. Some might be emulating in Wine or have other issues.

My Quake machine will have trouble on non-fullvised maps, for example - a decent incentive to keep my maps well built. 
 
"putting clip brushes inside small holes and so on. "

I don't see how this would improve VIS times. Clip is a collision thing while VIS looks at the rendering side of things, right? If you meant plugging up holes with solid brushes then, yes, that would help... 
Too Many Static Entities Is A Bad Thing 
the consequence is that some static entities wont appear in game (like torches and stuff)

AguirRe's engine should tell you how many static entities you have and what the limit is (256 IIRC)

Take some out and replace them with other light sources (i.e. light textures) 
Ok 
Not vis help, but general good building of the map.

For example putting a crate in the centre of the room on the floor or putting a crate in the centre of the room floating 2 units above the floor.

The second one is better (and invisible to the player) because it causes less subdivisions, which also helps compile time. 
No. Wrong. Don't Do This. 
 
Nevermind. I'm Wrong. But It's Still Dumb. And Makes Extra Portals. 
 
Hmm 
As CZG so eloquently explained, while this will indeed reduce subdivisions of the floor, the saving in VIS time/polycounts will be negligble when compared to the creation of many tiny, tiny vis portals under the crate (which'll slow down you VIS a fair chunk, especially if done with every crate in a level (there should be as many as possible)) 
Hm 
Fair point - I'll go back to my cave now. 
 
It's not dumb. It can lower the polycount considerably (depending on the area) and I doubt a few additional tiny portals will slow down VIS "a fair chunk." There's a more definite risk of ugly shadows beneath/around the crates, though.

However, speaking of poor VIS design: I'm now (again) stuck at a slow portal with no progress for a full week. 
Nasty 
 
 
found something interesting out about the hipnotic rotating stuff.

had never noticed this before, but you can attach ANY entity to a func_rotating_*

as long as the entity's targetname matches the target field of the func_rotating_*, that entity's origin will be continuously updated to match the position and angles of the rotater. i haven't tried, but i suspect it may not work with bmodels because of the way quake handles those, but point entities (even monsters o.0) work.

i was able to build a func_rotating_train which had torches attached to it as it moved about.

the effect is kind of ruined if the rotater actually does rotate though, because the angles of the child entities aren't updated, only their positions. 
 
clip brushes would help with BSP times as it's already telling BSP what areas to not put hulls. Some of the best ways to avoid high vis times is to avoid small brushes, huge open areas, and overly complex geometry (which is boring to me.)

I've never really understood the entire fretting about vis time other than your giving up use of your machine while vis takes place. Why should it matter if it takes 1 hour or 1 day as long as the map has good game play, is built properly, and looks great?

Most people playing these maps aren't wondering how long it took to Vis. They're having fun hopefully. 
Dear Programmers: 
Detail brushes have existed in Quake (1) for a long time.

http://quest-ed.sourceforge.net/files/mapc/qutils_2_src.zip
http://quake.chaoticbox.com/downloads/equakeutils.sit

It's a pity they've never been incorporated into more modern compilers, because they really do work to cut down vis times. I used pOx's eUtils quite a bit back in the dark days of mac quake editing. They even have nifty features the Quest tools don't, like non-solid detail brushes. So you can have your func_walls and func_illusionaries, but they still cast shadows etc. 
AEnoch 
The problem is that, these days, people are making maps that don't so much take days to fullvis as weeks.

It wouldn't be so bad if this trend wasn't utterly unnecessary... 
No Q1 Map 
I've ever made has taken more than ~5 hours to compile.

Someone's about to post a warp map compile of 6 hours to prove me a liar.

Remember that this is a mapping forum, on the mapping help thread - this is the place where we complain about vis times. 
Yeah, But ... 
In reaction to post #8797 posted by Lardarse:

Yeah, but if someone was to come up with a decent map, about ID sized, who would take notice ?

If you look at the work of people like Ijed, Tronyn, CZG, Necros, Kona and Kell(to name a few of the best ever), it's almost all huge. And I like it.

ID's Quake was great, but what these people have made is so much better. Better even than all the crap games you can buy in the stores these days. Works of art that inspire people like me to try and come close to, even without having all the knowledge that they've got. 
 
The size of the map shouldn't matter though. Proper construction and respecting the engine should result in reasonable VIS times. If you build a gigantic football field with bleachers, well, yeah, that will take forever to VIS but in my mind that isn't proper construction.

You can build a large map and still have VIS be reasonable.

Having said that, my current map is going to be a bastard once it's sealed. I've committed a lot of VIS sins and I know the VIS gods will punish me for it. 
 
"Yeah, but if someone was to come up with a decent map, about ID sized, who would take notice ? "

A map the size of an id1 map that was nicely detailed and well put together would be well received I think. You couldn't duplicate the originals and get away with it anymore but that size of map isn't necessarily a problem, IMO. 
Fuck Limitations... 
... do whatever you think is cool... And you end up in a 2 month fullvis map :P 
 
I dunno. I guess I'm of the mind that you have to keep evaluating your 'return on investment'. A map that takes 2 months to VIS isn't necessarily 60 times better than a map that takes a day. It may just be built wrong. 
Lack Of Skill / Knowledge 
I agree that lack of skill or knowledge is the bottleneck for people who start mapping. Even people who have been doing it for years could be making things more difficult for themselves without them ever knowing. That's why it is a shame that so many websites dedicated to map making are disappearing. 
 
ID's Quake was great, but what these people have made is so much better
bear in mind that id's levels was made ~95/96, do you remember, any custom levels of such quality those years? 
I'm With JPL 
If I build a map and people enjoy it, that's my return on investment (your pleasure is my pleasure, in a non-kinky way). I map for fun, not for money. My computer is not a 'resource', it's a hobby.

Sixty hour vis times is fine by me, I'll be doing plenty of other things in the foreground. So, time is not the issue: impatience might be. 
 
*shrug* Sure, to each his own. I obviously map for fun -- why else would I be making Quake maps? There's no money in it. 
Well 
I'm working on id1 remixes now and I find that everything gets slightly bigger - the originals feel very crampt by todays standards.

I tend to add lots more areas as well - my e3m3 is now around twoce the size but started off with a similar layout. I add the extra stuff just because it's fun to have.

A load of times in the id1 maps I'll come up to a dead end or a room just begging for expansion, and can't stop myself. Because it's fun :)

Still fullvising in under an hour in the above example. 
 
Haha, of course, I get the map sealed and a full VIS takes 3 minutes. WTF? 
See? You Got All Worked Up Over Nothing 
 
 
if a trigger_multiple killtarget's itself, is that the same as a remove() in a touch function? o.o 
Necros: 
killtarget is better because it sets the think function to SUB_Remove, which happens safely in the next think frame. If you remove() in a touch function it happens immediately, which could screw up the linked list of edicts, which can crash the engine. 
 
thanks for explaining the difference :)

now an even weirder question:

is it ok to build outside the 4096 boundaries if the player is never supposed to get there?

i know from past experience that the visual component of the map will be visible if it's outside the 4096 cube. the only thing that's bad is that the moment the player's pov passes outside, he seems to 'loop' back to the other side.

but the actual collision will still be correct, it just looks as if you're on the other side of the map.

so if i built a sort of skybox (brushbox? o.0) outside the 4096 as pure decoration and clipped the boundaries of the playable area, would it break anything? i've never tried making a full map with a lot of brushwork outside the boundaries, just usually it's a few stray brushes because i was careless. :P 
Necros: 
it's something i've thought of doing too -- should work, as long as the player or entities or anything else but world brushes stay inside teh bounds (e.g. if you shoot a rocket out past the bounds, it will look pretty funny.

If entities/effects/sounds etc go outside the bounds, the only issue really is that they will be rendered in the wrong place. Server-side physics and movement and and stuff will still work fine.

Anyway, you could make a pretty cool horizon/vista out past the bounds, like a cityscape or mountains or whatever. 
 
excellent! i wanted to make sure there weren't any kind of hidden engine glitches that would crop up.
there's still maybe a matter with vis.exe calculations? i don't know if it cares or not whether the pvs' it's calculating are within any boundaries or not. 
Necros: 
well, it's fairly untested ground, so there are no guarantees, but as far as i know, the only thing enforcing a +-4096 limit is the network protocol, so everything else should theoretically work with the larger space. 
 
well, i decided to try it out, so i guess we'll see. o.o

i guess the good thing about it being purely decorative is that if it doesn't work, it's just a matter of deleting it without impacting gameplay. 
 
So if you go beyond the 4096 boundary do you come out the other side like in Pac-Man? 
Seems 
to be the case unless there are special engines used or summat. 
Thought 
the squad shadow by making an object above the sky is the same issue. 
Aenoch: 
Yes, but it's a purely visual thing, your actual location on the server does not wrap around -- just the coordinates sent to the client. 
 
Are you sure about that? If you jump off an unsealed level and loop a few times, you can still land on the level itself and have proper collision which would imply that you are, in fact, wrapping around in terms of your coordinates... 
Dimensions / Metrics ... 
Hi,

Does anyone have any information on the metrics / dimensions used for the Quake world ?

I'd like to understand what each unit represents and how big fixed size entities are, in terms of real world application.

Thanks

-Mic 
 
I've heard it's 8 Quake units is a foot, but I don't know for sure. I just fool around until it looks right. 
Willem ... 
It was actually ToeTag that prompted this question as I was wondering what size the grid squares represented and how you knew what size to draw the 'fixed-size' entities etc

-Mic 
8 Units = 1 Foot ... 
Yep, just found confirmation on this page ...

http://toolz.nexuizninjaz.com/shader/shader/section2.htm

Unders the measurements section.

Will now work to this scale.

Thanks

-Mic 
 
Well, the entity sizes are specified in the .QC files and the models and things that are read in are automatically scaled correctly since the entire editor runs in Quake coordinate space. 
Willem ... 
Thanks for pointing me to the .qc files ... that'll come in handy.

You see that's where I get confused, you said above 'I just fool around until it looks right' but now you say 'models and things that are read in are automatically scaled correctly since the entire editor runs in Quake coordinate space' so in order for that to happen you must use some sort of measure/unit size ?

-Mic 
 
It's a 1:1 mapping. 1 unit inside of a model file is 1 grid unit. That doesn't relate to the real world, it's just how it's mapped within the editor. I use the same scale as Quake which, internally, is 1 unit is 1 grid unit. 
Willem ... 
Ahhh ... now it makes sense. Thanks for clearing that up.

-Mic 
It'sa Perception Thing 
8 units = 1 foot doesn't literally translate. The player is 56 units which would equal 7 feet, and can jump 32 units which would be 4 feet.

Even then if you create a room 80 X 80 and spawn in it, it doesn't 'feel' like a 10' x 10' room. 
So Probably About 10 Units Per Foot Then :P 
 
Hmm 
Indeed, if you're asking what I think you are then the answer is 'it's irrelevant'.

The units in Quake don't really translate that well into 'real' units of measurement. It's just an arbitary unit. What you seem to want to know is standard sizes, in which case;

128 units is standard for a medium/small corridor width. It's also the standard height of a floor/storey (ie, there'll be 128 units from floor to ceiling).

64 units is a thin corridor or a large crate.

16 units is the height of a step.

Of course, a lot of these, such as floor height/corridor width can be expanded/contracted depending on the size of room wanted, I'd suggest finding the source files for some maps and having a look at the scale of them in editor (I know Vondur releases all of his, as do various other mappers...) 
Look At Textures 
Also you can determine in game by some of the textures used the size of a room since most textures are either 64 or 128, unless they were scaled. 
AEnoch ... 
I think in terms of approximation, 1 foot equalling 8 units is about right.

7ft for the player doesn't sound to outlandish. Dolph Lundgren stands about 6ft 6in and I would have expected the player to be about the same physique as him.

And I would also expect someone of this physique to be able to jump about 4 feet.

-Mic 
SketchUp Converter ... 
The reason I'm asking for this is because I'm currently working on an .skp (Google SketchUp) -> .map converter, but the maps when loaded after conversion are too small because SU works in inches & feet and 1 foot doesn't map to 1 Quake unit. Therefore I need some sort of scale to work with.

-Mic 
Re: Willem + Looping 
If you jump off an unsealed level and loop a few times, you can still land on the level itself and have proper collision

this actually isn't the case. if you loop around, the geometry is drawn as if you had looped, but everything is non solid and monsters cannot attack you, even though they look as if they are able to.
any geometry that goes beyond the boundary though, will be solid to you when you loop over. but it won't be visible.

it's like the client is running on floats but the server is running with doubles. 
Re Units 
maybe this is for hl/hl2, but i believe they do 1 unit = 1 inch which works out good for like stair heights and such, but i think the quake player is shorter than the hl2 player. 
Quake Guy 
even shrter than the q2 guy 
 
necros

Oh yeah? Weird, I could swear I remember doing that but maybe I never actually tried it. 
 
it's like the client is running on floats but the server is running with doubles.

Literally, the server is using floats and the nework protocol sends them as 16-bit fixed-point numbers, with 13 bits for the integer part, and 3 bits for the fractional part (so the smallest representable difference is 1/8 of a unit, and the largest possible value is 4095.875) The client converts them back into floats, but of course you've already lost the extra range at that point. 
Also: 
you can see this 1/8 thing if you stand on a slope (like the beginning of e1m1) and zoom in on the wall nearby. As you slowly slide, your view ratchets forwards and downwards in noticable increments.

When working on protocol 666, i tried various techniques to add range to the coordinate system without increasing packet size. They were all very complicated and still made packets bigger. The simplest is just to always send floats, but this makes packets much bigger and I didn't want to pollute the protocol that way (as it is now, the packet sizes are about the same as 15 until you need to send special data like alpha, 2-byte modelindex, etc.)

I still have plans to support this in the future, I just wanted to get a functional version out and that requires locking down the feature set at some point.

The packet size limit is the toughest part, and there's not much I can do about it (but I should add a cvar so you can attempt larger packets on a LAN, which might have higher MTU than the internet at large.) 
 
angles are another thing where the precision is incredibly low.

the hanging corpses that slowly rotate in quoth are animated in the mdl because the engine's angles round to like, nearest 5/360th instead of nearest 1/360th degree. when you start doing rotating brushes, and the brushes are large (or are placed far from the origin) it can get incredibly ugly with this gigantic gaps between rotations.

it would be nice to beef up whatever handles angles if possible. 
Necros: 
protocol 666 does have high precision client angles (so aiming your gun is accurate) but not on rotations for entities.

I noticed the problem with hanging corpses but I thought the rotation was a model animation (so they could be static ents) rather than entity rotation. I guess that's a good feature to add to the next protocol.

Though, It seems like something that mappers/modders should avoid relying on, otherwise you'll have the huge ugly bmodel rotations you talk about happening in all other stock engines. I had this problem with a rotate train in rubicon2 and the fix was to spawn it near the world origin. 
Monster Action Measures 
maximum distance a player can jump without falling into water, lava, or traps
225 units

maximum distance a player can jump straight up and get up to another object:
42.5 units

maximum distance a player can fall and not be injured:
275 units

minimum gap in the floor spacing, slatted bridge or floating squares of lava:
35 units

maximum height that a step can be before a player must jump:
17 units 
Units ? 
What is a unit ?
I always have trouble making lifts go the right distance, most of it I guess and then adjust.
When you speak of units, how do they relate to the grid in Worldcraft ? 
 
(makes "shoot myself in the head signal")

FFS, its just been repeatedly explained not a couple of posts previously (like yesterday)

1:1, one grid unit = 1 unit, one 1:1-texture-pixel 
More On Real World Unit Size ... 
After researching this more, I have come across the Quake Editing Primer at ...

http://gamers.org/dEngine/quake/QDP/QPrimer.html

... which suggests 1 Quake unit is about 3cm or 1 foot is approx 10 Quake units.

This seems to make more sense now, especially with what others posters have suggested above.

The only thing that still puzzles me is the standard height of a step being 16 units. At 8 units equalling 1 foot, 16 units or 2 foot is far to high I feel, and although 1.6 foot (using 10 units per foot) is getting nearer the mark, I feel this is still too high.

5 ft 6 for the player size, and an 80 x 80 room equalling 8ft x 8ft rather than 10ft by 10ft perhaps seems more reasonable.

What do you guys think ?

-Mic 
More ... 
It also suggests that vertical and horizontal scales are different ...

Vertically : 1 unit = 3cm, 10 units = 1 ft
Horizontally: 1 unit = 2cm, 16 units = 1 ft

-Mic 
Don't Take It Too Seriously 
I always had the impression 64 units roughly corresponded to 1 meter. Then 16 unit steps would be about 20-25cm which kind of makes sense for the world. The scale for entities is totally different, though.

In the end, it's no use translating RL scale to Quake units - the dimensions of the environment isn't determined by logic, just by the textures. 
<- Face It 
The scale in Quake is shot: a 16 unit step/stair just doesn't look right with a player model next to it and larger monsters look ridiculously small when viewed from above. Go with what feels right and don't get too caught up in the unit conversions. 
 
" the dimensions of the environment isn't determined by logic, just by the textures."

^^ This. Just work with it until it feels right. 
Like I Said 
It's a matter of perception. Do what looks/feels right, and adjust from there. 
It Is Relative.... 
... to players size, that is 16 units tall if I remember well :) 
To Add Just A Bit More... 
When you're dealing with dimensions/proportions in a game engine, you're almost always going to have problems if you try to rely on exact conversion numbers and translation of stuff directly from the Real World.

In FP games in particular, the camera height and FOV are going to differ at least a bit (and often significantly) from what you're used to seeing in real life, so some things will feel right and some won't.

And then there's the problem of stuff being on a small flat screen, rather than actually being in front of you... 
Btw 
there is a limit after all to how far out you can build. it appears to be 8192 (doubles?) where, anything after that just doesn't draw. 
Necros: 
Hmm, I guess there are probably some client functions that assume the original bounds. For example:

- the far clipping plane

- the skybox size

- the trace vector used to light entities based on floor lighting (was 2000 units in original quake, now 8192 in fitzquake) 
 
you guys ever go back and play some of your really old stuff?
i was playing nesp09 and i discovered my lame sense of humour hasn't changed at all. 
 
i guess what i was really driving at was: do you enjoy your own maps after sufficient time has passed that some or most of it is almost like new? 
 
 
 
Like when you told me it wasn't possible to use the second (light brown) Polyp skin in Quoth while it actually is? Where we could have been now... 
 
I've replayed my speedmaps recently. Some are better than I thought, and most are much worse. Pretty much all of them are ridiclously hard - 60 monsters in such small maps, what was I thinking). And the humor in some of them is beyond lame, yeah.

The most obvious thing going on when playing one's old maps is realizing their shortcomings, like Trinca said, and how one would build it differently. 
 
 
Rather 
joyfully playing my own map again then seeing it quoted by someone who HAS to do the job. 
WC/Hammer 
Has anyone gotten Wordcraft/Hammer to run well on Linux? 
It's Difficult Enough 
Getting it to run on windows - no joke.

It's got a very nice interface but if you're looking for editors I'd suggest going for another one, maybe QuArK. Which is multiplatform AFAIK. 
 
It is not and it is an editor that makes it too easy to screw up (and likes to do that by itself just to annoy you). 
WC 
I've had no problems with it on windows. I know Radiant works on Linux but I've been using WC for years and it's what I'm comfortable with.

I have Quark but it runs slower than WC. I'm just wondering as I'm looking to switch to linux. 
Fair Enough 
I'm still looking for a solution to the 'no 3d selection' issue - There are dll's that can be used but they screw up the texture rendering. 
 
Radiant and Quest run natively under Linux.

Several others run under wine (pretty well actually), if that floats your boat.

I'll learn Radiant soon anyway. 
I'm A Few Posts Late But 
I fucking love replaying 90% of my old speed maps. I never get tired of them, and I don't look at them critically (probably because I haven't improved much, if at all). 
Argh, This Is Taking On JPLian Dimensions 
Full: 75.01%, Elapsed:307h 39m, Left:482h 54m, Total:790h 33m, 38% 
Hm 
Is it really worth the full vis? After all the map is very open. 
I Think It Is 
It'll still have an extremly high polycount, but even if the fullvis can only lower it slightly, it'll be worth it. 2000 is better than 4000. 
 
your computer will burn :|

make a backup of everything NOWWWWWW 
 
I wonder what the magic breaking point is for VIS. My latest map has gotten larger and is still VIS'ing in under 5 minutes. It has one huge room in it with lots of detail but even that doesn't seem to daunt VIS... 
 
It scales up exponentially. A single room (how huge is huge in Quake terms) might work, but if most or all geometry is inside a single volume like in a space map, it creates a multitude of portals. There's one for every little edge and slope and all they also affect each other.

http://negke.quaddicted.com/images/coag_prt1.jpg
http://negke.quaddicted.com/images/coag_prt2.jpg

Note the portal jungle in the upper half. 
 
CDA seems near the magic breaking point, if anything.

That suggests if your map is one large sandbox with all structures open to it, and some triangle mesh etc perhaps, you might have good chances. 
Negke 
wow, just saw those numbers. You love pain, right. 
Uhm 
get the urge to leave... 
Just Give It A Few Years 
Multithreaded VIS on 8-core Nehalems will make this problem pretty much go away. Remember, id had to use the most badass Alpha hardware available in '96 to compile their Quake maps.

or you know, detail brushes. 
 
or use Doom 3, no more vis. 
 
yeah, whatever you say about the lighting, the visibility system in doom3 is badass. 
Understanding VIS 
What system resources uses Vis anyway ?
Does it help to have lots of memory and a good processor or could you just as well run it on a Pentium 1 from the old Quake days ? 
VIS 
VIS process needs memory and a fast processor to limit its runtime.
It is based onto a recursive algorithm (a kind of "turtle" algorithm)... the faster the CPU will be, the less consuming the VIS runtime will be.. Having GBs of RAM will not help, as I don't think the process needs it... though...
But in anyway, VIS process is the evil one in the Quake map building flow :( 
 
Also, VIS benefits greatly from multithreading since each leaf can be processed independently of each other (which is how id ran theirs on their Alpha machines). I've enabled this in my Mac version of the tool but I don't think any Windows versions exist like that. 
Willem 
I'm not exactly sure bout the implementation, but it seems it could be faster with multi core processor indeed.
I already discussed this topic with aguirRe, and he told me that ID indeed had their first VIS process running onto multicore Unix machine, but it has never been ported to Windows in this way: Window VIS tools are single CPU only, and AFAIK.. unless somebody has a specific tool on his own ;) 
 
The code is in there - it's just #ifdef'd out. All a Windows programmer would have to do is define "_alpha" (or whatever the symbol) is in preprocessor symbols of their compiler and fix the errors that spit out. It was really pretty simple on Mac.

I've not done much multithreading on Windows so I can't say how closely the structures and such relate to what id wrote on their Unix machine but it can't be more than a few hours of hunting around some documentation to find equivalents. 
So Willem... 
...care to do me a little favor? 
 
Haha ... I might take a stab at it. Which VIS do people use? Point me at some source code and I'll take a crack at it this weekend but no promises... 
BJP's Of Course 
I didn't mean compiling the vis tool, though! 
 
negke already in 90% 
Not Quite 
Full: 76.65%, Elapsed:359h 37m, Left:885h 2m, Total:1244h 39m, 28% 
 
negke

Oh, well, the best solution long term would be to get a Windows version with multithreading working. I could run it for you, yes, but that's painful. :P

To be clear, this?

http://user.tninet.se/~xir870k/visbjp.zip 
Yep 
 
Willem 
somebody provided be a vis tool that is supposed to run 40% faster than Id's original one... but I never tested it as I did not trust the guy that much: anyone who wants to benchmark it can send me an email: I'll provide the stuf.... at your own risk :P 
Forgot To Mention... 
... I also have the source... 
 
Can someone hook me up with a .PRT and a matching .BSP file so I can run some VIS debugging? 
PRT Files... 
...you can generate them yourself from the BSP. Use for example BspInfo (delivered with aguirRe's visbjp suite) and the -prt flag. 
 
Ha! So you can, awesome. Thanks! 
Go Willem! 
 
OK, This Might Work... 
...but it comes with zero assurances of it actually working or not corrupting data. :P

I took some of my lunch hour today to see if this could be done quickly.

http://files.getdropbox.com/u/161473/Vis.zip

That should be a multi-threaded version of BJP VIS. When you run it, you'll see some additional text appear like:

"Using X threads."

The X will be however many cores/processors you have in your machine.

The percentage and progres stuff is all kinds of messed up and I don't have time to fix it today - lunch time is over! But I'll take a look at that in the future once the basics are nailed down.

Anyway, try it, run some side by side timings and let me know if I'm crazy or if this actually works.

The best way to see it work is to start up your Task Manager and look at the processor activity. All of your cores/processors should be pegged at 100% when this is running.

Thanks! 
 
swapping to your vis for all my vising needs. i'm seeing 100% cpu usage, so it appears to be working fine. i'll let you know if anything weird happens.

you are currently on my list of people made of awesomeness for this, btw. ^_^

damn, i wish i had a quad core though. :( 
 
The part that scares me is if the map will load into Quake when it's done. That's something I can't test here. :) Let me know, plz! 
Willem 
Despite it may load, it also can generates HOMs and leaks.... wait and see :P 
 
I don't see why it shouldn't load into Quake. After all, all you changed was the resource management. The actual vis calculation and state file handling remains untouched.
I'm running a test at the moment. One hour of willemvis vs one hour of regular (single-threaded) vis. The time estimations would help here, but whatever. No idea if there's much of a gain. I don't have a real multicore machine, just one of those p4-hyperthreading dudes (I was always suspicious about this being a possible bottleneck). 
 
How many threads does it say you're using? If it's more than 1, you should see SOME improvement. 
OK, I Think I Fixed The Time Estimates And Percentages... 
I also renamed the EXE for easier use.

http://files.getdropbox.com/u/161473/WVis.zip

Give that a shot if you want the time estimates to be useful. 
Will Test This For Future Builds 
 
 
So I guess now, whoever has the most cores/processors on their machine needs to become a VIS mule for the group. :P 
 
Yes, there's definitely some improvement (with 2 threads) - I'd say it's at least 40% faster. I was so dumb as to accidentally close the window just now, so I can't tell the exact difference, unfortunately. But still, your version is useful for running at night when there're no other programs running beside vis. Thanks for offerning your lunch break. 
Uh 
offering the sacrificing 
 
well, i've been using it all day with fast vising. it is faster, but it's hard to tell just how much without doing a proper full vis.

i have a second map that's in the final stage so i'll do a couple of test runs of full -level 4 vising on it, one with and one without multithreading for a proper comparison, but assuming there isn't a fundamental difference in what vis is doing in -fast vs without -fast, i'd say it's creating .bsp files that are perfectly fine. :) 
Awfull 
how you managed to improve this blocking up tool, Willem!
If I count all vis time I made since I started mapping in '97 I could have learned C+ and have dived into it... too late I guess. 
 
"i'd say it's creating .bsp files that are perfectly fine. "

Sweet! i guess it's good to go then. 
Er...... 
link is 404? 
 
Sorry, the file moved. I've made it permanent here:

http://www.quaketastic.com/upload/files/tools/windows/misc/WVis.zip 
Thanks Willem 
2 Core AMD works!!!
Test map 60 sec vis down to about 36 sec.

Base vis is crazy fast 
Looks Good 
It looks like the WVis times are rounded to the nearest minute?

This was on a Core2Duo E6850 (3 GHz).

Original VIS run:

---- Vis 2.31 ---- Modified by Bengt Jardrup

File: c:\quake\id1\maps\wish16.bsp
2929 portalleafs
8356 numportals
State file out of date, will be overwritten
testlevel = 4
ambient sky disabled

average leafs visible: 192
max leafs visible: 646 near (-608 352 592)
c_chains: 39836161
visdatasize: 219 kb compressed from 1049 kb

Elapsed time : 6:52

WVis run:

---- WVis 2.31 ----
Modified by Bengt Jardrup
Multithreading enabled by Willem

File: c:\quake\id1\maps\wish16.bsp
2929 portalleafs
8356 numportals
State file out of date, will be overwritten
testlevel = 4
ambient sky disabled

Using 2 threads.


average leafs visible: 192
max leafs visible: 646 near (-608 352 592)
c_chains: 39880904
visdatasize: 219 kb compressed from 1049 kb

Elapsed time : 3:00

I just did this, so I haven't actually looked at the map in the game. If I see any problems I'll post them.

The only difference in the log is the c_chains (no idea if that's important). I ran the full BSP, Light, Vis each time with no change to the actual .map file 
C_chain 
I guess this is the recursive linkage made in between volumes. As in bsp process there's a volume expansion process that defines where are each faces / leafs, I think it is almost the same for vis process except the tools creates a chained list of volume in order to process them recursively (i.e from this volume, process the faces, and check what are the others visible volume not in the list, etc...) and determine which volumes (and then number of faces to render per volume) are visible from a given position.
This is how I understood the system in very "rough" way.. and maybe I'm wrong :P 
 
Yeah, I'll check the rounding but I didn't really change anything there that I can think of. Hmm... 
Wow ! 
Progress in Quake map building, after all these years ! Nice work !

Quick question about something else:

Does it really make a lot of difference if you make your curves just by cutting them with a circle, or if you use the vector manipulation to make them more or less the same size and triangles ? If anyone has some more info (on the web, maybe ?) about vector manipulation, please let me know. 
Ah, Found It: 
http://www.quaketerminus.com/hosted/happymaps/curv_tut.htm

Learn those ratios by heart, use them. The ratio used in the above tut is 0:2 2:4 4:2 2:0 if that makes any sense. There are other possible workable ratios but that one's always worked for me.

As far as constructing said curves, the 2-point clipper will probably give you less headache (and fewer invalid brushes) than trying to vertex manip everything into place. 
Black Monsters 
I remember someone else having a problem awhile back with this ... I have some spots in my level where creatures turn black despite the floor and the walls around them being lit perfectly fine. Is there an easy workaround for this? I'm running FitzQuake... 
Well 
If they're passing over a sky brush then they'll always appear black unless the sky brush has a normal, solid brush inside it.

If they're appearing black when passing over normal lit floor then there's an issue with the origin of the monster.

They take no reference from the walls. 
 
But what can I do as a mapper? Just rework the brushes in the area until the engine stops having an issue? 
Can You Upload A Screenshot? 
Maybe it's a known issue. 
 
The screenshot would just be an enforcer standing a well lit ledge but he's black. If he moves to either side a little bit, he lights up. I guess I'll just play with it. :) 
Fair Enough 
Doesn't sound like any issue I know about. 
Tiny Misalignments Maybe 
 
 
the problem i believe you're remembering was mine where i had torches and stuff fulldark even though the ground under them was nearly fullbright (or overbright even).

i think i understand what causes it. i suspect it has to do with FQ's lighting interpolation, but only on maps that are unsealed.

the problem usually happens in corners or along walls, never in the middle of a room.

i believe this was because the sides that made up the bottom of the wall brush and the side of the floor brush were fulldark and the interpolation was getting messed up.

i've found that sealing maps so that those faces are removed tends to fix it.

if you have an enforcer on a ledge, is it possible there are faces in the area that are messing up the interpolation?

from what i recall of how metl explained it to me, FQ doesn't just look at the floor directly beneath the model to light it. 
 
The map is definitely sealed but there might be some dark polygons in the area. I'll take a closer look... 
Curves 
Thanks a lot for that link, Grahf ! 
 
from what i recall of how metl explained it to me, FQ doesn't just look at the floor directly beneath the model to light it.

I haven't actually figured out this bug yet, but the fitzquake interpolation should still be looking just at the same floor polygon as glquake. The difference is that when you trace a line down and it hits between lightmap samples, glquake picks the nearest one and fitzquake blends between all four.

Again, since i haven't figured out this bug, i can't say in what way fitzquake is doing it wrong. 
More Curves 
No prob Ron, I'm welcome to pass the info along. Thank CZG actually, he wrote it.

Actually, it's worth mentioning that the tutorial I linked to in #8923 was written specifically for Worldcraft. The more advanced methods, of bending a hollowed pipe, simply do not work in editors such as Radiant. I beat my head against a wall for a while until Speedy told me the solution: the pipe itself can only be 8-sided, but you can bend it around a 12-sided curve. So there you have it, in case anyone was wondering. 
 
 
Curves 
page was inspirating me to a new map!

http://members.home.nl/gimli/quake00.jpg 
MadFox = Dr.Seuss 
???? 
???? 
not sure, but does it metch:

http://members.home.nl/gimli/dummi.jpg 
Forget It 
or post your hat. 
Im Sorry 
im not comprehending what i think im supposed to :S

i think my brain has gone to warp stage 
Summary 
That's nothing.

In my occasion I never know what to think
when adding a post and the toppic grows
dead for weeks. 
Smd 
someone needs a model animation but has only the smd format.
It seems something to do with the Team Source SDK Model Source File.

I can only use 3DS or DXF files but he tells me the file in Milkshape or Max3d will only transport to these extentions without bones.

As I need to animate them it's usefull to keep the bone structure.

Is there a solution to this convert error? 
 
it's been a long long time since i was converting hl2 format models...

i believe there's a 3dsmax plugin that imports SMD files directly.

http://www.chaosincarnate.net/cannonfodder/cftools.htm
get mdldecompiler here.

this lets you decompile the mdl file into all the seperate pieces to get the smd, which, afaik, is just the mesh with vertex weighting.

then go here:
http://www.wunderboy.org/sourceapps.php
and pick up the 3dsmax smd importer to directly import the mesh into 3dsmax. this should preserve vertex weighting. 
Thanks 
for the links, necros!
I didn't realize it were hl2 models as I only came to HalfLife1.

I earlier overcame to the stunning effect when importing an enforcer it meshed up the bullit inside its gun, so I didn't understand were my extra triangle was left after exporting.

I only have 3D Studio MAX R3.
I hope the converters can handle this old version.
I could install Milkshape to get the bones preserved as modelling can get messed up when I start adding them myself. 
 
Ninety-two percent.
Oh, woes! Will you ever stop?
Space maps suck to VIS. 
And 
You're into the slowest part of the process.

Really looking forward to this map, and won't be the only one - if its any consolation. 
Heh 
that map i posted about a couple of weeks ago... estimating 1351 hours, and that's *with* willem's multicore fix. -_-

i suspect i will have to rework it. :P 
Compiling Is Fun! Honest... 
TreeQBSP v2.05 -- Modified by Bengt Jardrup
Mac port by Willem
Input file: leamondetest1.map
Output file: leamondetest1.bsp
*** WARNING 03: Line 45756: Brush with duplicate plane
[a bunch of duplicate plane errors removed]
Title: "Lea Monde"
31430 faces
5229 brushes
1023 entities
117 unique texnames
3703 texinfo
*** ERROR 37: Failure seeking to 1694052352 in file rt_gnosis_q1.wad
29 warnings
Elapsed time : 0:01
Peak memory used : 5.1 MB

So as you can see, qbsp is spitting out this bizarre error as it is loading my .wad files. I have 4 wad files I want to use, which are all in the same directory as qbsp. My wadfiles are fine, that is, they loaded with no errors into a wad editor. The above "failure seeking" error is generated when only one or two of my wads is specified in worldspawn. The number it fails to seek to varies with the number and order of wads listed in the worldspawn's "wad" key; sometimes it has been negative, but it is not random - for any given order and number of wads, the number spit out will be the same. If all four wads are listed, I get this:

qbsp(3538) malloc: *** vm_allocate(size=2690650112) failed (error code=3)
qbsp(3538) malloc: *** error: can't allocate region
qbsp(3538) malloc: *** set a breakpoint in szone_error to debug

If I am reading that vm_allocate() right, it is trying to allocate 2.6 gigabytes of memory, which I don't have. My machine has 1.5GB of physical RAM, and I got this error with 1.1GB available. I'd have thought that OS X's virtual memory management would have taken up the slack, but apparently not. Also, I was unable to reproduce the out of memory error just now, which confuses me further, but reinforces my intuition that it's a cover for something else going on. The failure seeking error is persistent however.

Oh, and the weirdest part is that if I remove the "wad" key from worldspawn entirely, the errors go away and the qbsp finishes. But I don't think it's going to look very pretty without textures. The map itself is pretty big, ~5200 brushes, but that ought not to matter because I'm getting these errors before the meat of the qbsp process even starts.

Lastly, if I ever do get this thing compiled, it has a painful lack of visblocking. You guys are scaring me. 
 
this is sort of a long shot, but it's all i can think of.

looking at the bsp info above, 117 unique texnames meaning 117 unique textures. this is a lot and i know there's a limit to how many textures can be stored (or is it a limit on how much memory can be used in textures?)
and the limit may only been in the engine itself, not the compiler, it's just that when you said that removing the wad key (and hence not loading any textures) makes the problem go away is what made me think of it.

try making a test map and replacing most (or all?) of the textures with a single one and see if that does anything... 
 
The number of textures isn't the problem here (there have been maps with twice as many). There seems to be something wrong with the WADs, some that your editor doesn't mind but QBSP chokes on. Try merging them in TexMex or at least save each of them to a new filename in case there're some faulty bits somewhere. 
 
ijed: Just as any new map is appreciated and looked forward to. Keeping you informed about the process is actually a double-edged affair, since it kind of renders me as a fool for going through such a hassle for so little gain, both in terms of VIS results and the quality of the map - which is not to say it sucks, but it got out of proportion some 500 hours ago. :D

necros: Keep in mind the time esimations don't stay constant throughout the whole process. If it says 1300 hours in the beginning, you can bet it'll go up dramatically at a later point and especially towards the end. Better add a digit. 
 
yep. i'm currently running a test with vis -level 1.
if that's enough to keep things smooth, i can stand not having super accurate vis calculations.

there's something wierd though, because i seem to be getting strange behaviour with the timer.
elapsed time is incorrect saying 34 minutes when it has been running for over 2 hours...
the estimate at level 1 is only 3 hours, but if the timer isn't working, than likely nothing it's outputting is correct... i'll see what it's like tomorow, i suppose... 
Sure 
But this is a big negke space map. 
Timer 
maybe the elapsed time readout is based on actual cpu tics used for vis, not real-world elapsed time? 
 
i doubt it because that doesn't really make any sense for aguire to code it that way. besides, i've used his vis for lots of maps and never had anything weird like that happen.

trying again with -level 2 and it seems to be working properly now. 
Blah, Update 
I put one texture on all brushes in the map, "wad" = "knave.wad" in worldspawn, and still this:

*** ERROR 37: Failure seeking to 471762432 in file knave.wad

I imported the whole map into a new file, and still the same. I even tried on a completely different map. If there are no wadfiles in worldspawn, it will compile. If there are valid wadfiles specified, qbsp will fail. Either there is something really fucked on my end, or there is a problem with the Mac port. Sorry to bother you all, I'm gonna go bawww at Willem now. 
 
If that WAD file is loading into your editor correctly then there's no reason it shouldn't work in QBSP. Weird. 
Grahf 
Which editor are you using ? 
I'm Not Sure The Editor Used Is Directly Relevant, But 
it's gtkradiant 1.4 on mac os x 10.4. I convert the map file to q1 format with sleepy's java map converter. I would be using Willem's excellent Toetag, but it rendered my stupidly big map at molasses speeds on this old hardware.

In qbsp's source code, warnerr.h, I see that there is an "errSeekFailure" which is obviously what I'm getting. When and where would this be called?

I've tried several wads, most straight from quaddicted and a few I've assembled myself, all giving the same error.

Actually, I just had the horrifying thought that it could be failing to seek because my hard drive is dying. Yikes. Though I haven't noticed any other similar problems. 
 
Oh, I didn't realize it was a Mac port. In this case you, can put all the blame on Willum. Is there any other compatible QBSP you could try, perhaps with a Windows emulator? Doesn't MacRadiant save to .map or why do you have to use that converter? 
Grahf 
Indeed, the editor is not relevant, however for some reason, sometimes during .map generation, it can generate weird stuff.... anyway, the fact it is a Mac porting is certainely the issue.
You may should try with TxQBSP instead, or move to a PC... :( 
 
The fact that it's a Mac port should actually have very little to do with it. I use that version of it all the time and it works fine for me. I can't imagine what the issue is here...

Definitely try another version of QBSP and see what happens. If it's my fault, that's fine, I'll fix it - but I'm having a hard time buying it at this point in time. :P 
Mac-hate Is Digital Racism 
 
 
Grahf

Email me the MAP file and the WAD you're using (preferably something reasonably small) and I'll try compiling it myself. Should be easy to track down what's going on... 
Upgrading Is Digital Genocide 
 
 
Ahh OK, grahf has a PowerPC machine. I don't believe these tools are set up for big/little endian swapping. I believe the tools are currently Intel only.

I'll put that on my task list. :) 
Doh! 
I had a feeling that might be the cause of my problems. Thanks for looking into it anyways. 
 
I'm working on it. It might be easy and it might not be. I'll know more by the time the weekend is out. For now, you could compile in a Windows machine by using Parallels or something ... or just use a regular version of QBSP for now. 
Some Basic Questions 
I have a door but the angles 135 and 315 don't seem to work. Am I stupid ????

And how can I make a trigger that makes another trigger operational? 
Re 8970 
1. not sure, can't say i recall having any problems with those angles.

try 134 and 314? could just be those specific angles or the door could be linking with others. check that each door's bounding box isn't intersecting another.

2. short answer, you can't.
long answer, you can.

make an info_notnull but as a brush entity. (make it a trigger_once and rename classname to 'info_notnull'.

make a 'think' key and set it to InitTrigger.
make a 'nextthink' key and set it to '0.5'
make a 'use' key and set it to 'trigger_once' or 'trigger_multiple'
now set targetname.
set up any other relevant stuff like message or delay or whatever.

when you trigger this thing, it will turn into a normal trigger but will not do anything before. 
Thanks For The Quick Reply 
1. 134 and 314 don't seem to work properly either.
I uploaded a testmap where I have this problem:
http://www.quaketastic.com/upload/files/misc/door.map.zip
2. Thanks I will try that :) 
 
try fudging it by giving the broken doors negative 'lip' values. 
 
That seems to do the trick :) 
 
you know what would be wild?

make a program that will load a bsp file that has had it's vis information calculated and somehow allow you to manually set which portals are visible from other portals. 
Necros 
make a program that will load a bsp file that has had it's vis information calculated and somehow allow you to manually set which portals are visible from other portals.

Pure nightmare !! 
 
Or how about a program that would let you directly edit the light map? Could be useful for fixing those odd errors you get sometimes or just for creating some interesting effects. 
 
not really directly editing, but it would be awesome if you could both assign a bitmap image as a light pattern on a spot light as well as be able to specify 'noise' on both sunlight, minlight and normal lights. 
Editing The Light 
Probably the best way to create a program for editing the lights would be a custom engine. Just add the ability to "paint" by applying a dynamic light to the scene which gets written to the lightmaps fully. Then add the ability to save those back into the bsp. Only problem is that you'd have no way of restoring those edits to the bsp next time you compiled. Unless you recorded a demo of yourself doing it... 
<- 
 
I Love Posting This Link. 
Whenever someone says, "wouldn't it be cool if quake had..." chances are decent that pOx's eUtils has done it.

http://quake.chaoticbox.com/

I quote from the readme:

Tyrlite+ contains support for OpenQuartz ( http://openquartz.sourceforge.net ) LIGHT noise extensions. These allow you to apply noise algorithms when lighting a level to break up common color-banding problems, or acheive more "organic" looking lightmaps. The following attributes have been added to the eUtils Quiver defs for all lights:

"Noise Level" (_noise) accepts a floating point value from 0-1.0 (0 is no noise). You can "overexpose" the noise with values greater than 1.0, but the effect is usually undesireable (values of 0.5 or less are best for subtle effects).

"Noise Type" (_noisetype) can be set to 0 (Random), 1 (Smooth), or 2 (Perlin).

"Noise Resolution" (_resolution) controls the size or scaling of the effect. Higher numbers make the end effect larger (lower detail).

"Perlin Noise Persistence" (_persistence) This controls the perlin noise decay per octave.

You can use the "-noise" switch from the commandline to add random noise to all lights, but note that you cannot currently use noise on Global lights (Sunlight or Minlight).


Too bad it doesn't do noise on sunlight, pretty sweet otherwise though. Presumably you could get the code straight from OpenQuartz, but their hasn't-been-updated-in-five-years website wasn't terribly helpful. 
That's Cool 
i guess you could rephrase my above post as 'wouldn't it be cool if someone haxored pox's stuff into aguirRe's utils? :P 
Mac OS 9 & Mac OS X (PPC) Compatible 
wouldn't it be cool if it was cross-platform? 
Hmm... 
I thought all the id code handled byte swapping, could be mistaken though. 
Autosaving 
we've discussed this before, but i have no idea where it went...

i wanted to implement this for my next map, and i was thinking:
send console command save ne_autosave
and in a config file bind f8 "load ne_autosave"
f8, afaik, doesn't do anything and it's both close and seperate from f9.

opinions? 
 
can you use stuffcmd to load the game as well as save it? that would be better. (i.e. when user hits "jump" or "shoot" while dead, instead of doing the normal thing, the quakec would trigger a load then.) 
 
this is for quoth, so no qc modifications.

but yeah, i don't see why you couldn't do that.

in void() respawn:
if (coop)
{
// make a copy of the dead body for appearances sake
CopyToBodyQue (self);
// get the spawn parms as they were at level start
setspawnparms (self);
// respawn
PutClientInServer ();
}
else if (deathmatch)
{
// make a copy of the dead body for appearances sake
CopyToBodyQue (self);
// set default spawn parms
SetNewParms ();
// respawn
PutClientInServer ();
}
else
{ // restart the entire server
localcmd ("restart\n");
}

it would just be a matter of replacing the restart command at the bottom. 
Need Someone With UnrealED3 (UT3) 
I need someone with UnrealED3 (the UT3 version) installed to take a brief look over a map I have been slowly working on for a loooong time now to help me decide whether I should continue slowly building upon it or whether I should just put it out of it's misery.

Download it HERE
Arrow 
As I'm making a frogman model I'm confronted with a strange qc compile habbit.

I reconstruckted the model on the enforcer qc, this means I used the shoot section to evaluate its harpoon action.
As I compiled the arrow suddenly blasts to the sky.
I couldn't find a reason for it, so I changed the
org = self.origin + v_forward * 30 + v_right * 8.5 + '0 0 16';
from the model_fire section into
org = self.origin + v_forward * 30 + v_right * 8.5 + '0 0 -24';
and now the model shoots somehow left to the player, but not exact aiming its goal.

What I don't get is that they both seem to harm the player.
Also if I change the -24 a measure further the arrow shoots in the ground.
It seems impossible to aim it straight to the player.

Another strange habbit occurs on the model that's in the water.
It is the same subroutine I use for as the land model.
Only the land model shoots an arrow, the watermodel only shoots but there doesn't appear an arrow in water.
Does this mean the conditions for a model to spawn is different than on land? 
 
have you called makevectors(self.angles) before using the v_ unit vectors? 
Yes 
as I thought this part was the positioning of the shooting angle of the model itself, it didn't make sense to me the arrow shoots straight to the sky.

void() harpi_fire =
{
local vector org;

self.effects = self.effects | EF_MUZZLEFLASH;
makevectors (self.angles);

org = self.origin + v_forward * 30 + v_right * 8.5 + '0 0 -24';

Launchharpi(org, self.enemy.origin - self.origin);
};
 
 
ok, that bit looks fine, now you need to check if launchharpi is correct. 
Well 
It's the same as the enforcer, but I must admit it is not a usual qc.
It is a combination of two models, who will be going to be melted as a water and a land model.
So the problem might as well lay in another part, although both of the models use the same Launchharpi.


void(vector org, vector vec) Launchharpi =
{
local vector vec;

if (self.classname == "monster_enforcer")
sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 1, ATTN_NORM);

vec = normalize(vec);

newmis = spawn();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLY;
newmis.solid = SOLID_BBOX;
newmis.effects = EF_DIMLIGHT;

setmodel (newmis, "progs/pioen.mdl");
setsize (newmis, '0 0 0', '0 0 0');

setorigin (newmis, org);

newmis.velocity = vec * 600;
newmis.angles = vectoangles(newmis.velocity);

newmis.nextthink = time + 5;
newmis.think = SUB_Remove;
newmis.touch = harpi_Touch;
};
 
 
i see a potential problem here. you have a variable 'vec' being passed into the function, and you also have a local variable 'vec' being declared at the start.

remove the local variable and that may fix your problem. 
Necros 
I'm not so familiar with the stats although I'll believe you.
Remove the local variable, is that

//vec = normalize(vec);  
 
No, this:

//local vector vec;

Then you'll be using the variable you passed in rather than the local one. 
 
yeah, the normalize(vec) is actually very important. normalize makes whatever the vector passed in a unit vector.
that is to say, the vector is reduced from whatever it was so that it's total length is 1.
this is how you can then multiply vec by an arbitrary number to create consistent velocity (ie: projectile always travels at 600 units per second). if you didn't normalize, the velocity of the projectile would change in relation to how far apart you and the enemy are. 
Thanks! 
I included it in the qc, but I wondered. I always thought that the

org = self.origin + v_forward * 30 + v_right * 8.5 + '0 0 -24';

positioned the point of shooting from the monster, where the last three numbers were the actual position of its gun.

With these coordinates I get a shooting frogman which shoots its arrow 24 units above its gun, but the arrow goes left above me.

http://members.home.nl/gimli/frogman.jpg 
 
org = self.origin + v_forward * 30 + v_right * 8.5 + '0 0 -24';

assuming makevectors has been run, the above line will set org to a position 30 units in front, 8.5 units to the right and -24 units up (all monsters are 24 units above the ground, so -24 will make it right on the floor).

the reason it's shooting nuts is because when you call launchharpi, you are calculating the trajectory with self.enemy.origin - self.origin but your spawn point is at org.

in order for it to work correctly, the function call should either be:
Launchharpi(org, self.enemy.origin - org);
or:
Launchharpi(self.origin, self.enemy.origin - self.origin); 
Indeed! 
It might as well be above my hat but it seems to work.
I just get a little confused by the -24 as it still shoots above the players head.
It reminds me at the moment I placed the new monster in game and it flew 24 units above the ground.
I decided to lower all frames. So it is this difference that shoots the arrow overhead. Can't think of a way to overcome this now. 
9000! 
 
It's Over 9000. 
just take -24 off.

it's shooting up because you are doing:
self.enemy.origin - org

think of it this way:

self.origin = '0 0 0' (you)
self.enemy.origin = '128 0 0' (monster)

this would be both the monster and you being at the same height.

but now, you are calculating:
self.enemy.origin - org
let's forget about v_forward and v_right for now.
that makes org = '128 0 -24' because the math is: '128 0 0' + '0 0 -24' = '128 0 -24'.

so think of it like the enemy.origin is the gun which is -24, so it has to shoot up towards 0.

removing -24 from the vertical element will make the monster shoot straight horizontally.

remember shamblers, how their lightning goes downwards or droles shoot at the player's feet. the drole shooting at the player's feet was completely unintentional and was a by-product of the spawn point of the drole missile (which is above the origin of the monster, so it shoots downward at the player which is the opposite of what's happening to your monster). 
Alternatively, 
if you want the monster to shoot from it's feet, then change the trajectory vector.

instead of Launchharpi(org, self.enemy.origin - org);, do Launchharpi(org, (self.enemy.origin + '0 0 -24') - org); which will make the monster shoot at your feet too. 
Right 
Thanks for your clear explanation!

I understand now how this positioning works.
I just couldn't understand why the arrow kept shooting above the monster, although the cooordinates were right.

Then I realized when I imported the monster into Qmle it was 24 units above the ground.
So when I put these models back in game the arrow shoots right.

Now I need to know how I can lower the model 24 units and keep their original shooting point.
It sounds kinky, but it seems Qmle imports models rather rough.
One moment they are exact on the 0'0'0 axis.
But after playing in game they suddenly drop 24 to 48 units down the zero line.
Also it seems as if there is no difference between the zero line and, let's say a multiple above or below. 
 
all monsters' feet are at -24 units. 
So 
Noone has UnrealED3 (UT3) installed? 
Jago: I Had A Quick Look 
Heh - my first time ever looking at UnrealEditor. The level looks pretty smart, You obviously blocked it out with the brick texture. I never work like this, although I know a lot of people do. I actually dont think that the red brick texture should be used anywhere in this map. I think if you went for some tech-style textures (metal panels etc) which would go with the trim. The trim (the meshes and stuff) look like they are out of a spaceship, or an oil-rig or something.
I think you would find that the level would start to materialise into something which looked a bit better-themed if you slowly went through the map and replaced all of the brick textures, with dark metal panels and suchlike.

The layout looked prety interesting - multi-tiered, and nice interconnection. So I would say you should finish it for sure. Just do more with tech-style texturing and good old brushwork :D

Nice work 
Looking Into Making A New .map Editor 
Tell me, what features do you like and what parts do you not like. anything goes.

It will be implemented in Erlang with plugins written in Erlang. The newest release of Erlang includes wxWidgets and OpenGL so I decided to learn how to use wxWidgets. 
Good Luck 
I'd say these are the important features:

Good Cameras
Decent Texture System, with texture lock and multiple WAD support
Ease of use entity listing (def, fgd, whatever)
Ease of install / setup
Slice Brush Tool
Vertex Manipulation Tool
Prefab Library

Probably some stuff I'm forgetting there. 
Damn 
Viusal (named group) hiding is nice as well. 
Some Notes 
| Good Cameras
Is that good camera controls? Ability to change camera positions quickly? i have an idea (look below)

| Decent Texture System, with texture lock and multiple WAD support
I consider multiple part of the virtual file system I will have to make.
Texture locking is for moving brushes, correct?
And what kind of User Interface controls are needed, tagging textures and using that to browse sounds usefull for instance.

| Ease of use entity listing (def, fgd, whatever)
I already started with using a fgd file to see how i can make my own format: http://3spire.com/quake.txt
it is based on Erlang terms and can be loaded easyly, will this format work?
Configuration will also use this kind of file, so that it can be loaded easily.

| Ease of install / setup
I plan on using the same install system of Wings3D

| Slice Brush Tool
| Vertex Manipulation Tool
These should be able to be done with plugins

| Prefab Library
Also done with plugins, so that the prefabs can be configurable

| Visual (named group) hiding
I would like to be able to provide multiple views into the same map as represented as named tabs. Each tab can control visibility of each brush/entity and the positions of the 3d camera and 2d grids.
Another idea is to make brushes and entities each belong to multiple layers, and hiding/showing layers are per tab as well. 
Awesome 
QuArK does some things really well.

-I LOVE the interface (how you create and edit things) and could never get into the major brainfuck that are the radiantish editors (Blender is easier...). Not to mention not having a mess of lines but just dots for the grid. So such an interface would get my love.

-All the texture alignment features (apart from locking I think).

-grouping things in folders, also being able to hide those.

The texture browsing is badly implemented, vertex editing is plain horror.

So Vertex editing is what I am after the most. Especially if you could then triangulate for new edges. 
 
Cameras - all of those. Extras like 'walkthrough mode' and so on are just a waste of time, although a feature I'd like to see is 'mangle readout' so that placing camera entities inside the level becomes easier.

Yeah, texture lock means it doesn't move when you move or rotate the brush - not an easy technical challenge. Changing projection options between local / global is useful as well.

Tagging isn't as useful as it sounds, even though it does seem like you're going for an 'all wads on the HD' approach (which is great). I say this because wads are usually named in a fairly logical fashion - the ones that aren't tend to be not very good. For me such a feature would be an extra. If the texture listing is alphabetical then you're probably good.

Having said that a 'currently used in map' toggle would be good. Worldcraft is a popular editor (I use it as well despite the bugs) which has a very nice texture system - you couldn't go wrong by copying it.

For an entity list remember that it needs to be editable by mappers who may not have any coding knowledge - the simpler the better.

Tabs = win. Especially if they're user editable.

And finally, make everything you can customisable as far as the interface goes. Nobody works the same way, so the easier it is to turn the grid from lines to dots or chocolate drops the better. For example :)

Like with most 3D editors, ease of use and end user customisation options tends to win out over powerful functionality. 
Hm 
'Worldcraft has a nice texture system' that's only true if you count not having to convert the wads (in 3.3 at least, 1.6a has shitty texturing). 
New Editor 
What will yours do that will set it apart from others? Or is it just a fun personal project to learn programming stuff?

I think strong brush manipulation tools are key for working with large and complex objects - actions like flipping, rotating, scaling are very helpful and save time for the mapper.

Also, it's probably not a must have feature but I really love 3-point clipping. 
 
What will yours do that will set it apart from others? Or is it just a fun personal project to learn programming stuff?

this is the first thing that came to me mind.

as grahf said, good brush manipulation is a must. rotating groups of brushes by arbitrary angles (with intelligent vertex snapping onto the grid). more powerful automation of texturing over curves (being able to propagate texture alignment as if multiple faces were a single one, for example). mixing between the straight forward regioning of gtkr and vis groups of WC.

basically this late in the game, it'd take a lot to make me switch editors. 
 
I have always wanted to create a mapping program, but the interface bits is my more immediate concern.

I would like to get this to a level of making maps for Nexiuz.

I also would like to model the editor to be more like Wings3D, where there are commands that can be done on vertex, edge, face, object.

And concerning the convex nature of brushes I would like to be able store a complex brush while editing that gets decomposed as multiple brushes when saving to a .map files.
That should solve many problems with brush editing I think. treating it like a 3d model rather than a convex object.

for curve texturing, that sounds possible with the internal representation of the brush I have decided to use. And it annoyed me as a mapper that I had to manually adjust texture offsets to get them to match.

This is not the best time for me to start a project (getting married in a month and I travel alot) but this will defiantly sustain my attention. 
 
"And concerning the convex nature of brushes I would like to be able store a complex brush while editing that gets decomposed as multiple brushes when saving to a .map files.
That should solve many problems with brush editing I think. treating it like a 3d model rather than a convex object."

This is something that I wanted to do for ToeTag but, brother, it's a bitch. If you can get it working it'll be great but I haven't found a nice, reliable way to break down meshes into convex chunks yet.

Although I haven't tried my octree idea yet... that one had promise. 
 
In fact, if you've got a handle on things like how to do texture locking and breaking down meshes and that sort of math in general - we should get together and maybe do a cross platform version of ToeTag or something. 
 
concave, not convex, right?
That feature would be a true killer feature. 
 
dunno if this is what you mean, but it would be awesome if you essentially build a 3d mesh out of n-sided polys just like in 3ds max and the editor would automatically split ngons into tris. afterwards, it would look at the face normal and whichever direction is closest, north, south, east or west, it would simply extrude the face backwards, keeping it parallel.
ie: you make a collection of faces that face upwards, it would extrude the face down allowing you to make cool trisouped terrain easily. the same could be applied for caves. 
 
Madfox looks very nice the frogman :) 
The 
Type of advanced brush treatment you're describing isn't in any bsp editor I've seen (anyone else?) so if you need testing then let me know.

I'm pretty busy so testing to destruction I probably can't do, be an update a week wouldn't be a problem. 
Moving Discussion Of New Map Editor 
Why? 
 
 
Yeah, all the mappers are here. :) 
Maybe 
all editors are there....

preach, you've got email. 
Toetag 
Does Toetag work in Linux, since Apple's current operating system is mostly Unix based ? 
No 
Would using a GPU for VIS be a possible (and sensible) idea? 
 
"Does Toetag work in Linux, since Apple's current operating system is mostly Unix based ?"

No, it heavily relies on Cocoa and Objective-C. The underlying OS isn't really a factor. 
Linux Mapping 
Radiant is probably your best bet, either the venerable GTKRadiant or the somewhat newer fork NetRadiant. 
Necros 
What went wrong with your building outside the limits experiment? I don't remember :P

I'm thinking of a similar sort of thing, a brushwork skybox. 
The Hell, Will It Ever End! 
99.60% and it takes longer than forever even on a quad core machine. At this rate, I estimate it will be done in around five days. However, the problem is that I will be out of town for a month tomorrow (I'll still have a computer available, but a slow one).
So, does anyone here by chance have a really fast machine and is willing to help me out? Willem, that 16 core thing of yours - would it be possible to use it for this or is it only for work stuff? 
 
ijed: absolutely nothing! you can build outside the +/-4096^3 playable area to your heart's content, just don't ever let the player walk past that boundary because they 'loop' back to the opposite side of the map (like in pac-man) but the collision behaves as if you hadn't looped back.
also, don't let the player shoot projectiles past the boundary because they loop back too. if this is for RQ, it would be a good idea to place triggers along those boundaries to remove projectiles.
also, as a side-effect to this looping, you can't place any point entities outside the boundary, but bmodel entities are ok.

there is a hard limit though. you can't build past +/- 8192. anything beyond that doesn't get displayed at all. in fitzquake, it looks like you have farclip on-- it's just cut off at that point and you see the void (or hom).

this behaviour is attributed to the fact that the coordinate system of the server runs on variables twice as large as that of the client. 
Negke 
Play russian roulette: Set up a script that zips and uploads the file in 120 hours, then shutdown the pc. 
 
negke

I could try and run it but it IS a work machine. I can't tie it up endlessly with a VIS process... 
Hehe 
with 16 cores, just keep like 4 for you and the rest for vis. :P

well, unless it's used for cg rendering or something and let me tell you, 16 cores rendering would be pretty damn badass. 
Thanks 
 
Re: 9035 
are you could just make a script upload the file every few days along with it's .vis file to the same spot and you can keep checking to see when you have a complete map by starting the vis process up on your slow machine. 
Negke: 
there is a hard limit though. you can't build past +/- 8192. anything beyond that doesn't get displayed at all. in fitzquake, it looks like you have farclip on-- it's just cut off at that point and you see the void (or hom).

this behaviour is attributed to the fact that the coordinate system of the server runs on variables twice as large as that of the client.


this is not quite right. Both server and client use floats for their coordinate system, but the network protocol uses a special 13.3 fixed point format when sending coordinates. This means 13 bits devoted to the integer part of the number, and 3 bits devoted to the fractional part. So the precision is 1/8th of a quake unit, and the highest possible number is 4095.875 (lowest is -4096)

so when a client is rendering anything with coordinates that come from the server, it will never be outside that range. But the server side location and physics are actually working, just what you see is wrong.

The question of how far quake can draw world polygons should just be covered by the gl_farclip distance, which is configurable in some engines. Not sure if there are any other factors besides that. 
 
I made a google group because this forum is not very efficient, its only one thread. 
9040 
oh sorry. when we were talking about it before, it was a little complex so i guess i forgot some of it.

i'm not really sure what was happening regarding that 8192 hard limit, but that no matter what gl_farclip setting i set, i could never seen beyond, what i was guessing would be 8192 units away from the origin.
there was a solid cut off with just void at that point that didn't move at all. 
Necros: 
hmm, must be some other cause then, maybe the vis tool uses some distance limit? Does it show up with r_novis 1? 
 
Willem: Hm, I see. Don't want to cause you any trouble of course. I just want to finally get this thing out for good (and as soon as possible, not only in October). Maybe you could at least let it run during a lunch break for an hour or so to see how much progress it makes? I would then continue from there.

Spirit: Indeed, but I don't like the idea of leaving the computer on for such a long time when I'm not around. 
 
negke

Sure, email it to me or put it up somewhere I can download it. I'll run it overnight or something if you want... 
Excellent 
 
 
if anyone is still interested, my solution to my problem above with long vis times was simply to remove all the terrain into a seperate map. that map will only get a quick vis, leaving the left-overs of the original to get a full vis (which only took 20 hours vs 700-1200~, lol). 
 
What does that mean? Can you have separate maps like that for release, or is this just a way to let you iterate without killing yourself? 
Necros 
I am confused about what you said.. Is it really possible to fastvis only one part of a map, and then fullvis the rest of the same map ? How do you do that ? 
Do You Mean 
Having a .bsp placed in the map as a model? 
 
sorry for the confusion, i just meant that i split the map up. the first portion has enough terrain to connect the interior areas, but i reworked gameplay such that the majority of the terrain could be removed and placed in a seperate map to be played linearily after the first.

terrain seems to be a serious vis killer. all those odd angles and varied planes really fucks the BSP process up resulting in thousands of extra portals or whatever. since the terrain section is mostly wide open anyway, and vising would have limited to no effect, that map will just be fast-vised. 
Otoh 
i would be incredibly bad-ass if you could, for example, modify qbsp so that if you cover an area with a 'fastvis' textured brush, any portals (or whatever they are) that are touching that brush are ignored in the full-vis process. :P 
Well 
Maybe placing bsp's as entities could work. How it'd not get screwed by vis (flickering entities) would probably depend on dividing it up into chunks with some trial and error though. 
 
lighting something like that would be a nightmare though. :S 
 
depends on the engine i guess. with a shiny swiss army tool like darkplaces it should work fine. for some fun copy some map to progs/player.mdl and do chase_active 1 plus chase_back 3000 (or something like that). a piece of cake for dp.

proper lighting (for the "external" objects "in" the terrain map) would hard though,yeah 
Add New Weapon 
Where can I find a suitable add new weapon qc?
I searched at Inside3D but all there is are modified already ingame weapons. 
Tutorial 
It's just a matter of finding the right tutorial:

http://www.inside3d.com/showtutorial.php?id=60

This one is about adding new weapons. You do have to pay attention to some of the slight cheats they have to use. One is that rather than setting up a new key to press for the weapon, they make it so that pressing 2 twice brings it up. They also don't make a new entity in the map for it, which is something I expect you'd do if you're making a custom map. 
Random 
Building http://www.gamers.org/pub/idgames2/utils/bsp_pak_tools/qeu03.zip on modern Linux is easy, just remove the lines containing the del and coff2exe references.

And now I'll continue the search for a commandline mip2saneimageformat tool. Could not get MIP2BMP.EXE from http://www.gamers.org/pub/idgames2/utils/bsp_pak_tools/qmaphack11.zip to work with Dosbox. 
 
Niels Froehling's QuakeTools-library would be an epiphany but compiling is just not possible without a tremendous amount of work I guess. http://www.gamers.org/pub/idgames2/utils/bsp_pak_tools/qtools0.3-src.zip 
Found 
the right tutorial indeed, but after covering all errors I just keep
drawing 2 untill I too error.
Seems as if replacing v_shot.mdl is an easier way for testing.

Strange to conclude these tuts are so wicked in error messages.
Although they added my EathQuake. 
My New Mapping Technique Is Unstoppable 
i've been trying something new. essentially, working only from the top view, i'll drag out brushes 32 units high of varying width and length creating floors. i create a significant portion of the map at a time in this manner and i specifically try *not* to pay much attention to the size of those floors, other than keeping them on a 32x32 grid for texture alignment purposes.
i'll make the decision that, say, a generic hallway is 192 units wide, but everything else goes. a room can be any dimension (and any combination of brushes to create the final shape).
after doing this, in a side view, i'll semi-randomly move connected sections of floor up or down up to 256 units (in either direction).

this can lead to some pretty weird and convoluted shapes with that sort of 'tumor growth' mapping look. 
I'm Not Sure I Get It. 
pics to demonstrate, please? 
GTKRadiant Not Finding Quake 1 Textures 
I just installed GTKRadiant to try some Quake editing, and I set up the paths all right, but it won't load any textures other than the SHADER NOT FOUND one. When I look in the console it says:
Texture load failed: "textures/"
Any hints on what could be going wrong? 
What Version Of GTKRadiant? 
In the latest version of GTKR 1.5, I just put the .WAD files in C:\Games\Quake\id1 and point the editor to C:\Games\Quake for the game engine path. 
How To Extract? 
How do I extract the WADS from the PAKS? I've tried several programs but I can't see any .wad files anywhere... 
 
the wads aren't in the pak files at all, but you can get the textures from the individual BSP files.

But you can also get the wads here: http://www.quaddicted.com/wads/ (look for "quakewad" i think") 
Yay! 
Downloaded the quakewad file and put it in id1... Now works perfectly! Thanks! Although you need to rename the quake101.wad to quake1.wad. 
How Are You Guys Lighting Your Quake Levels? 
What light program and command line options? How many light entities? (relative to the number of brushes maybe, just to give perspective). Do you use minlight or skylight or both? How long does it take to run the light part of compiling the level.

I'm real curious about this cause I read a post where Than said the Plumbers Carry Shotguns level took about 25 seconds to light, and my current map is taking almost 10 mins for a high quality pass. There were 2758 brushes and 16621 faces at the time of this run:

----- Light 1.43 ---- Modified by Bengt Jardrup

Extra 4x4 sampling enabled
Soft light 3 enabled
Soft distance 16 set
File: c:\quake\id1\maps\wish16.bsp
Using minlight value 15 from worldspawn
1079 entities read, 625 are lights, 13879 faces, 3.9G casts
4 switchable light styles

lightdatasize: 467 kb

Elapsed time : 9:58 
Well That Aint Too Bad Really 
Many of my maps have taken double that (like 20 mins) in the past.

Plumbers Dont Wear Ties is a detailed map, but not too detailed, but also its not really that big. Its a realistic scale, and its condensed, but its not very big compared to say the Warp maps or Marcher Fortress. Load Bengts engine and load the Plumbers map and type into the console "lightmaps" and try it with your own map too. Lightmaps are if you like "X amount of texture worth of light info", so the bigger the map (so long as the texture scale is 1:1) the more lightmaps.
Also if you have plenty detail in your map that wont help the speed (but it will make the map look sexier :).

I wouldnt worry about it too much! 
 
I probably should have mentioned I used a Core2Duo e6850 (2x 3.0 GHz) with 2 GB RAM.

I wasn't worried really, it just seemed like 25 secs was way low for a map like that. I ran id's e3m1 this morning with the same settings as I used for my map and it took 2 mins 14 secs.

Anyway, I'm still curious how other people light their maps. 
Light My Fire 
this is my understanding of the issue...

When you have multiple lights with inverse falloffs hitting the same surfaces over a long distance, the light time tends to go up. With inverse and inverse square falloffs, the light level never completely hits zero, so if a light using those formulas is in a wide open area, all the surfaces within line of sight of that light have to be calculated, even if the light level only increases infitesimally.

APSP2 was a fairly narrow and cramped map, so while it was detailed, none of the lights had to cast very far.

The extra 4x4 sampling and soft stuff increases the time as well. But thankfully, light calculation time is not painfully exponential like vis, it seems to increase fairly linearly. 
Re Lighting 
Rick: are you sure Than didn't say 25 minutes? to me, that would seem more realistic for a map of that size with the amount of lights present. but maybe he just has a monster machine...

grahf: aguirRe and i had a discussion about this kind of phenomenon with inverse square lights. mostly it was regarding how using that delay type with switchable lights could quickly run up to the max lightstyles on a face warning.
he implemented the 'fade gate' command line. essentially, it will cut the light off once it's light level has been attenuated below a cutoff point.

setting -gate 1 on aguirRe's light util will cut down on lighting times by a large margin because it's disregarding a lot of lighting that wouldn't even be seen.

back to Rick: as for light utils and settings, for preview compiles, i use:
light -gate 1.0 -fast -soft
and final compiles is:
light -gate 1.0 -soft -extra
i don't use extra4 though, because that is just insane and will take millennia to compile. aguirRe recommends -fast -soft -extra4, but i haven't tried that yet.
it's really worth your time to look through all the info aguirRe has on how to use his tools: http://user.tninet.se/~xir870k/readmevis.txt the lighting tool has a huge amount of options in there. 
Lighting... 
Yeah, extra4 basically takes about 10x as long on my maps, so for a quick look I don't use it, with just -soft it'll light in about one minute.

I did read through all that documentation and it was very helpful, I've been experimenting with a lot of the new stuff.

I wasn't real clear on the Gate thing, but now I think I understand it. I'm also not certain exactly how the -softdist is supposed to be used, but it seems like I get a lot fewer of those abnormally dark faces when I use that option. The documentation (I think)indicated using small numbers like 3 or 4, but I've been using -softdist 16 
 
i guess it's impossible to change the player model's angle without having to use fixangle = 1 (thus changing the angle the player is looking?

it seems i will have to replace the player with an invisible sprite and then make a dummy model that follows the player's position in order for me to get the results i want? 
Yeah, I Think That's Correct 
but you probably need to use an .mdl, otherwise there might be engine issues (i know the weaponmodel expects to be a mdl, not sure about playermodel) 
 
i got it working with a sprite so seems everything's ok.

btw, your chase camera is kind of wonky and is prone to being shaky at times. it seems to pick up on stairs and angled floors in front of the player, where the crosshair is pointing or something. just fyi :)
i've also noticed a bug with the camera where, if you are looking down, and the camera is higher than the player, and you enter into a tunnel where the ceiling is lower than where your camera is, the camera goes psycho and starts moving in huge arcs outside the map. (this is with chase_up set at 32, which is higher than the default) 
Necros: 
yeah, it kind of sucks. I sort of stopped trying to fix it once i realized it's pretty much a gimmick and Quake is better in first-person mode anyway :) 
GTkRadiant 
Cannot compile in GTKRadiant 1.5 for Quake. Anyone know how to fix this for GTKRadiant 1.5? 
Nik 
Try the "search on this page" option while vieuwing all posts of this thread upwards with the word GTKRadiant. 
I Know It's Cheap..., 
but helpfull. 
So.... 
just looking around at the quake sources.......

how the fuck did they get any of that to even compile? o.0 
 
I know it's easy to point and laugh at the original Quake maps but those guys built some pretty cool levels with technology that was changing on a daily basis. That's tough to do. 
 
Not to mention the primitive tools. QuakeEd was ... pretty rough. 
 
i'm not laughing. i'm serious. the original qbsp was incredibly finicky which is what taught me to map with incredible precision making sure everything lined up properly etc etc.
looking at maps like e2m2, it's almost like divine luck or arcane power that would have allowed it to compile without exploding. 
Dog Rough 
But when you look at it you can see that they're at the minimum level of compilability.

Which means each of those maps must have undergone loads of iterations to reach that level, probably starting with something resembling Escher vomit.

Like Willem says, after ten years of trial and error with bsp it's impossible to make a comparison. 
Fake Shadows 
I constructed a terrain map with triangles.
After fitting all polyhedrons well tight the light seem to cast all kind of rare shadows.

Is there a way to avoid this odd behaviour? 
 
depends.

if you're using aguirRe's light
i found -soft will make these shadows a lot. even if the faces are perfectly connected. obviously, not using -soft is a solution, but not a good one. if this is a preview compile, and you have -soft and -fast, usually not doing -fast will reduce it.

it's always there though, afaik. smooth transitions of angles like terrain don't seem to go over well with any of the quake tools. :P 
Oh 
one thing, you can try using _anglesense 0.1 on lights hitting the terrain (and _anglesense on your worldspawn for sunlight). setting angle sensitivity way down like that will make light not attenuate much on different angles. this makes it look very shitty and weird (faces not really facing the light will still be bright as if they are directly facing it) though, so it may not be a viable solution (i haven't tried it) 
Black Slopes 
I made a polyhedron from a cube and cut of a pyramide on top.
After some punctual accurasy it can be used for terrain maps.
Point is that after placing it on grid and changing the topangles also replaces the cube foot after forcing it to grid.
So if I don't force to grid the lightning looks well.
After forcing it to grid the slopes cause black shadows.

I will try your light options. 
Haven't Tried 
anglesense either, but according to AguirRe it will give a softer, more diffuse lighting effect.

shadows on triangle geometry are always a problem - AFAIK they cannot be solved 100% - but I've never had the problem. So far. 
Too Many Static Entities 
My map compiles with no issues, but when i goto open it with my client i get an error of "too many static entities" any ideas of what this means? 
 
Not to state the obvious, but you've gone over the static entity limit for Quake. You'll either have to reduce the number of static entities in the map or play it on an engine that has a higher limit... 
 
whats the limit then? I'm running ezQuake as a client... I've looked around and most sources said its a limit of 128 is that true? then i noticed a post by rick earlier and by reading his post it said that he has 625 light in his map... how is this possible i think mine is 172 if im not mistaken... 
 
yes, 128 static entities is the limit.

not all light are static entities. essentially, only an entity with a model can be made static, so this only includes flames and torches. normal lights with no entities are not counted.
try to replace your torches with normal lights and use light textures instead if you can. 
 
damn.... kinda defeats the mood of the map im creating.. looks awesome with all the torches... thank you for the help... 
 
one more thing... is the 128 limit going to effect my backpack and flags too? because they have a model attached to the entity... 
 
you could look into other custom engines, i suppose, although curiously, a fair few custom engines which do have bumped up limits still have the old 128 static entity limit.

both fitzquake and aguirRe's glquake allow many more static entities, but as you're using ezquake, you may not be satisfied with those engines because they stick pretty closely to the original glquake. 
 
cross posted, re: 9096

there's 2 types of entities in quake.

static and dynamic. dynamic is most types of entities like monsters, items, doors, triggers, etc. these are also called edicts, and you can have a maximum of 600 edicts in a map.

the only reason torches are made static is because they never move, and never interact with the environment in any way. 
New Stuff Learned Today. 
Correct me if I'm wrong.

1. You can't trigger a trigger_monsterjump.

2. A trigger_once can't have a killtarget or it won't trigger it's actual target?

3. Clip brushes can be part of a func_door and will push monsters.

4. The model limit is 256. 
 
1. nope (trigger_monsterjump has no use function)

2. nope
killtargets are processed first, before targets are.

3. i know it definitely pushes the player, so probably monsters

4. yep 
 
Well, I though clip brushes didn't affect monsters since they won't cross gaps filled with them. Maybe that's a game logic thing though. 
 
that happens for a different reason. ai decides how it moves based on the visual hull (hull 0) while collision is based on the respective hulls (1 and 2). a monster could walk over a clipped service and wouldn't fall, but the ai decides not to. 
 
For a clip brush to be part of a door it seems like the clip brush has to be surrounded by regular brushes, or maybe the door model has to be bounded by real brushes. Something like that. I had a door with two regular brushes at the ends of a long clip brush (looking from above) which pushed some scrags upward and it worked. I removed one of the real brushes and then it didn't work. 
I'm Not Sure 
but i believe that the clip brush must be within the mins/maxs bounding box of whatever bmodel. 
Yeah 
Clip must be 'inside' the normal brush model or they won't collide.

BBOX explanation - the space is defined on the grid with three negative and three positive numbers. so -1 -1 -1, 1 1 1 gives you a 2sq cube.

All objects work like that, including triggers. So don't expect a L-shaped or diagonal trigger to have an Lshaped or diagonal area of effect.

The only trigger that can be triggered in standard quake (I think) is trigger_teleport - useful for the classic black box monster spawning or auto-porting the player when a condition is met (eg. kill an enemy). 
Pre Lauching Elevator 
I made an elevator in the corner of my map to bring you to the top of this little bunker, but it seems to always start moving upwards just before you get on... Is there a way to decrease the 'sensitivity' of it so i can get on first? 
No. 
func_plat activation trigger is based on mins/maxs of the bmodel in question. the only alternative is to use a func_door + trigger_multiple combo instead which would allow you to set a custom trigger size (or change the func_plat). 
GTKRadiant 
This has been covered before I'm sure, probably in this very thread, BUT...

I've downloaded GTKRadiant 1.5 for my Windows BootCamp partition and it's running fine ... except I don't understand where to put my WAD files so it can see them. Any hints? Their documentation is equal parts missing and abysmal. 
 
OK, after reading way back in this thread I see I need to put WADs into Quake/ID1 but that seemed to be crashing GTKRadiant this morning when I tried that on a whim. I guess I'll try it again tonight. Weird. 
Pre Launching Elevator 
It sounds like you're using a door (which is triggered as soon as its touched) instead of a plat (which triggers when you reach it's center).

Give the door a name and make a trigger_multiple to make it start moving. Put the trigger_multiple right on top of the door/plat and make it 32 units smaller in the X and Y directions that way the player will have to be completely on before they touch the trigger.

You'll probably want the delay before reset time on the trigger to be long enough for the door to complete it's travel up and down. 
Why 
does the ai use the visible hull? bug or feature? 
Not Sure 
But its the cause of fish and scrags sometimes going through walls, although the bugs are slightly different. 
Pre Lauching Elevator 
It was an odd shaped platform which seemed to be the issue... So I went with the basic square shaped one instead. 
Like I Was Saying Before 
If your platform was a Z shape for example, then Quake would just draw a big square bounding box for the trigger. Slightly smaller than the Z, but not following the shape. 
 
Sorry for the string of noob-ass questions, but I'd really like to be building something by tonight.

Do GTKRadiant users typically compile from a command line or do you go through the trouble of telling the editor where to find your compile tools? If you go through the trouble, how do you do it? Is it a hassle? 
 
not gtkr, but i use sikkpin's qe3 which is essentially very similar.
i never use the menu system, although i believe it's the same thing. i have one of those gamer keyboards, and i have a macro to compile my map bound to one of the keys.
before i started using qe3 (and before this keyboard) i was using gtkr1.4 and i'd just keep a command prompt open in the background and what i wanted to compile, i'd just switch to it and use the previous command button which would launch a batch file. 
Hmm 
As necros said, just use batch files for compiling, the in editor menu gets a bit trippy when compiling for Q1.

Also, you might want to try using GTK1.4 and mapconv, there's a tutorial how somewhere on necros' site [ http://necros.planetquake.gamespy.com/gtkrq1.html ], the interface/creation flow was changed quite a lot in 1.5, for the worse in my (and a fair few others') opinion. You may prefer the 1.5 interface, but I'd suggest trying out both versions and making your own call... 
 
I set up the in-editor menu. It's pretty easy, you just edit the XML file sitting in the q1.game folder. The one thing I can't figure out how to do is copy the BSP to the right directory and start the game up. So I need a command line open for that regardless...

Oh, and here's a story for the stupid. I set everything up last night and I made a small test room with a light. It compiled, loaded into the game, everything was grand. I then booted back into OSX to resize the partition I gave Windows because it was too small (FYI, 15GB is too small for Windows Vista and a Quake editor). While doing this, I misunderstood something and ended up killing the Windows partition entirely.

So ... I re-created it and reinstalled everything AGAIN. Only this tims I allocated 32GB. Let's hope that'll be enough. 
Yeah 
windows partitions need about 10gb (or more maybe, for vista?) just for the OS itself and then you're gonna want at least 2-4gb for your paging file.
you never really notice that when you're setting it up on a native windows machine, but when you're splitting between mac and windows, it becomes noticeable. mind you, mac isn't exactly a lightweight either; i spent a couple of days cleaning out all the useless software on my macbook, but i needed about 80gb for my macos partition to be able to work comfortably.

anyway, on the subject of gtkr, i personally hated the 1.5 version of the program. they changed fundamental UI stuffs in there which made it a lot slower to use (eg: operations that used to take 1 key press now would take 2), so even though 1.5 supports q1 natively, i found it harder to use than to just save a q3 .map and have a batch file that runs a converter first (aguirRe's, i believe, is the most up-to-date) and then compiles.

as for batch files, just make a bunch of them (for different compile levels) and put them on your start menu (or get rocketdock which is essentially the mac dock for windows) and you can just click the appropriate one and never have to touch a command prompt. 
Lol 
My c: is 80gb 
Another Vote For 1.4 Here. 
Yes, I'm gonna keep on beating that dead old horse. 
Linux? 
I'm thinking about installing Quake and GtKRadiant on this new Linux box I've got.

Can anybody point me in the right direction? 
Netradiant 
the gtkradiant based off 1.5 that the darkplaces/warsow? guys use. 
FitzQuake 0.85 Question 
Is there a way to make it so I can launch FitzQuake to check out my level without it resizing every window on my desktop? Or is this just a Window wart that I have to accept? 
 
OK, I guess the answer is to run GTKRadiant in a non-maximized state. That seems to reduce the amount of swearing I need to do each time I test the map... 
Willem: 
if it's fitzquake 0.85, you can run it windowed but with a -height and -width equal to your desktop -- this will fill the screen completely but without your desktop actually switching modes, which might help. 
 
Ahh. that's something I hadn't thought of. OK, will try, thanks! 
Dumb Simple Question 
setting sunlight?

good value for day time light?

I don't understand the angle situation. I've just never bothered to. Can someone give a simple explanation of how they'll work? 
Ofhand 
No, but just read AguirRe's docs:

http://user.tninet.se/~xir870k/

More and more concise information than you'll need. 
Offhand, Even 
 
Nice 
Thanks Ijed. I can't believe I haven't read through that stuff already!
Kind of confused about the implementation of 'second suns'.
My basic understanding is that I just put _sunlight2 in worldspawn with a lowish value and it will lessen ugly shadows? 
_sunlight 
or take one sun and lighten those ugly shadows with a light.exe -light 15 so the deep darkened places keep their luminance for a degree of 15. Helpfull, while it diminish placing lots of extra lights.
^v^ 
Yeah 
it's really not _sunlight2, it's _sunlightarea_minlight.
it's a different minlight for areas that the sun hits. 
Oh Okay. 
Thanks guys, I think I actually get this now. 
Hammer - Selection In 3d Window Issue With Catalyst 
I confirm that this solution to Hammer 3d window selection issue works:
http://www.celephais.net/board/view_thread.php?id=4&start=8179

I have put this file into the hammer directory and the problem on my laptop is fixed.
http://rapidshare.com/files/138119760/atioglxx.dll

Great! I can continue now. 
 
I just wish there was a similar fix for Nvidia cards. 
I Think It's The Same Dll I Posted A While Back 
It works, but if I look at a face and not all of its verticies are visible in the window then the projection screws up, aligning the last UV coordinate to any other visible vert.

That's a bad description. Basically the UV's are all fucked up. That's better.

And Orl, there will be such a fix for your card, AFAIK Nvidia is much better supported, although to be honest I didn't know there was a WC problem.

What the DLL does is disable stuff, you'll notice there wasn't one there beforehand. WC checks if one exists and if so uses it in favour of the onboard library.

Does anyone have the knowledge + inclination to make one that forces software mode on? In WC1.6a there was an option for this :P 
Ijed 
Maybe I don't understand the problem with UV's that you described, but try to enable Texture Filtering in 3d options window. After enabling this option the textures look ok for me. 
Will Give It A Try 
If it works my mapping time will double. 
 
And Orl, there will be such a fix for your card, AFAIK Nvidia is much better supported, although to be honest I didn't know there was a WC problem.

Unfortunately, I very highly doubt there will be a fix. Basically the problem is, using any Nvidia drivers after version 182.50 in Worldcraft 1.6a in software mode, the 3D view is completely garbled, making it impossible to see anything.

And yet, even the older Worldcraft 1.1a's 3D view works perfectly fine with the latest Nvidia drivers... strange.

For whats its worth, I'm running Vista SP2 with an 8800gt. 
Ankh You Are Legend 
That works; turning off filter textures. Can't believe after pissing about with all those different (non) solutions I missed that option.

So the dll + filter off solves it for me - thanks!

Orl, have you tried 3.3? It might sound like a ballache to switch, but the texture lock alone makes it worth it. The renderer changed a fair bit (which is why I and others have had problems) but maybe its worth a try so you can map. 
Speaking Of 
textures and wc 3.3

does anyone else have problems converting texture files (not just because of overly large textures) with Bakers wad converter?

I think RT23 had some issues with that too - or maybe he helped me with mine... It's all foggy... ...what year is this? 
I Think I Converted Some For You 
But the wads you wanted were weird

I never had that problem until I tried to convert that WAD which you were saying you couldnt manage.

Cant remember if I had to use texmex or wally as well as the supplied util. Its all on this thread somewhere, lol!

Most textures convert fine, it would seem to be some wads which dont (!) 
Wrong Quake Lighting In Wolrdcraft ? 
I hope somebody here can help me.I have make some small maps and trying different stuff they compile right and start. But the lighting isn't just right... I don't know what's wrong. I downloaded the original quake one maps in a .map format and there is the same problem.

The map E1M1.bsp for example. Some corners and the first double door left is way to black. On the door you can't even see the textures....
Many places are pretty same as in the game but when i started the original map in the Pak0.pak not through Worldcraft everthings is normal.


I use fitzquake085.exe for the game and the Quakeadapter tools for compiling and testing.

What tha hell am i doing wrong ???
Please reply cause i want to make a real map and not test maps anymore, and that's the only problem that prevents me from getting starting.

sorry for bad english i am from germany! 
Heh Dont Worry Man! 
Open the .map file in a text editor, find some of the light entities and copy the text and post it here.

or upload one of your map files and ill take a look if you like.

Also take a screenshot of the Run Map window you get in Worldcraft when you press F9 "to run the map" and another screenshot of the "tools -> options -> Build Programs" window.
Seeing those might help too..... 
Lights 
Some corners and the first double door left is way to black

Maybe you use the wrong light options?
With Aguier's compilers you should have good results with let's say:
light.exe -dist 0.6 -range 0.6 -light 15 -soft

http://user.tninet.se/~xir870k/ 
Yeah 
the converter doesn't convert any of my wads. I could try to convert id.wad and it wouldn't convert.

actually...

"Error creating HLWAD: c:\program files\worldcraft\textures\id_base.hlwad ... details ...No log exists."

So, I guess I'll have to convert them with Texmex? I don't really even know how to do that - anyone have links to more info on this?

Oh, and good luck bobbbybob - i'm sure you'll figure it out if you follow Ricky's advice. 
Pretty Weird Man! 
I dont really understand how the tool was made.
I mean what is .NET framework, cause I dont know if the tool uses anything like that or even anything different or what-haveyou.
Its pretty weird that it dont work for you.
I have loads of hlwads on my HDD.

http://www.mediafire.com/imageview.php?quickkey=rjm5lvzf3i3

If you would like me to mail you any of them I will do happily :D 
Drew 
I get the same error. No solution yet.

BobbbyBob, post a screenshot - map data could help, but it sounds like you've got something badly configured somewhere in WC.

The screenshot will clarify the problem. 
Ijed, Drew ... 
"Error creating HLWAD: c:\program files\worldcraft\textures\id_base ...""

Are either of you using Vista or Windows 7?

The qconverge command line utility expects to be able to write to the folder it is in.

And come to think of it, the QuakeAdapter expects to be able to create a .bat file to execute.

I know with Vista the idea of having write-access to any given place isn't exactly a certainty. 
I'm Using Valve Hammer Editor 
and converting txtures via texmex, don't have a texture problems at all,

maybe it's time to switch to hammer editor to you guys? ;) 
Yeah 
Vista. It occurred to me that the security crap is most likely blocking the thing from working. Turning it off spams error messages so I was about to try converting in a 'non-secure' (aka 'non-fucked') folder last night but got caught up in something else. 
A Little Insight In How The VIS Process Works 
Might be helpful to some for a better understanding why things sometimes take so long.

Courtesy of BJP:

OK, this is just my interpretation of how vis works, it may not be correct.

Apart from its normal bsp building from the map, qbsp also generates the portal (prt) file. This is done by dividing all the empty volumes (player space) in the map into smaller pieces, called vis leafs. The more complex solid architecture, the more leafs you get.

These leafs are just convex polyhedrons (like brushes) with at least four sides (the simplest pyramid). All the sides of the leafs are the vis portals ("doors between leafs"), but I'm not sure if the sides against the solids are also counted or it's just the sides between the leafs.

When calculating visibility, all these leafs have to be checked against each other to determine which ones that are visible from a certain leaf through all of its portals. It's assumed that the player can be in any of the leafs (no matter how small they are) and look in any direction.

To make things worse, visibility is checked twice for each portal, one in each direction (back and forth). I don't know why this is.

It should be noted that this "leaf visibility" calculation is a simplified variant of the more realistic point-to-point visibility, which would probably take even longer time since the position granularity is higher. The leaf visibility method also increases engine overdraw, i.e. it'll have to render stuff even if it's actually occluded, thereby increasing r_speeds.

Since all leafs have to be checked against each other, this is a variant of [at least] an "n x n" (n being # portals) problem, which will scale very badly as n grows. This is the main reason why more complex maps take so extremely long to fullvis.

In fastvis, vis first makes some simple analysis and determines which leafs that can be trivially rejected as being invisible and all others are marked as "potentially visible", i.e. need more calculations using fullvis. If you just run a fastvis, all the potentially visible leafs will be rendered by the engine as visible, slowing things down. When building a map to be fullvis-time-effective, it's probably vital that fastvis can trivially reject as much as possible.

In fullvis, vis goes on to the significantly more complex algorithm, where it "flows" through all the potentially visible paths, checking if there's a way through. This work is divided so the simpler paths are calculated first, since they will probably be used in the more convoluted paths later. This is the main reason why vis slows down so much while running, it has left all the heavy parts for later.

The division also lets vis manage the multithreaded aspect by having several threads doing different paths (but still the simpler ones first). I can't say though if it's guaranteed that all simpler paths have been done by all threads when the more complex ones are about to begin. In my version (and most others), that's a non-issue, since the paths are all done sequentially by one thread in the right order.

With increasing # leafs and portals (which you can read at the beginning of the prt file), you can probably realize that the amount of calculations grows very quickly. 100 portals will generate 40,000 "work items", for 1,000 portals it'll be 4,000,000, 10,000 portals is 400,000,000 and so on. I don't want to think about 100,000 portals ...
 
Re Light Problem 
Hi thanks for the answers.
Ricky, here are the screenshots and compile logs.
http://rapidshare.com/files/302918736/quake_screenshots.zip

With light.exe -dist 0.6 -range 0.6 -light 15 -soft it's like no rad / fullbright.

But I didnt' know that you can configure the light.exe thanks for that info MadDog. Maybe someone know how to set my light settings right.If not, i will put some more light enities and a higher brightness value in my maps. This will work i think...

The lighting in the compiled originals quake maps have irritated me. 
OK, Weird. 
Well I need that actual light entity information, you have sent me the information for somebrushes with a light texture on them.
The light entities will be at the bottom of the document (the .map file that is) and will look like:

{
"classname" "light"
"light" "200"
}

As for the command line options well I would use (for a map the size you have) -extra4 and nothing else.

But yeah you can use a "wait" key in your entities to make the light spread out further or be more concentrated.

A wait of >1 will make the light more concentrated, i.e.

{
"classname" "light"
"light" "400"
"wait" "2.5"
"origin" "blah, blah, blah"
}

And a wait of <1 will make it go further, i.e.

{
"classname" "light"
"light" "200"
"wait" "0.3"
"origin" "blah, blah, blah"
}

You can also use "delay", but Im no expert on that one. I seem to remember delay of 2 being nice effect. 
The Screenshot Solves It 
That's a door that's fullblack? If it a door or other entity (func_wall or whatever) then it fullblack because the origin is outside of the world.

This means that it doesn't start inside the vis'd (lit) space.

Select it, the red X in the centre is the origin - if that's outside of the lit space (inside a wall, like yours seems to be) then the whole thing won't be lit at all. So make a recess for it to fit into or make it smaller so the origin is inside the world.

It's worth remembering that although entities look like they're normally brushwork in many ways they behave like point entities.

In other words, they only care about where their origin is when it comes to light and vis. 
S S 
Those were missing from the above post.

Also 'brush entities' as opposed to 'entities'.

Having a baby is the greatest thing in the world, but your head is all over the place for lack of sleep. 
. . . And 
Its an optimisation (AFAIK) of AguirRe's that the compilers don't light all brush entities no matter where they are, like id's did.

Definately a plus, but also shows another b0rky map feature common in the originals.

Mind you, very easy to be aloof ten years+ after the fact. 
Thanks for the help! The last post is what i wanted to know. I found it weird that the original quake maps had different lighting when starting in Worldcraft. Thought it was a problem in my Worldcraft configuration or something.But that explains it all.

And i am not sure if you notice that the in_game_screenshot.JPG was a screenshot of the original E1M1.bsp not mine small testing maps.

Anyway Big thanks! 
Yeah 
That's why I said that AguirRe (who's compilers come bundled with the wc3.3 adapter) made optimisations that id didn't.

If you used their compilers it'd work without showing the door black but take alot longer. and run very slightly slower in game I think as well. 
Congrats Ijed! 
you lucky father and happy mother.

apparently the same goes for a good map:
Having a map is the greatest thing in the world, but your head is all over the place for lack of exit. 
Thanks 
silver_key-gold_key-exit.

change-feed-sleep.

Now that's a nerd comparison. 
Pak File Programs 
PakExplorer: 'explorer' type view, limited to 8 character filenames. sucks.

PakScape: 'explorer' type view, not limited to 8 character filenames. converts all upper case chars to lower case and progs.dat is case sensitive. sucks.

DZip: not limited to 8 chars. doesn't change char case from upper to lower. is NOT an 'explorer' type view, just a long list of crap so very difficult to organize pak files. (as it's primarily for zipping demos anyway).
sucks.

are there any other pak file programs? one that doesn't limit file chars to 8 or change the case around and that has a proper way of displaying files so as to be able to organize things well? 
Heh 
That is one thing QuArK can do very well. 
 
there is a pak plug-in for total commander. It satisfies my needs for exploring pak files. 
 
i was under the impression that both of those could only open and extract files from paks? 
 
Nope, QuArK let's you save just fine. 
 
I have just tested and the tc plugin is creating pak's as well. Very straightforward 
Necros 
Pakker 
 
thanks :) i wasn't able to check myself today.
wasn't able to find pakker though, but i should be able to use quark as i've already got that. 
Pakker 
Wad Problems 
so, i made a few pathetic textures and im trying to get texmex to put them in a wad, like i did once before i think, but now when ever i try to import it gives me "was ignored" on all the textures

the textures are in .bmp format and i believe they are 8 bit color

...i don't get it any clues? 
 
i remember that happening, and don't really recall why it did, but i'm pretty sure if you convert your bitmaps into 24bit targas, the problem should go away.

it might have to do with the 8bit bitmaps not having the correct palette (it's not enough for it to be 256 colours, it has to be the correct 256 colours). 
 
Are the bitmaps compressed? That might be it. 
Copy 
Your texture, then 'paste image as new mip' in TexMex. 
Ok Thanks 
those both worked :D

... i don't know how to compress bitmaps so i dont think i can decompress them :S 
Brush Heaps 
I'm working on a terrain map. I use triangle shapes to lift the corners to equal heights and then use force to grid 1 to fit the brush.

Sometimes the brush takes the grid on a counter line and it is possible to move the brush back into its original position, gaining a clean, converted brush.

Othertimes it gets out of grid and causes the vieuw to get out of position.
http://members.home.nl/gimli/align.jpg

The first method , without forcing to grid, brings a well compiled map with errors, caused by the compiler with warnings and heling points. But a fitting brush order.

The second , with force to grid and reposition, brings a misaligned map with less errors and a better compile log, and a rather blurry brush fit.

How to avoid the process and which would be best suitable?
I never minded thes misalignements, I'm already glad the compiler takes it. But then again, the small difference could change vistime considerably. 
 
when i make terrain in qe3, i just do my terrain mapping in 3d view after copying and pasting all the triangular shaped brushes i need.
i keep the grid on 16 (or 8 if i need fine details) and just pull individual vertices up or down depending on what i need in the 3d view.
this usually creates good results for me. 
Actually 
It would be really ace if editors allowed you to select say, 4 brushes and lock 4 vertices which all interleap with a simple keyboard shortcut, then you just drag the locked vertices into the appropriate position as one, and then "ungroup" them. 
Yeah 
or when you rotate a group of brushes. why do editors persist in snapping vertices to different points when they were initially sharing the same one...

also, why does firefox keep underlining 'vertices' like i'm spelling it wrong. what a bastard. 
Heaps 
As I read, I think my failure is caused by using the 1 grid option in force to grid. It turns out to become a disordered 0.x grid position that hardly can be healed. 
I Dont Know How You Managed To Find Such A Problem 
Which editor do you use? I forget..... 
 
your terrain generator program should automatically snap to grid too, so i don't know why it would change again if you snap to grid in the editor. 
Snap To 1... 
... it could be that, unless you are zoomed into the maximum, your manipulation on the different brushes is just not lining up and not that it is actually off-grid.

I would not go below 8 for snapping unless I was trying to fit the terrain to an object that was not on the same grid reference, and then I would definitely zoom right in.

I use BspEditor and can zoom to 1600%. At that level it needs a very distinct mouse movement to move one unit and snapping acurately is easy. At the standard zoom (75%) it is impossible to line up brushwork in single unit movements even though the editor is 'snapping'. 
Grid Account 
I use Quark63. It took quiet long before I could sahape a terrain map.
I don't use a terraineditor. Maybe a silly way I come up with.

I started with a triangle brush. Made it as precise I could. As long nothing happens to the brush it stands on grid with integers.

Then I turn the grid to 1 and force the outcorners to the 1 grid point. Of course the origin of the brush gets disordered so I have to force the whole brush into grid again.
That's my startpoint with terrain mapping and it compiled well.
Now I can make a terrainmap of all the triangle brushes. All goes well untill I lift the outpoints of the brush to level it with another brush.

From there the two outcomes appear in Quark.

Some brushes after distorted flip to a decimal but after resizing the brush with 1 the force to grid puts it exact 1 gridpoint aside. So I can easily rearange it untill it fits its origin.

Others get distorted and will never line up with the others. They will fit on x and y-axe but not in the lenght.

So I was thinking. Maybe I shoul force to grid only on a 8 or 16 grid. 
 
The wonders of QuArK. This is just normal behaviour from my experience... 
Terrain 
I am no terrain expert and it is difficult to make suggestions without knowing what you are trying to achieve. But... if you are doing anything on a large scale, then use a terrain generator and do all (most) of the modelling in that and then import it into the editor.

I did a large lump of terrain in FMB-BDG in the form of a cavern. It was over 1000 units in each direction made up a few thousand triangles of 64 units. It took about 30 minutes to do in the generator - I dread to think what it would have taken in the editor.

http://img178.imageshack.us/img178/5075/fmbbdg16bu3.jpg

You can probably make it out in this screenshot.

When I had finished, I ran the BspEditor Brush Merge and got it down to about 900 brushes (from memory). 
Well I Use The Folloing Method: 
1 - select the brush tool, set it to "wedge" shaped (triangular prism)

2 - select a suitable texture

3 - quicky make about 4 or 5 wedge shaped brushes

4 - in the "top" view I use the vertex editing tool to move the corners of the brushes into whatever shape I want, usually on a grid not smaller than 16x16

5 - I switch to a "side" view and move the verticle edges of the prisms up and down to shape my terrain

Notes:

Nothing ever goes off grid. The editor is set to "snap to grid" and whatever the grid size may be, the points of my brushes snap to them.

Aligning the textures better is as easy as selecting my brushes and setting the attributes back to 0 (i.e. rotation, movement x, movement y, x scale, y scale), then click a button which says "to world", which tends to look OK.

You can use this method to make overhanging rocks and other intricate shapes.

It is quite time consuming but looks good in the end! 
Terrain 
I've just checked that old map and the cavern is 3000 x 3000 x 800 high. 
Is there anything similar to aquire's engine for q2? I was messing with q2 map, just made the first area, nothing special so far, 2 entities (start and light), but when i load it to the engine, the game just freezes and i see q2 using 99% of cpu. Wtf? 
 
i couldn't get the standard q2 engine to run either. there's quake2 xp and quake2 evolved that i know of. 
 
Quake2 envolved doesn't run it either 
I Want To Know 
but i dont want to peruse 9192 posts for the answer

how do you make monsters not move or attack even with the player right in front?

i tired clip brushes and making secret trigger button but those didn't work :? 
 
Put them inside a func_wall made out of clip brushes, but whose corners (BBOX extents) have a tiny normal brush inside.

Those normal brushes tell Quake that the clip brushes are there.

Then remove the func_wall when you want them to be active.

Never actually tried it, but should work. 
Hmm 
are the non clip brushes supposed to be in the Func_wall or out of it, because it dosent work when there in it and when they're out i get this error:

*** ERROR 13: Line 2131: Entity with no valid brushes or textures

1 warning

Elapsed time : 0:00

Peak memory used : 1.8 MB

!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!
Build failed, because it did not create the (+BSP) file: C:\Users\alex\Desktop\q
uake\tmpQuArK\.\maps\mstart.BSP 
 
That's why he said to include a tiny, real brush somewhere within the func_wall entity. Quake won't complain if you have at least something in the entity with a texture on it. Hide it in the map itself by making sure it's inside of a wall or something. 
Yep 
 
Circular Jump Pads 
Remember those wicked jumppads in some Q3 maps that had you fly in a curve? The same is possible in Quake. Pretty obvious, but I only just thought of it again.

Take a look at this test map: http://www.quaketastic.com/upload/files/misc/pushtest.zip

The trick basically involves pushing the player towards a curved clip surface that determines the direction of the flight. The clip curve has to be fairly smooth so the player doesn't fall down prematurely. In the test map the small jump (1/4 of a circle) has 8 faces, the large one (3/4 of a circle) has 24. The map is pretty crude (but you'll get the idea) - it takes some experimenting with the pitch angle and the push speed. The larger such a push is (radius and distance), the uglier it becomes, because the clip wall and the pitch have to be a lot higher.

Now there aren't really that many situations where such a push would be useful. Imagine perhaps a castle with push-connected towers. Or a deathmatch map, although then one has to take into cosideration that NQ and QW handle the speed values in different ways.

At any rate, such a push can at least make for some funny wheee! effects. 
Hmm 
What about making a map where you fly along wind tunnels between different rooms and use keys to unlock new tunnels? Mebe with some water. And in brown... 
Like... 
... antedeluvian map ? 
QuArK And Changing Entities 
i has...have these new stuff in my progs that need entities placements on the map, but im finding that when i add an entitiy like ambient_drone i can't changeit, to something like ambient_front242. but i remeber doing it before somehow :S

the only solution i have is to edit it in the .map with a text editor but i find this somewhat of an out of the way solution

...i wonder if this makes sense 
Or 
why don't you just add the entity,
click on the object list,
and change your classname to monster_xxx? 
Oh...your Progs.dat 
search and replace function? 
Ya You Had It 
quark won't let me change classnames and i don't know why is what i meant with that paragraph and a half

and its kind of annoying because i could do it before i think 
 
QuArK lets you change classnames easily. Either slow double left click in the tree or edit in the detail view. 
State File Does Not Match Portal File 
A VIS error I could not find any documentation about. Does anyone here know what it means ?
It's a real error, not just a warning, no VIS is preformed. 
Ron: 
probably vis is trying to finish a partially-completed job, but you've changed the bsp since then. I think you'd just need to delete the state file, but i don't know what the filename would be (never used that feature myself.) 
 
I didn't know about this feature at all.
Anyway, reading your reply made try and just rename the map,that worked ! Thanks !
I've just switched to the WC 3.33 version so I might come back with some dumb questions later ... 
Surpsisingly... 
... aguirRe's tool tip does not mention this error :/ 
State File 
I think you just have to delete the vis file to that map your compiling and aguirre's vis will make a new one. I get this while updating and changing texture names in a wad file. 
Monster Count 
While betatesting my level I came up to some errors I forgot how to avoid them.

First there's the monster count eror. I assumed they were caused by the fish, with its double swimmonster_start in the qc. Strangley it didn't help help deleting it, because I still get a double fish count.

Second is the strange habbit of some zombies.
Their heads seems to run on while being killed, which is rarely difficult to trace while they're in slime.
I got the effect earlier with bones. I can't find a reason for it. 
Breakable Crates 
Do I remember breakable (not exploding) crates for Q1?

If so, does anyone know where I can get the qc/mdls from, if available? 
Quoth's Got Breakable Crates... 
Mounds don't :-) 
Extras 
Supports as well - Quoth's are simpler to use though. 
Crates 
Quoth code not been released so I'll look at Extras 
See If There's Been An Update On The Source Chode Thread 
Ahem.

What extras has is model swapping and emissions. So you can swap a mesh in the map for a broken one (external bsp) and spawn a spray of emissions at the same time - these can be sprites, models or other external bsps.

It's not really tied up into a ease of use package though - you'd need a few seperate entities for it to work. 
Although 
Emissions are well worth having - a very powerful tool. 
Mike 
Do you want our source? It's got extras inside, but also alot of other stuff. We're not supporting it (heavily commented) though, so you're probably better off with base extras. 
Ijed 
I appreciate the offer but I really only wanted breakablecrates for one specific event and it would have been easy to add it into my own modified progs.dat. Also, I don't want to go the effort of creating the models and things.

I'll just have to think of another option. 
 
mike, what's your email address? you don't have it listed here. 
Necros 
mikewoodham at msn dot com

Funny, I've been coming here since the one before but never actually 'joined'. 
I'm Looking For A 
mapconv by SleewalkR

any links? 
Necros 
Oooops...

I just realised that the e-mail sender will show as Dooby Pollocks instead of me, so your filters may think it is spam. 
Hehe 
it wasn't caught as spam, but it did confuse me for a second. :P 
Bspinfo 
what are the references to see if a bsp is vised level 4? 
Or 
is it a stupid question? 
Is That Bspinfo.exe ? 
How do you run this program? I never used it yet. 
Its A Comand Line Utility 
So stick your bspinfo.exe and your bsp file in some folder on your c:, take a command prompt into that dir and type:

bspinfo mapname

Cant remember if it tells what level vis was run at, but it definately tells you the size of the visdata 
Okay Thanks 
Will look into it 
Madfox 
I didn't see any -level 4 confirmation in bspinfo.exe, but while vis.exe is running you should see:
testlevel = 4
...and you'll have it! 
Yes 
bspinfo formally gives the same info that has bsplog.txt has, only there's no map to compile.

I wondered if there was a way to see how a level was vised. 
There Is: 
r_showtris 
Fine 
that's what I was looking for. 
Spy: 
I found Sleepy's Java Mapconverter in the devkit of tigger's unfinished "industri" project. Link:

http://prdownloads.sourceforge.net/industri/mapcon_java.zip

Quite a useful tool, that.

Oh, and about breakables: Nehahra had breakables, lots of them. You can trigger em, give em health, have them throw many kinds of rubble, etc. func_breakable, func_sobject, and func_mindcrime were the classes, iirc. Amazingly I still have the Neh QuakeC source in a folder. Since Planetquake now sleeps with the Rotfishes, I'll up it somewhere (quaketastic), if anyone wants it. It looks extremely old (dated 2001) so I doubt Mindcrime would mind. 
But 
they can't be walked on, only downside. 
Grahf 
thank you. 
Grahf 
I would be interested in the source for Nehahra - if you can let me know when you are uploading it, I will watch out. 
Here We Go 
http://www.quaketastic.com/upload/files/single_player/mods/NehQCsrc.zip

Glad that my obsessive packrat tendencies came in handy. 
Huh 
Didn't know it had been released. 
Ah 
It's pascal, I remember the dev tool stuff.

Can it be c+p'd into regular Qc? Not enough of a coder to know. 
There Is A Readme File In There 
And it says:

More than a year after the release of Nehahra, I am releasing the "QuakeC" source code to Nehahra. I have placed QuakeC in quotes because it is not what you would call true QuakeC, but a Pascal-Hybrid. The compiler/decompiler was created by Armin Rigo, a set of utilities called ACCQC.

I have included in this archive REACC.EXE, which will compile a progs.dat from the .QC files. The error messages are in French. Sorry. :)


So yeah. Good luck with that, guys. Pretty sure this came from planetquake.com/nehahra at some point in the distant past. 
GTKradiant + Darkplaces 
Hello all,

I've been itching to create a map using the darkplaces engine, and since gtkradiant 1.5 has this option available 'out of the box' I went ahead and used this instead of Worldcraft 3.3.

I can compile a map and run it no problem, but here is my dilemma:

Not all of the textures load into gtkradiant. I've downloaded and installed the
rygel-dp-texturepack-high.pk3 and it is installed to:

C:\Program Files\Quake\Id1

The textures show up fine in darkplaces and in dpmod but only a certain few are showing up
in gtkradiant, and it is only like 5 or so that show up.

Can someone please provide me with specific directions on how to get all the textures to
load or show up in gtkradiant 1.5?

If I have to, I would be willing to use an older version of gtkradiant as long as I had
specific directions on how to set up darkplaces in it.

Thanking you in advance,

Protocol01 
Doesnt 
Doesnt Radiant require a .WAD file in order to view the textures? Rygels pack would be irrelevant especially in the instance of any editor because the textures which are "replaced" and "upgraded" by that pack all come from the originals which came from the WAD format used to create Quake.

The bottom line is that if you dont have the Quake wad file loaded into your editor then you wont be able to compile maps with all of the textures available from Quake.

The wads are somewhere within:
http://www.quaddicted.com/wads/

probably quake.wad or quake1.wad

The ting is there are loads of wads there for the Quake engine, and may have not been "re-made" by someone and have no hi-rez replacement. But that shouldnt meen you shouldnt use them because you can achieve many different themes with these wads and you dont have to worry that they wont load up in the end user's engine of choice. If you wanna use mega-hi-rez textures then use Source or Cryengine or Unreal Engine 3 or IdTech4 or something.......

[rant]
Merry Christmas BTW ;) 
 
i think its http://www.quaddicted.com/wads/id.wad that you need to load into your Radiant editor to work

bare in mind I have never used that editor, I always used Worldcraft, but I would have thought that this form of texture handling would be fundamental 
Matter Of Preference, Sorta 
Personally I find GTKRadiant 1.5 to be stupid and terrible, whereas version 1.4 is excellent. As you have discovered, Protocol01, 1.5 has a real problem loading external texture sets. I don't know why. If you had Quake 1 .wads, then they should in fact load from the id1 directory.

Version 1.4 cannot natively load .wads but it has no problem with TGA's and JPG's. Seriously, try exactly what you were doing except using 1.4 and you'll probably have no problem.

Have a look at this guide for a reference on setting up Radiant for Q1:
http://industri.sourceforge.net/howto.php

Hmm, Ricky is probably right though, that you need to texture your map with the original quake101.wad. Then if there are TGA textures in the appropriate game directory with the same name as ones in the map's BSP, they will be replaced at runtime. The BSP needs those texture names and coordinates so it knows what to replace, and the ones from rygel's pack are far too big to fit into the bsp anyway.

Unless... what exactly do you mean by "mapping for darkplaces?" This has always kinda confused me. Which features and game are you trying to use? Cuz if you were trying to use Q3 or HL bsp support, then a lot of what I just said would be irrelevant. 
 
Thank you RickyT23 and thank you Grahf both for helping me. I guess I just assumed that radiant would have been able to read directly from the pk3 file, I didn't know I was going to have to have the .wad file. I see now that mapping for Quake 1 is VERY different than mapping for quake 3 arena. >.<

As for darkplaces, I mean that I was trying to make a Quake 1 map that could be used with the darkplaces engine.

I will try what you all suggested and go from there, thanks again and Merry Christmas all! 
Let Me Explain Things A Little Further 
GTKRadiant 1.4 has a variety of game packs for Q3-engined games, but none for Q1. In the guide I linked to in my previous post, what you are basically doing is building a Q1 game pack from scratch and script files to trick the editor. The single most important change is in the .game file, "default_scale=1" instead of .5 as is used in Q3. You still don't get .wad loading, so you export that to jpg/tga and load those instead. Then after making a map, you run the .map through a map converter to get it into Q1 .map format so that your compile tools can read it. It's all kind of a hack, and adds several extra steps to the mapping process, but it does work.

Radiant absolutely can read and load .pk3's from the base game directory, assuming the directory structure is laid out like Q3's. This is how Radiant loads external textures and models, after all.

GTKRadiant 1.5 changed all this by using a totally different (xml-based) file format for the scripts, game packs, map format, etc. There is a Quake 1 game pack, which allows for .wad loading, but I think how it works is that if you are in this mode, it will not load jpg/tga textures. Also, GTKRadiant 1.5 is just a crappier editor generally, that messed up the clipping modes, vertex editing, and brush manipulation compared to the glorious perfection of version 1.4. Gee, I'm not biased at all, am I.

If all this sounds horribly roundabout and complicated (and it kinda is), there is a simpler way. A Q1-specific version of Radiant, developed by Sikkpin, that is based on the original opensourced QE4 editor that id used to make Quake 2. So basically you get all the goodness of oldschool Radiant style, with native Q1 .wad loading support and none of the added cruft like curve patches that is useless for Q1 editing.

Link should be somewhere in this thread:
http://www.celephais.net/board/view_thread.php?id=60225

Something else you might look into is guides on Nexuiz mapping, which uses the Darkplaces engine. Nexuiz mappers use a fork of Radiant called "NetRadiant," and I don't really know how it's different because I've never used it. However I do know Nezuiz maps usually have externally loaded jpg/tga textures, so you could probably find some info in that community on how to make sure they show up in a map, which directory to put them in, etc. 
 
Gee, I'm not biased at all, am I.
you may be biased, but you aren't alone.

the 1.5 interface is overall slower and clunkier requiring more keypresses to achieve the same goal as in 1.4.

i believe the intent behind the 1.5 changes was to make it more like a professional 3d package. ironically, i felt the changes moved it farther away (i use 3ds max). 
 
Grahf,

Thank you for the link and information. It was very insightful. I hope to get radiant setup soon.


Radiant 1.5 really sucks in my opinion, they keep messing up all of the features and usefulness, now it is more complicated to get things done, and I'm going to uninstall it and just use an older version.

Thanks guys. 
Willem 
Any idea what magic do I have to do to get UnrealED (for UT3) to properly take advantage of 4 cores on my new i5 750 rig? For some reason, it only ever seems to use just 1 (even when doing a level build) and I am absolutely sure I read that UnrealED does scale well with multiple cores. 
 
It scales to multiple cores during lighting rebuilds via Lightmass but UT3 doesn't support that. UDK would though... 
Hammer 3.4 And ATI Fixed? Maybe 
Have an ATI Radeon HD 2400 Series. So have the no select in 3D window bug with Hammer 3.4.
Just gave the new ATI driver a try. ATI Catalyst 9.12 Driver XP x64. Seems to be working. 
Refreshing Mapping Skills... 
Wow, I never thought the quake mapping community was still kicking. I've decided to finish my old quake1 DM level which has been sitting on my HD since early 2003. It's a great and pleasant surprise to see there are still enthusiasts to share mapping experiance with :D

Anyway, as I'm trying to relearn everything I've stumbled across an issue. I cannot get the teleporter to work. Everything seems to be correct but I get this error message when loading the level.

Object error in info_teleport_destination:
No targetname

In the map file I have:

Target_teleporter
Target tele1

and

Info_teleport_destination
Targetname tele1

I use GTK radiant 1.2.x something and Sleepwalkers mapconv tool.

Any ideas?

And a happy new year to all of you :D 
I Think Its 
"classname" "trigger_teleport"
"target" "XXXXX" 
Also... 
Make sure it's all lowercase 
Got It... 
Human error this time :P
Thanks for the replys.

And while I'm at it I might just throw you another question :) I want to make a lift that travels up only when a button is pressed. I get everything to work, but the lift starts behaving differently when connecting the func_button to the func_plat obj. Without the button connected the lift starts in "down" mode and raises when a player walks over it. However, when the button is connected the lift starts in the "up" mode. Then goes down when I trigger the button. AND after that it starts behaving as if it wasnt connected to the button. wtf?!

Any help here would be appreciated. I know it's possible to do this :) For example it works in the "Pinion1" map.

Thanks again guys. 
Ziffon 
you have to use func_door instead, not a func_plat 
Yeah 
You have to have a door which travels "up", cant remember the exact map file key/value of the top of my head.

You can have it travel a negatve or positive value "up" to 256 or 512 units. And theres a spawnflag for "toggle" (1 press, door opens, another press it will close). An you can link as many buttons or triggers to it as you like :D 
*theres A Maximum Value 
its either 256 or 512 - thats what I meant 
Huh? 
A door can move as far as you want - there is no maximum value. The distance is determined by its "lip" value. 
Fixed! 
thx for the quick response mate.

Sorry for spamming the board but any ideas on why I cant get the quad to spawn in? I use the "item_artifact_super_damage".

Also, while I'm at it.. the map is pretty much ready for some testing. Back in the days it was pretty easy to get some help with that, but how do you suggest I go about it today. Can I use this board somehow?

Cheers 
Yeah 
to quad to appear, item_artifact_super_damage must be placed. w/o any SF

btw, is it your maps safe1 and safe2? 
 
The item ist most likely too close to a wall or the ceiling (has to be 60 units) and thus falls out of the level. Load the map in developer mode ("developer 1" in the console) and you'll see a warning message if that's the case.

If you're looking for beta testers, post a note in the Screenshots & Betas thread. 
 
Spy: what do you mean with w/o SF?

Yes, I made safe1 and 2 and 3 is pretty much done now as well :P

Oh, developer mode :) Didn't know about that one. Going to try it out now. 
Developer Mode Rocks :D 
Thx, that really helped! Found a DM spawn point outside the level which for some reason caused the quad to not spawn.. odd.. but it works now :D 
Beta Ready 
well, beta is ready now :) Thanks for all the quick responses. I'll make a post on the beta board later. 
Code Question 
So say you had a bunch of quad damages in the room. Currently, they will all rotate exactly the same direction and start at the same angle so they are all perfectly in sync.

Is there a way in QuakeC to start them at random angles or change the rotation speed or do anything, really, to break it up and make it look more natural? 
Randomiser 
I'd add

self.angles_y = random() * 360;

to the spawn function. This would randomise the angle they face initially, which should make them look better differentiated.

You could also set .movetype to MOVETYPE_NOCLIP and then give them an angular velocity:

self.movetype = MOVETYPE_NOCLIP;
self.avelocity_y = 10 - 20 * random();

I wouldn't recommend this though, because it entirely eliminates the benefit of the client-side rotation built into the model. You'll have constant network updates of the rotation, which seems a bit excessive for the feature. So I'd vote for option 1, but that's how either could be achieved . 
 
"self.angles_y = random() * 360; "

Well, I tried that but no luck. I also tried putting that into a one shot think function that executed a second after spawning but that didn't work either. I'm currently thinking that the model is being rotated in the cached model itself and then every time it renders, they all pull from that same value or something? 
 
I should note that I've created a new item using the quad damage model so it's not the ACTUAL quad damage that I'm dealing with here. If that matters... 
Interesting 
Looks like the rotate flag overrides whatever angle you set in qc or the map. The only alternatives are either to remove the rotate flag from the model, and do the rotation using self.avelocity, or to create several frames within the model each with different rotations of the model, and randomise between those frames on spawn. 
 
Bah! OK, thanks. :) 
Stupid 
Installed Quake on an old win98 computer.
A little curious I couldn't get higher video resolution then 320 x480.
So I decided to install the update 1.08 but this didn't help.
So I installed the SOA pak to see, which also didn't help.
Then Fitzquake or glquake but they start up like mud.

How do I get my quake off the phone resolution? 
 
the update 1.08 is dos only
get the 1.06

Try winquake? 
Limited Resolution 
It has something to do with the video option screen.
Normally after installing quake it offers a resolution from 320x240 to 800x600, but for some reason the max only goes to 480x320. 
 
maybe a dumb question, but just how old is this old win98 computer? it's possible the video card doesn't support the higher resolutions? can you find out what kind of video card it has (if any)? 
Er 
well, that last question was retarded... it obviously has some kind of video card, what i actually meant was if it had 3d acceleration of if it was one of those ancient ones. 
Odd 
It's a mobo I caught out of the surplus and plugged in a disk, a video and soundcard, and finaly I can start a win98 program.
I got all these odd warnings about flipages not correckt screen resolution. I remember in the old 98 it had these errors with darkened screens and garbage messages.
So I'm just on the point Quake starts up well, but only with a max screen of 480x320.
It's not the 3d or something with the videocard, it's only the old dosquake version I can't force to 800x600 resolution. 
What Would It Take ... 
to give liquids an angle, a travel direction, like you can do in Quake 2 ?
It would be great to see water coming down or lava floating from one point to another.
Would it be possible to "steal" the code that makes it possible in Quake 2 and put it in a mod for quake 1, or would it involve changing the Quake engine itself ? 
 
quake2 did it with texture flags, which required a new texture format which the engine recognized.

quake could do it by implementing some sort of shader system, probably. 
No 
I can't do that, that would take considerably more programming skills then I possess.

And I guess it would be impossible to have a liquid texture (*) and combine it with a func_wall (+) one ? 
 
Just animate one of the water textures. Four frames are enough already. 
 
Neg, the trouble is that it would look weird in combination with the "real" water, especially with transparent features enabled. 
 
one trick i've seen is to build a river out of func_trains in an endless loop, with each train having water textures on it.

The "pox extras" mod (which also has some other water-based tricks) had an example map that did this, i think. 
Wow ! 
That's a great idea !
I'm going to try it out right now !
Thanks !

And I'll have a look if I can find the Pox mod, I must have missed that one. 
 
It looks fine with the real water since it's the same texture but yeah, transparency makes it complicated. So your options are: compile the map without transparent water, use the animated texture on a func_illusionary with alpha enabled if the intended engine supports it, or use the regular water texture and greatly increase the scale of one of its planes (by 20-30) - this will create a semi-believable flow-like look, at least on actual waterfalls 
Quoth Question! 
Is it possible to "activate" a trigger ladder? Or does it have to be 'available' at all times? 
Yes And No 
you have actually use a func_rotate_train to hack in a ladder that becomes activated.

i'm going to assume you're making a ladder that starts in a retracted position and then through a button extends so the player can use.

first build your ladder and turn it into a func_movewall.
now create your func_ladder brush.

give both those entities the same targetname.

now create a func_rotate_train and set the target to match the movewall and ladder. the func_ladder will move in tandem with the func_movewall. 
Append: 
you have actually use a func_rotate_train
you can actually use a func_rotate_train

i neglected the mention (although it's implied): make sure to tick the "visible" flag on your func_movewall or else your ladder model is invisible. :P 
Forthcoming 
A full system for locking and unlocking entities is something I wrote some test code for, right after the last version of Quoth got released. So it's something yet to be incorporated.

If you only need the ladder initially disabled, you can safely use the info_notnull hack. Give your ladder a classnameof info_notnull (as a brush entity) a targetname, and then set

"use" "trigger_ladder"

On firing the targetname event, the entity should spawn up. You can then killtarget it to remove it. By duplicating the ladder entity with different targetnames you could do it a finite number of times(if you were careful). Being able to switch it on and off any number of times is not yet possible, but it will be! 
Outfoxed 
Ah, that's a clever trick Necros! Yeah, the hipnotic rotating entities allow you to move triggers as attachments. One small warning - the trigger_ladder has an associated "outwards" vector to help push the player onto the ledge above/away from the ladder when they jump off. This does not adjust for the rotation of the entity, so make sure the vector is correct in the final position. Also, don't get tempted to allow players to hang on while it moves! I suspect bad things will happen... 
 
Necros: I think I have handle that.

Preach: that vector shit IS something I'll probably have to keep in mind - thanks! 
Quake Key Question. 
Just out of curiosity, is there any easy way to get a key to activate something other than a door in Quake? 
I Think That 
(without using any hacks, which Im sure other mappers here will be able to tell you about) you can make a door target another item. So you could make a door behave like a button by setting the sounds and directions so it moves like a button, but when you finally get the key you need to open the door, you touch the door and the door moves like a button would and triggers something else. I did this in starkmon IIRC :) 
Just give it a target - everything with that targetname will be activated. 
 
The question is a bit unclear - you want a key to activate lifts, trains, or whatever?

Do like Ricky says for standard Quake. Use a door that looks like a button.

The clean solution would be to have something like RemakeQuake's item_key/trigger_lock combination, where the lock can be everything. If you're ready to use your own progs.dat, you can rip this stuff from the RMQ source. 
 
I agree, I wasn't too clear.

What I actually want to do is activate some rising steps (which are really 6 individual doors) a few seconds after the actual keyed door is opened.

I may have been doing something wrong, but I didn't have any luck making a relay the target of the keyed door. I'll go back and try that again.

I'm trying to keep it simple because I'm at the 256 model limit. 
 
Have the key door target the first stair, but set "delay" to about 3.

Have the first stair target the second, the second the third, and so on, setting "delay" on each stair to 0.5 seconds or so.

Just off the top of my head. Shoot me if I'm wrong. 
 
Delay doesn't work on doors like it does on triggers. A func_door entity always fires its target immediately. You can either use different speed values for each step, stagger some trigger_relays or add a "use" "multi_trigger" field and corresponding delay values to each step/door. 
 
Argh, then it's a RMQ thing again. Oh well. It gets confusing.

Listen to negke. 
Wait 
Why not trigger all the steps at the same time and give them all the same speed? They're all different heights so will stop moving at different times anyway - resulting in a choral sound effect. 
Yeah 
Sometimes the most obvious solution is the hardest one to find... 
Hah 
I only know because I'm using one in a current map. 
 
lol. 
Got It Working 
I put a keyed door on the floor. It has the lip set so it doesn't actually move. Its right below what was the original keyed door. It's targeted to a trigger_relay and the original keyed door, both named "tryagain". The relay has a delay of 3 seconds and targets the six rising steps.

This works okay. It's not exactly the effect I wanted but I can fool with it from here.

Funny thing, I had the keyed door inset in the floor and it wouldn't get triggered. There were no other brushes overlapping it or anything, it was just like a piece of the floor. I had to move it above the floor to get it to work. I'll have to try that again because I just remembered I also changed it's angle from 0 to "up". Maybe that had something to do with it. 
Skill Question 
While testing my level I 've come up to an odd point of setting the skill level.

I counted all monsters and took their health count together. Then I counted all ammunition and tried a relation with their availabillity to match the health count.
But as the TE_DAMAGE of all weapons differs this isn't the right way to handle.

I can count the ogres and enforcers to reclaim their rockets and cells, but as they are also gibbable this is only temperary.

Is there an easier way to gain the outcome? 
Lol 
Use monstercount / (pi*thumb), then substract the release date.

Or just play the map and add enough items so that you can get through smoothly. Then declare this as Hard and scale down the difficulty settings from there. Then see how the testers do. 
Yeah 
You have to take into factor the players level of accuracy. According to teh games I play, my accuracy = 20-40%. So it is meaningless.

Always just play, play, and play again. Then get l00ts if testing done. :D 
 
Well I played rather several times only the hard and nightmare are the worst.
So I thought if I

TE_DAMAGE * ammucount = all monsters health + random

could compare it mathly. 
I Think 
There's too many variables to make an equation of it. Unless you want to get alot more complex than 4 variables.

What negke says works :) 
TF2 Swamp Theme 
Wasn't quite sure where to put this :P

TF2maps has finished their TF2 swamp theme pack that contains new models/textures/blah which you can download and use for free, its very high quality stuff!

http://swamp.tf2maps.net/ 
License? 
 
Error 
Don't know what happened after a qc-script, in game leaves the message:

PR_executeprogram : excessive stack (53 normal = 31)  
Nevermind 
bad scripting. 
Hanging Vines 
Doe's anyone know of a texture pack that has some nice alpha channelled hanging vines and overgrowth textures? Or any packs that feature some sort of old abandoned temple theme? I'm thinking more Mayan than Egyptian here, any info would be appreciated! 
Iirc 
the original rtgnosis texture set had a vine/leaves overlay with an alpha channel. 
Also 
Sock's Pyramid of the Magicians (pom) level. 
Grahf 
I had totally forgotten about that map, damn its perfect =)

Thank you very much! 
Hammer For Quake? 
I know this is probly in here somewhere, but...

Is there a guide / howto for editing quake maps in valve source sdk? Is this possible or should I just be using hammer 3.4 (3.5?)? 
Can't Be Done AFAIK 
Although search for Baker's Quake Adapter for hammer 3.3 - maybe I'm misunderstanding what you want to do. 
Edit In New Hammer 
My goal was to be able to edit maps in the new hammer, export them somehow, compile for quake with the new tools. I figured I'd ask here first in case there was a tut somewhere.

If it's not doable I am gonna fire up hammer 3.4.

It's been a few years (and a few computers) since I had a mapping environment setup. ;) 
Have A Go 
I've been meaning to do it myself since the latest beta version can apparantly show model meshes inside the 3d window. 
Killtarget Flag 
It works in Fitzquake, but it doesn't in Qrack.
Why could that be ? 
 
Could be the engine is Qrap.
What are you trying to killtarget and how? 
 
Shambler = dead = open gate
The gate was previously closed by another trigger. I want it to re-open (or disappear, that's good enough for me) when the monster is dead.

Qrap or not, it's got nice shiny stuff, I like ;)!

But what I really want is a level that can be played in multiple engines. Except Darkplaces, I've given up on that one, it is not accurate with the placing of items or monster spawns. 
Alright 
The problem is there's a glitch (or oversight) in the code that prevents monsters from using the killtarget field just like that. You have to give the Shambler a dummy target field for the killtarget to work.

You could probably also just set the "toggle" flag on the gate and make the Shambler target it normally.

Issues with item and monsters in DP often indicate improper placement, e.g. too close to a wall, that other engines ignore. For regular custom maps, any newer DP build should work flawlessly. 
NNoooooOOOOOO!!!!!!!!!!!!! 
----- TyrLight v0.99e -----
extra sampling enabled
colored output format: lit
BSP is version 29
1128 entities read, 956 are lights.
************ ERROR ************
TestLineOrSky: tstack overflow


Thats a bit of a grim looking one isnt it!?!?

Anyone here have any idea what that means? Had lit like 95% of the total faces when it spat this error :(

Please help! 
Ouch 
Can't help I'm afraid.

How much compile time to see the error? 
Probably About 20 Minutes, Maybe A Little Less. 
AguirRes light tool works though. Doesnt give any clues to the problem. It will have to do for now. 
RickyT23 
If you have the C code, you should have a look into it to figure out what's hapening: this is the first time I hear about this particular error... 
Is There... 
a hack to raise/lower the HP of Quake monsters? I think someone mentioned it before, but I am suffering from some intense mental fog at the moment. 
 
armor, check the progs.dat thread. 
 
armortype 1
armorvalue xxxx <-- however much extra health you want. 
Tanks! 
 
TAAANKS! 
(L4D2 / Swamp Fever / Plantation level)

A question - anyone have any advice /examples on how to make a spiral? Not a helix but a spiral as seen in SPoG's Q2 map (vertical spiral lift bars).

If I figure it out first then I'll post a .map. 
Spiral 
it's not quite SPoG standard but here's a pic of an old speedmap i did years ago: http://isoterra.co.uk/images/qspiral.jpg

basically for that i started with a 12-sided hollow black cylinder (128 units high in that pic), which each 'side' split diagonally (i started with one brush, split it first, then vertexed & copied it round to form the cylinder, making sure the split always went the same way. i then cloned the whole thing and stacked another on top; then it was just a case of deleting half the brushes & a little more cloning upwards

if you can master that then it shouldn't be too hard to work out how to do different shapes & sizes. there is also a much messier way of doing it by fusing 6 4-sided shapes together to make a cuboid and then vertexing the resulting cluster any way you want, but qbsp tends to get upset at large amounts of those! 
Play 
dont bite the hand that feeds you (my map)

Find it on the quaddicted.com website, in the singleplayer maps section, type Ricky in the search field. thehand.bsp

The very first corridor you come to the cieling is 1/4 spiral. Infact Slave To a Machine has a spiral in the generator room.

So two maps I made with a spiral. If you look at the maps I jave the .rmf and the .map source availaible if you like. Just email me or message me here and I will send you the sources 
Also 
rj:

nice spiral. also as or the 6/4 side cuboid technique - better just make one cuboid into two triangular prisms, then you cant go wrong ;) 
I Made It With 
4 sided shapes but got the offset wrong - will give the stack method a try - sounds alot easier tbh. 
Sorted 
It was the cylinder as an offset reference I was missing.

Problem was I didn't want to make an actual spiral but more something like a drill or screw.

Might well have a go at something a bit more ambitious with this. 
Trisoup It 
A drill might be tricky to do, assuming it's not the size of a room, because the smaller you get, the more difficult (or impossible) the technique becomes. 
Ricky 
rj:

nice spiral. also as or the 6/4 side cuboid technique - better just make one cuboid into two triangular prisms, then you cant go wrong ;)


oh you can. i have done anyway ;p

that's essentially what i ended up with above; it can just be a bit of a headache working out which way to split them sometimes; there are still several four-sided faces that need to keep intact

a full 'vertex block' (unofficial name i've given for the 6x4 brush thing) however can literally be bent anywhere on any axis, providing the result is at least concave. works great for natural terrain.. but probably isn't to be abused too much in minor architectural detail 
The Most Ambitious Thing I Attempted 
was actually in that speedmap pictured above; instead of leaving it as a pillar i tried to make it a full-blown arch with the spiral curving around. i got my head in a mess at the time & ditched the idea but on hindsight it should be easy if you build the curve before subtracting the negative brushes. might try it... i was actually wanting to do a big spirally setpiece as a finale for e2 :) 
 
That speedmap was one of the first maps I ever played (ran pretty slow...); that and Daz' graffiti maps are some of my favorite ("mapping-wankery-")speedmaps ever. 
The Drill 
Is the size of a room and not supposed to be used for drilling. The limitation of the grid is 2x2 so making a drill of 128 size I wouldn't even attempt - straight to .mdl.

Rj, the spiral made in the way you describe (assuming I'm not missing a step) comes back as invalid solid unless trisouped, though I haven't compiled to check it yet.

I still think back to SPoG - that map was insane for geometric complexity.

Hm, might try to coax AguirRe back to Quake 1 to see what made formations can be tweaked to compile better.

24 sided curved spiral anyone? 
Can You 
upload a .map of your attempt so i can see if you went wrong anywhere? 
Actually Scratch That 
i just opened up the rmf of that map and noticed that wasn't how i did it. each side was actually split into 4 not 2. i'll just upload the thing so you can have a look and pull it apart :) 
 
There's 
Sprials.rmf in the testmaps folder, or there's examples of 24 sided shapes from ctf1rq - with some geodesic domes in there as well. 
Although 
The 24 sided stuff is pretty limited.

...I remember I did include some helix' as well though - above the stairs off to the sides in the courtyard. 
 
i just put up a 24 sider in the same folder. it only goes down to the 4 grid at that size so you could in theory either half the bar widths or go for a full-blown 48 sider if you wanted to show off. you could probably get away with half the bars though at 24/48, i don't think spog's had that many 
Thanks 
Will take a butchers later though, got people starting to arrive. 
Spawning Items. 
Okay - so trying to do something with this not quite speedmap and wondering

how can I go about spawning a key in a map?

I'm working in Quoth, of course. 
Bah 
I was going to post a hacky way of doing it, but I'll hold my tongue. There's a correct way of doing it, which is to use the info_multispawn with a spawncount of 1, and set the spawnclassname and spawnfunction to item_key1 instead of a monster class.

A full write-up of the info_multispawn entity can be found here: http://www.celephais.net/board/view_thread.php?id=60173&start=257&end=257 
Thanks! 
 
Func_Train Trouble ... 
Hello again,

I have made a Func_train that goes round, it has 4 path_corners. What I want to do, if possible, is to make a door that opens up to let the train go true. The problem is, I don't know how to do that. Any ideas ? 
Well You Can Time The Door To Open 
At the correct time. Make a trigger_relay entity with the same targetname as the train. When the train gets triggered it will trigger the trigger_relay too. And you make the trigger_relay target the door, but give the trigger_relay a "delay" key with a value of "X", X being the amount of seconds before the door is to open.

Is it "delay" or "wait"? One or the other :) 
 
Yes, that's right. Though it sounds like the door is supposed to open not only once but every time the train passes it. In this case you have to add a second relay with the same targetname that fires the first relay again after the right delay, so the cycle starts over again. 
 
Is it possible to make a path_corner trigger the relay or even the door directly? 
No. 
But you can make the door trigger the relay. Or itself after the time the train needs to do its round - then you'd have to add the field "use" "multi_trigger" to the door. 
Btw 
Keep in mind this kind of delay/script may easily run out of sync if the train is blocked by the player or monsters. 
Thanks 
for your suggestions.
I'll try and work it out.
Otherwise I'll just have to bin the whole idea.
It's one of these "but I set my mind on it" ideas ... 
Another Way Would To Make The Door 
A train. You could set a path_corner at the open and closed positions of the door, and give them a "wait" key of however long you want the door to wait until it moves again. 
I Like That One 
that,s how i would want to do it

... 
A Note: 
Ricky, we've got that done on the code end for RMQ - triggering from when a path_corner is hit. 
Making Painkeep Maps 
I'm trying to make a Painkeep map using gtkRadiant. I saw that a while back, the makers of the Painkeep mode released a map makers kit which included custom entities. I'm having a heck of a time finding that kit. Does anyone here know where I can get it? 
No Color/texture Visable 
I've changes the func_train into a func_door because of the trouble Negke pointed out in #9361.
Everything is working fine, but the "lift" appears completely black. Could that be because it starts out being hidden ? 
Yes 
Objects will be lit where you position them to begin with.

Solid entities (lifts, doors, trains etc) do not cast a shadow during the light phase though, so in the case of a func_train you can position it wherever you like within the sealed map to get some light on it. It will then be re-located to the first path_corner entity when the map loads.

If its a lift (func_plat) then you need to put a light entity near it to light it in its first position (usually the fully "up" position).

Hope this helps 
 
Thanks Ricky.
Yeah, it's helpful.
Funny though, I put some Rune fullbrights on the corners and they do show (in supporting engines of course). 
Planckscnst 
Check the PQ archive at quakewiki.net - maybe they mirrored the Painkeep website.

Ron: Ah, so it's just a lift? I thought it was supposed to be a platform floating through the map. 
They Will 
Because they're fullbright - basically they ignore lighting completely and always show themselves at maximum illumination.

If the door entity isn't lit it means that it's center (bang in the middle of the bounding box) is inside a solid brush when the light is being calculated.

Try 'Start Open' and trigger it once on map load so its in the right position when you need it. An easier way might be to just give it a recess to fit into. 
 
Negke, yes, that was the original idea, to have the "lift" go round, and if you stayed on it you'd be moved into a secret area. But the main use was a lift to get up.

Ijed, I did that, create a space underneath, and it worked !

Thanks again, I'll remember to credit you guys when I'm done ;)

2013 or so ...

Only joking, the thing is that I'm always wanting to ad stuff, sometimes causing me to start all over again. The 1st map I ever made used to be quite small. The 3rd remake is quite big now. But also I had to correct a lot of stuff. I used to do a lot of carving, really bad. There should be more information on how to work clean. There is a lot of documentation on how to make a room, but not how to make it as efficient as possible, unfortunately. So before I found this website, I had to learn trough trail and error. 
 
@negke Thanks for the info - that led me to other Painkeep sites that I didn't know about yet. I've exhausted those and still haven't found what I'm looking for. 
Iteration 
Is a good, and fun, way to map - as opposed to having some rigid plan laid out in advance. 
Original Quake & GTKRadiant 
I'm having trouble getting the textures to display in the texture window when I'm trying to build Quake maps in GTKRadiant...

However, if I set the game to Quake 2, my quake 2 textures show up without any problems, even without the need to extract the files from the paks.

Is there a special way to setup Quake in GTKRadiant? 
 
Put the texture wads in id1\ 
 
Do I have to put the textures in a wad file first? There's only 1 wad file in the paks and it doesn't seem to have anything in it... While the "gfx" folder seems to contain all the textures. 
You Need 
 
Got it! Thanks! 
T-Junctions And Caulk 
Other than avoiding to overlap brushes, is it also necessary to avoid T-junctions when making quake maps? Doesn't seem to matter how careful I am, the compiler keeps reporting "# edges added by tjunctions" in the log...

Take a look at these pics, bear in mind the column or "pillar" is floating.

Avoiding T-junctions:

http://img3.imageshack.us/img3/3360/avoidtjunc.jpg

With T-junctions:

http://img37.imageshack.us/img37/5436/tjunc.jpg

And is there a caulk texture to use when you want faces on a brush to not be calculated when compiling the map? Only thing I found was a "clip" texture. 
Lipsync: 
It is not necessary to avoid tjunctions. "X edges added by tjunctions" is not an error, that is just normal operation. QBSP ensures you will not have tjunctions in the compiled level by adding those edges. So you don't need to worry.

There is no "caulk" but there is something called "skip" which might do what you need -- see here: http://www.celephais.net/board/view_thread.php?id=60088 
Metlslime 
I see.

This skip tool will come in handy! Thanks! 
Er 
There is nothing wrong with overlapping brushes. Infact overlapping brushes is what the technology was made for. DO overlap brushes!!!

Having 2 faces at the same place on the same plane isnt a good idea because you have no controll as to which face qbsp will choose. 
I Find It Good Pratice.. 
not overlapping brushes. even though qbsp doesn't have a problem with it it does help towards neater brushwork in general 
Ricky 
At least in the case of BJP's tools, qbsp will always choose the face of the newer brush, the one that is further down the list in the .map file. 
 
even though qbsp doesn't have a problem with it

seriously, I remember reading an article about how the technology was devised which had diagrams showing how qbsp can take overlapped rough-shaped brushes and subtract everything outside of the inside space. It was what it was designed for! You can get some really neat effects by overlapping brushes, especially with things like rock work.

Things to watch out for which ARE important:

1 - illegally shaped brushes. No concave brushes please.

2 - corners of brushes being off-grid.

I have discovered that you can have overlap points off grid, qbsp completely re-models the brushwork anyway into wireframe. But having corners of brushes off-grid is a real no-no. Likely to lead to leaks, holes in the clipping hulls, homs etc. 
Hm 
Anything of grid is a no-no. Basically because qsbp snaps them to grid, which might not be where you were expecting. If you've got a load of stuff like that that's intersecting then you get a mess of unnecessary (and probably invisible) polys, holes in between structures and so on.

The grid is 2x2 though, and you can always spawn in models with a scrap of code for detailed stuff. Not many people realise / use bsp model spawning - which is the mutts nutts for rotating detailed stuff. 
A Minor Difficulty Settings Problem. 
I've made a part of a map that was perfectly playable in normal skill, the skill I test on because I'm a lazy bastard, but can't be done at all on Nightmare, the skill I always play on.
The Shamblers reload too fast for the player to have any chance of getting past them. Does anyone know where I can find the exact difference in skill settings ? 
 
"There is nothing wrong with overlapping brushes. Infact overlapping brushes is what the technology was made for. DO overlap brushes!!!"

Yeah, I wish this myth would go away but it persists for whatever reason. Overlapping brushes are totally fine and completely acceptable. QBSP will cull away the unseen portions.

"Having 2 faces at the same place on the same plane isnt a good idea because you have no controll as to which face qbsp will choose."

Untrue. It will pick the one that appears last in the MAP file. You can control this simply by cutting/pasting the brush that you want to appear last in the map editor. That moves it to the end of the brush list - unless your editor is doing something where it writes out the brushes in an arbitrary order. In that case, it's a failing of the editor rather than Quake/QBSP itself. 
Funny ... 
I've found a new way on how to get by them.
Funny how your own maps can bring out the creative player in you, I guess that's why I love Quake so much. 
 
Enemies fire faster on Nightmare, that's the main difference you cannot influence. The rest is item spawnflags to make them not appear.. 
Remove One!!! 
Or die!!! 
 
Anything of grid is a no-no. Basically because qsbp snaps them to grid, which might not be where you were expecting. If you've got a load of stuff like that that's intersecting then you get a mess of unnecessary (and probably invisible) polys, holes in between structures and so on

this. like i say, even if it compiles without a hitch most of the time, having loads of off-grid overlap points still leaves your map more susceptible to random leaks & the like, as well as being not very nice to build stuff on (say if you wanted to cut a cave out of the rockface, or build some architecture into it later on).

but hey, personal preference. i used to do it all the time but have much prefered working with natural terrain stuff since i stopped doing it. much prefer using triangular faces now 
And 
you should never need to test nightmare or find a way of making it easier, it's supposed to be fucking hard :P 
Grid And Overlapping 
not only should stuff be "on grid" meaning on the 1x1 grid, you should also build stuff so that it fits on the higher grid levels when possible. So if you have a 32-unit-thick wall, try to align it to the 32x32 grid. If you add an 8-unit-wide railing, try to align it to the 8x8 grid.

As for overlapping brushes, this is fine BUT the thing to avoid is having things overlap slightly, when they could just touch perfectly. So if you have two brushes side-by-side, don't just put them so they overlap by 3-5 pixels, make the edges actually line up flush. This is mainly for the same reason as the previous paragraph about aligning to the largest grid size possible. 
 
What is that information on grid alignment based on? Is that a gut feel thing, or is there a technical foundation behind it?

I'm not challenging you, but I've heard a lot of level design advice over the years that is basically couched in "this is the way I learned to do it". Well, great, but if there's no QBSP related reason to do it... :) 
Willem: 
Mostly gut feel, based on what i've seen, what i know about qbsp, and what i've absorbed from others. I think you are correct to challenge this advice as perhaps more "mapper lore" than solid fact.

Scientifically, i would have to make an entire map the "messy" way and compare it to a "clean" map to have any evidence that it mattered.

But, since brush faces determine BSP planes, it seems plausible that it would make a cleaner BSP if there were fewer unique planes and more nodes that cut along the same planes.

I can say from experience that maps with more orthogonal brushwork compile faster than maps with many angled planes, since i've done both of those types. And i see more (seemingly) extraneous face cuts in areas of maps that have a lot of non-orthogonal brushfaces.

I can also say from experience that when two nearby brushfaces are parallel but not coplanar, it is more likely to create additional cuts on nearby faces. (presumably because if they are coplanar there can only be one cut on nearby faces since there is only one plane.)

Qbsp does do a decent job of merging neighboring faces when it can, this mitigates the problem in terms of raw poly count, but i believe the extra bsp complexity is still there.

More facts on this topic would be useful. On the other hand, I have heard that even John Carmack has been suprised to hear certain results (such as the reported finding that 64-unit walls produced better vis than 32-unit walls.) [citation needed]

In terms of "advice to a newbie" i still feel better advising 'clean' brushwork, since it is proven successful, rather than 'messy' brushwork, which might be harmless but i don't think has the same track record. 
Amusing Footnote: 
I spent about 1 week making a small test map in ut2k3, for a job application. I built everything the quake way, all clean and lined up on a grid and flush with each other (though of course i used the subtractive brushes to make the initial rooms and some of the smaller alcoves.)

... and had all sorts of headaches with compile errors, geometry errors, etc!

Then i opened up one of the ut2k3 maps in the editor to see how they did it. What i found was: 1. there were only about 15 brushes in the entire map (rest was static mesh), 2. all the brushes were subtractive, 3. and they were all random sized, non powers of 2, off-grid, and slightly overlapping! And of course it compiled perfectly.

I ended up getting a job on a Q3-engine game instead, so it all worked out in the end. :) 
 
Haha, yeah, we rarely use BSP for anything these days other than floors and the occasional wall. Everything else is meshes. 
Can I Just Say 
really like the term "mapper lore". 
Wicked Grid Maze 
I finished a map two years ago. It was broken and ruined with brushes used on all gridsizes.
When I realized I could never get a clean bsp, as the map started leaking and homming like a rascal, I decided to start again.

I compiled everything clean on grid. It was a repetive thing to me, but to my surprise the map rounded out good.

Then I decided to add a terrain map, which was a construction of triangle brushes ending up in sloped edges. Apart the map compiled well.
When I added the terrainmap I had to realign all brushes to fit them on grid.
And this broke up all my smooth pathway, but it worked. 
And 
It's just good practice to keep stuff neat and orderly. 
Screenie! 
please 
Sure..., 
but now my smooth terrainmap only imports on rougher brushes by marking all on grid. Or I could ignore warnings.

Ricky.., you played the map. More or less..,
https://homedrive.ziggo.nl/gimli@home.nl/publiek/gimli30.htm

Is there something to do about model skins that keep get mirrored?
I broke an evening to get me a good baseframe,
and now it keeps removing front with backparts. 
Wrong Link 
Wow 
Is this really a MadFox map?! Looks neat.
Though I suggest you change the texture on the railings to something without rivets, a simple brown or gray metal. 
Can't Wait To Play It ! 
Looks great, MadFox ! 
Force To Grid 
Railings are dxf files which have no shadows, same as the hillslopes. This makes lighting a little tricky seeing the clear dxf file near a brush. Could have another texture but the hexen2 wad is rather bloomish.

My concern is that the middle low pix is a sloped pathcorner around. In the testmap the pathcorner was well closed, while in this map it suddenly shook all brushes in it.

I had to use "force to grid" for all and now it has more of a stairway. But I wanted to make a map once whith all brushes integer.

When two maps with both integer brushes is put together, is the need to replace the imported brushes back into integer origins normal? 
Hammer 3.5? 
Is Hammer 3.5 the one that can be coerced to work for Quake1 editing? I can't keep it straight anymore. 
Worldcraft 3.3 
Its the same thing really AFAIK.

Although I have heard of someone using Hammer for Quake ........ 
 
Is it the same?

OK, if not, where can I get 3.3?

And once I get it, do I need to do anything to it or will it "just work"? 
Well 
i'm using hammer 3.5, with out that fecking texture trouble off of WC3.3 
 
Cool! So I install 3.5 and then this QuakeAdapter thingamaroo and it's all good? 
Pretty Much 
You need to convert the wads though. It's semi automated - have to put them in the right folder. 
Madfox 
VeniVidiFuzi

is an awesome name :D 
 
This was discussed above, I know, but I need to ask again since none of the solutions up there are working.

I installed Worldcraft 3.3 and did the QuakeAdapter stuff. It loads up and seems to work but I can't select anything in the 3D view. I don't see anything about hardware acceleration in the Options dialog box so I'm kinda stumped.

Any ideas? 
 
Ahh, found this note in the help file:

"Note: if you are familiar with previous versions of Worldcraft, you may note the absence of the Hardware Acceleration checkbox. Worldcraft will now always attempt to run in OpenGL mode, and if that isn't available through hardware, it will attempt to emulate it in software."

Buh? Now what do I do? :-/ 
OK 
Not wanting to sound retarded, but this is actually a recurring bug. I have experienced it marginally on both my old GPUs, but the majority of the time it is fine.

When it happens, just to verify, when you put the cursor over the 2D view does it become a hand instead of an arrow?

Usually a reboot sorts it out on my PC, and it hasnt happened to me for ages, but others have had the same/similar troubles.

Another thing which may help would be the check you are using up to date drivers / drivers which work..... ?

Also out of curiosity, what GPU are you using? 
Also 
Instead of "hardware acceleration" tab, there is one which is imply called "filter textures" or "filtering" or something. I think that does the same / similar thing. 
Question 
you don't have to convert wads when you use hammer 3.5? 
Drew 
yes, you're still have to convert wads for using hammer 3.5, but it's much easier then converting via qadapter 
Hmm 
hardware acceleration was the only thing tempting me to move away from 1.6, but the above few posts don't make that look too promising! 
I Would Upgrade From 1.6 Because ... 
Texture use is much easier in 3.3.
If you rotate something the textures stay in proportion if you use texture lock. I find the "fit" check box easy as well. It allows you to fill out texture on a brush that is not quite the right size, but close enough to look silly.

Another thing I love is the option of making arches. You get a preview screen before the item is placed, where you can change the shapes and other stuff. It's really cool for making curved hallways.

I found the vertex tool a bit easier to use as well.

So, can anyone tell me what version 3.5 adds for Quake mapping ? 
>correction< 
NOT to look silly, I meant ... 
 
God, what an atrocity. I grabbed a version of Hammer 3.5 that basically works but I can either:

(A) Have proper texture view and no selection abilities or...

(B) be able to select in the 3D view but the textures are drawing all skewed and such on the faces or...

(C) be able to select in the 3D view with proper texture application but it's horrifically slow

Fuck it, let's see what the BSP editor is like. 
It's 
A 3d Driver / GPU issue - you're on ATI I guess.

You need to turn off Filter textures in the 3d View options and paste a .dll into the worldcraft folder.

http://rapidshare.com/files/138119760/atioglxx.dll

Basically if the dll exists then it stops WC from trying to use the hardware and retards it back a few generations. Which works.

Or you can just buy Nvidia :P 
I Mean 
It forces software rendering - visually it looks the same as hardware acceleration, can't say I've noticed it being slower either. 
 
ijed

Thanks but I tried that. That's what makes it abysmally slow. I'll probably try to set up my other laptop soon (an nvidia machine). The BSP editor seems kinda cool though. Maybe I'll try this for awhile. But, of course, the texture tools are pretty bad. 
WC 
Is a pain in the arse to set up - the real reason to use it is the very good texture handling and visually simple frontend.

Vista also hates it with a passion. 
 
Ahh, being on Vista might be part of the problem them too.

No worries, BSP actually seems to be pretty good now that I've meticulously set up the preferences the way I want them. I don't think it has rotational texture locking which is the one thing I really wanted Worldcraft for. I can get by without it though... 
Willem 
Now you know why you should have written ToeTag crossplatform in the beginning. 
 
Spirit

So much work. :)


I forgot my main complaint with BSP - the 3D camera controls. Horrible. So horrible.

But Worldcraft isn't much better, so, no loss there. 
Did You Try 
different drivers? 
 
I can't be bothered, to be honest. I'm done with installing different versions of drivers to make things work. :) Thanks for the suggestion though. 
CCC 10.2 
I've been all over that s@#*

http://www.amd.com/us/Pages/AMDHomePage.aspx

The newest ati drivers are actually pretty neat. Massive performance increases and everything! Got to be worth a try....

See it occurred to me - the hardware accelleration mode of Hammer likely uses the hardware within your computer.

And seeing as you have told me yourself that you never use your computer for gaming then it would make sense that your drivers aren't up to date. I mean they release new drivers every couple of minutes nowadays. And they release these "updates" to operating systems also.

Maybe thats why I never have any real problems with these things - I recognise the fact that I have to take it upon myself to make sure that I am using the correct tools for the job. I cannot entrust this task to Dell or Hewlett-Packard, they frankly suck. Taking value from the end-user product at every possible turn.

So seriously, if you are serious about mapping with an editor which works well and has all of that magical texture locking stuff which makes it about as easy as Lego bricks, then atleast try installing the latest drivers for your GPU. If that doesnt work then fine, stick to the manual and time consuming method, I'm sure its no big deal.

But its got to be worth a try hasnt it?

If you have some kind of horrible OEM GPU in your box then I'm sorry, I cant offer any advice other than dont buy hardware from these big firms who dont give a c@#p about their customers (HP grrrrr.....) 
 
Look, I appreciate the help but understand that I've been tinkering with PCs for over 20 years now. I understand all about getting the latest drivers and all that jazz. I got it. I just can't be bothered at the moment.

I'll maybe take another shot at it later this week but I've already lost several hours to getting Hammer working and, frankly, I'd rather be working on my brushes. 
Hmm 
Any ideas?

GTK 1.4

(seriously) 
 
Last time I tried it, GTK was almost as large of a farce as this Worldcraft adventure has been. Does it have a simple installer and does it "just work"? 
You're Being Shady 
about your platform, whilst yelling "farce" and stuff, man. You ask for help then you tell me you "might" try again later.

I dont understand. I defend the editor because I have been using it ever since I upgraded from WC 1.6.

What features does Hammer have that Worldcraft 3.3 doesnt anyway? AFAIK they are extremely similar, the interface and button icons and everything are identical. But the Quakeadapter was meant for WC 3.3, but you used Hammer. Why?

Also, for future reference (for me) please tell me what platform you are using? Im only asking because in the future someone will complain that they have the same problem, and if you find a solution ever then I might be able to help them, or atleast be able to say that this happens with GPU x or OS y, and that using driver z helped, or whatever.

Do ya get me?

I understand that it sucks when stuff doesnt work out of the box so to speak (took me ages to get Bioshock DX10 to run on my Windows 7 rig, and yeah - I was frustrated, tired, had a million other things to be thinking of.

But anyway, if you get a minute, or ever decide to attempt mapping with this software ever again like could you let me know your GPU, OS, driver version and things please :) 
Yes 
Absolute noob on compilers, but the one time I tried to instal GTK radiant I got lost in different versions my computer didn't like.
Win98 user - Dos fan.

GTK 1.4 worked right away. 
 
Ricky

Again, thanks, but I'm going to try BSP for a bit and see how it goes. It works. That's all I ask from this stuff. :)

MadFox

I might try Radiant again but I remember a similar clusterfuck with it. Different versions, different feature sets, stuff to install, ... blech! 
Willem 
What is the problem with the 3D camera controls on BspEditor? 
 
They aren't UnrealEd's controls, basically. :)

I just have to get used to them I guess. Most Quake editors have clunky 3D camera controls. Any time you require me to use the keyboard to navigate, it's kind of a fail. 
Willem 
Not sure which version you are using (I use 96b because they dropped support for BspBuild after that) but mouse scroll wheel for movement, and Alt+mouse for 360 looking work fine. I use Shift+ Left Mouse for texture alignment, CTRL + Left Mouse for texture sizing on the fly; and the mouse controls are fully configurable anyway. 
 
ALT, huh? Will try that (right now it's my middle mouse button). I JUST picked it up last night so I'm definitely open to learning whatever I can about it. 
Oh Yes... 
...and I use CTRL/Alt Left Mouse for texture rotation; especially good for aligning wood textures on spiral staircases. 
Ricky ! 
I'm still having problems converting my wads into hlwads with the qconverter stuff. I gave up on trying to figure that out, but I'm tired of the vanilla textures lately...

Ricky, I remember a long time ago you offered to give me a few more .hlwads if I needed them.

could you send me the Half life and DOOM hlwads!? 
An Important Note For Nvidia And Worldcraft 1.6 Users 
Since we happen to be on the subject of mapping editors, I feel I need to share this bit of info in case someone else encounters it. I probably am the last person using Worldcraft 1.6, but irregardless.

If you are using an Nvidia graphics card with the latest drivers, and are on Windows Vista or 7, you will experience a garbled 3d view in WC 1.6 that seemingly can't be fixed. This is because it's due to an Nvidia driver fault, and not because of Vista or Windows 7.

Worldcraft 1.6 uses DirectX, NOT OpenGL. WC uses the nvd3dum.dll which is Nvidia's Vista compatible D3D driver. This is the driver that causes the garbled screen problem, at least the current version of it does now. Any version higher than 182.50 of this driver causes the garbled screen.

So in order to fix it, you must copy the nvd3dum.dll from an older set of Nvidia drivers (182.50 or below) and place it in Worldcraft's main folder. This will remedy the 3D view problem.

I will gladly provide the old nvd3dum.dll driver that fixes the garbled screen problem, but again I'm not sure if anyone else out there uses WC 1.6 anymore. Still, I felt it was necessary to share in case someone does. 
Drew 
I'll see what I got ready.

The HalfLife one needs to be tinkered I think because its too big/has textures which are too big.

But I got the doom ones :) 
 
but again I'm not sure if anyone else out there uses WC 1.6 anymore

i thought my post above kinda suggested i did :)

i have a nvidia card too, but am only on XP. useful to know if i ever end up getting windows 7 though.

just to clarify, do you mean the normal 3d view or hardware accelerated mode? the latter has never really worked properly for me (can never seem to select the right brush/face/item) so always stick with the standard 
Rad 
thanks dude, I really appreciate it if you can, but no worries if it won't work out. 
Rj 
just to clarify, do you mean the normal 3d view or hardware accelerated mode?

That's a good question. Yes, it only affects the normal software rendered 3D view. It doesn't garble the 3D view when using hardware accelerated mode, but you can't use that mode either because you can't select anything in the 3D view, as you said.

But since you use XP, you won't have the 3D view problem regardless. :) 
We Want 
Open Source Worldcraft - because Valve can't be trusted to make it work. 
 
I'm using WC 1.6 on Windows 7 with hardware acceleration enabled and it works. My computer is an Intel Core2Duo and nVidia 8800GTS.

This is not the original WC I bought, but a version I downloaded from somewhere (my original WC wouldn't run on Windows 7, I found this one while searching for a fix). The .exe file does appear to be the same though. This version came with a Direct3D dll in the folder that apparently used to come with XP but is no longer supplied with 7.

The hardware acceleration is not perfect though. When selecting in the 3D view it will often select brushes off in the distance somewhere instead of the one you actually clicked on. Re-orienting the view slightly will usually fix this. 
 
BSP is pretty nice now that I've spent a few hours with it. I really like having multiple window set ups at my finger tips - I've set one up for editing, one for texturing, etc. Slick.

The one thing I don't like is that I don't see a way to hide/show brushes/entities without using groups. That will slow me down once a level gets to be a reasonable size. 
Another Little Problem ... 
I made a floor that disappears with a trigger_counter>killtarget>floor.
It works fine, but the bodies and items keep hanging in mid air.

Oh, and the floor was a func_wall, I don't know if that's relevant.

Any suggestions ? 
 
That's the standard behavior when killtargeting funcs. If possible, turn it into a door that moves down quickly (and quietly), with a lip value that makes it move a few units inside the lower floor. 
Thanks 
Why can't it ever be easy ? ;) 
Almost Funny ... 
I had to make the door move to the side, I can't make it go down. It works fine, only now all the bodies are pressed up to the wall where the door was last.

I don't think I can win this one ... 
Well 
like Negke says, the corpses will follow wherever the door goes.

I'm guessing it can't go down because you've got stuff there?

If there's items then just move them up a floor, if it's monster you can try spawning them in after the floor falls away. 
 
Or prevent the monsters from walking onto the door, e.g. by placing 'soft' monsterjump triggers around it. 
 
So IS there a way to hide/show individual brushes/entities in BSP without using a temp group? There has to be, right? 
OR MOVE THE WORLD AROUND THE ROOM! 
 
Thanks Again 
Thanks again, some good suggestions.
But I don't know, maybe I'm bitching too much.
It looks a little bit silly, but it doesn't interfere with gameplay so, I don't know, maybe I'll just keep it like it is now.


Yes, there is stuff underneath, I could try the spawning thing.
The monsters need to be on the door too, it's sort of a battle ground with several layers. 
 
"OR MOVE THE WORLD AROUND THE ROOM!"

Haha, that would be cool !
I don't know if the old engine could take that much travel at one time though !
Have you ever done something like that ?
If so, please tell me where. 
Sort Of 
In a Q2 Lazarus map. In it you can make a mirror plane, but the mirror will only reflect entities (monsters etc) not brushwork. So behind / inside the mirror you have to make a mirror image of your level to create the illusion.

Copying an idea from one of the test maps I made it so the player could break the mirror, at which point the fake world (func_wall) was deleted and the real room behind filled with enemies.

I tried a The Cube type thing once as well.

Neither got further than failed mod / test map.

I think Negke had a speedmap with rising water? 
--> 
And moved the world, because id1 water can't move. 
Not? 
OR MOVE THE WORLD AROUND THE PLAYER!

instead of teleporters..,
player not fixed, we can't do that yet. 
Willem 
You can hide all entites - it's the icon below the Grid menu in the standard set up 'ent' with a line through it.

Next to that is the hide world button.

But, use Groups they will speed up your workflow once you get used to it.
For instance, here is a list of things that I would put in a Group:-

terrain lumps
lights
monsters
lava where there is a lot of different chunks of it
major building elements such as above ground/below ground; or dungeon/library

In fact I Group anything that I want to work on until it is finished and then move onto the next area and switch off the finished area.

I think the key to using Groups is that you can set them to hide what would otherwise be distracting brushwork in dense areas of the map.

Imagine working on this without Groups:
http://img707.imageshack.us/img707/7963/fmbnearlydone.jpg

Compared to:
http://img36.imageshack.us/img36/1206/fmbsameviewgroup.jpg

Entities off and just the Group I am working on.

Groups, they're brilliant! 
 
Oh, I'm on board with the group train, believe me. That was an immediate win for me.

I was just hoping for a quick, "I want to work on these 3 brushes for a second". In ToeTag I had a thing where I could select them and with a keypress hide everything else.

It's also nice to be able to say, "This brush is right in the way of what I want to see." There's no way of clicking it and just hiding it quickly from what I can tell.

I guess I'll have to get ninja with the groups and deal with it. :) 
Something Else About WC 
I have to use this utility:

http://www.quaddicted.com/tools/setgamma11.zip

With a number higher than 1 to not go blind with the 3d window. 
 
That's something I don't like in BSP. It has the worst texture browser I've ever used. It's worse than Worldcraft's and that's saying something. :) 
Texture Browser 
What kind of things would you do to the browser to improve it? 
 
At the very least, display the textures in some sort of size relative way. Let a 128x128 wall be 4 times larger than a 32x32 floor piece. I really dislike how they all get crammed into the same size box.

That alone would make it more useful for me. 
 
QuArK refreshes the textures each time you enter the texture browser. So if you have a big wad you will have to wait many seconds and then scroll down to your texture. Idiotic. 
 
OK, haha, so it COULD be worse... 
 
Mike

BSP questions.

1) Is there a way to manipulate verts in the 3D view? Like, drag them?

2) Barring that, is there a way to select a specific vertex and then go drag it in the 2D viewports? It's tough to do terrain with triangular brushes sometimes with the way I perceive this editor working. 
Is In WC 
sorry

you can select in 3D and then move in 2D. Very useful.

Heh - I never hide anything when mapping. Probably slows me down a lot. I just dont like the idea of having to be cautious about building into an area which already has brushes there because you couldnt see them.

You should see the 2D views from the side of my current map when zoomed out. White lines, black background, just like a big white blob.
I have to select things just to see where they are :O because when selected they show as red!

Im pretty sure that if I was working with a team of people that they would complain about it! 
You Don't Use Visgroups Ricky? 
 
They're Very Useful 
Not so much for slowing your pc down, but more for selectively getting stuff out of the way.

My maps tend to have visgroups set up like this:

liquids
doors
buttons
details

With adding to the list as needed - the show entities option taking care of the rest.

Makes it alot simpler to build recesses for moving stuff, set up triggers and their areas, block stuff out, etc.

Hiding whole areas I don't bother with so much any more. 
 
that a shity thing in Quark :| but i love the editor... :)

I usualy dont use big wads...

visgroups? how? never try!!! 
AFAIK WC Only Visgroups 
Trinca, log in like normal people ;) 
Willem 
Texture settings are in the prefs menu: in standard set up it is the tool bar icon, top row, 5th one in from the right (pref). Your settings are in there. If you look at my screenshots from earlier you will see I have textures just as you suggest.

Axedskullglow is 128 x 128 and azwall3_1 is 64 x64 
Just... 
...select Textures from the drop down menu 
 
Really? Hell yes! That will be great, thanks for the info!

But no love on 3D vertex manipulation? 
Vertex Dragging In 3D 
I haven't seen that in 3D (not that I have looked) but I tend to select the face in 3D and then manipulate in 2D. The 3D window updates in real-time anyway.

I have a scroll wheel mouse so I select face in 3D, move the mouse over whichever 2D window is relevant, scroll to zoom in or out, right click and drag to move the view around, manipulate brush using this method.

I have been playing with terrain on and off for ages and I have no problems. 
A Bit More 
Selecting a brush in 2D is just SHIFT and left click on the brush's centre x.

You can also change the selected face of a selected brush by left clicking close the the outside edge of the new face. 
 
OK, just checking. I had 3D manipulation of stuff in ToeTag and it was hella useful. I'll just have to get used to this method for now then.

Thanks for all your help, BTW. It great to have someone to fill in the holes that I can't fill with the help docs. 
Trinca 
Hammer visgroups are groups in QuArK... as far as I know ;) 
 
thanks JPL 
Documentation Wanted ... 
I was thinking of including some monsters from the mission pack(s).
Is there any documentation showing me what files I need to copy and how to write them into the WC fgd ?
I probably need to make a new pak then too, do I ? 
If Anybody Is Up For It ... 
There is something I can't do at all and that is making new monster models. I don't want to learn it either, I think others can do a better job anyway. But I've got this idea of creating a really tall (bigger than the Shambler) version of an Ogre, carrying a large hammer or axe, that is really fast and crushes a player with one good blow. It would be cool to make him act hostile toward any non-Ogres. Not an end boss or anything, just an occasional annoyance. Dodging, shooting and staying alive would be the way past him.

If you like the idea, I would love to use your skills ... 
 
Model: open ogre.mdl in QME. Scale it up. Delete the grenade launcher (+shoot animation) and the chainsaw. Paste an upscaled player axe minus the hand and move the vertices of the blades until they resemble a hammer (or simply use the Mjolnir mdl). Align the hammer to the smash animation.

QC: no idea.

I'm not going to do it. :) 
I'm Up But Horns Blow My Shields,,, 
I converted some monsters from DOE and SOA.
It's not such a difficult thing only qc is hard to extract as it worms all around.
I once tried the Gremlin for its weapon thievery.

I'm working on the Old Ogre so I could make something like that. 
Ron 
where's your ID or email? 
Some Questions 
Any help regarding any of these would be greatly apprecciated!

Textures - I am still unable to convert my Wads to HLwads. Does anyone know if there has been an updated version of Bakers wad conversion tool?
If not, what is the best way to go about converting the textures manually?

Curves - I have read and come to terms with CZG's 2 point curve technique. I was wondering if anyone could explain a nice clean way to extrapolate that into more detailed curves, using the arch tool or otherwise.
I usually find it impossible to keep my arches on grid/ at the right angles with the arch creation tool in WC 3.3.

Lights - How do I set spotlights up? Can detailed info be found on the Bengt page regarding that?

Thanks! 
 
OK, well Im nt going to carry on about the texture conversion, but the other points:

Smooth Arches - I tend to do this by eye, looking from the side.

Lights - so make a spotlight ad the key "mangle" with the value "0 -90 0".

The first 0 can be changed of you want the light to point in a funny angle (it rotates the angle of projection through the x axis), the second number "-90" says to point directly at the floor. This could be -45 for example, if you wanted it to point down at 45 degrees. And the final number "0" is irrelevant, it is just a marker. 
Drew 
Are you on Vista?

Also, don't use any auto-creation tools in wc3.3 - they're all crap.

This is how I make 24 sided stuff -

http://www.quaketastic.com/upload/files/screen_shots/24sided.jpg

Which should serve for high detail curves.

If you go back in mapping help history a couple of pages you'll find a discussion on twists / spirals. 
AutoCreation 
I include the subtract / boolean / carve on the list of bad stuff.

It's even better to make your own circles using slice, instead of having to auto-make one, rotate it, then snap it to grid with vertex manipulation. 
Vista? 
... yeah.

Ricky - thanks for that explanation - seems simple enough!

Ijed - I've only used the arch tool once - in sm149 (hence the title "Brushwork of The Damned") and I never plan to use it again!

The aspect that confuses me is making a pathway or maybe a hollow tube that encircles that 24 sided cylinder. tightly. without being leaky or buggy or otherwise shitty.

I understand how to me to skew and clip a path like that around a 12 sided cylinder, but I'm at a loss regarding how to do that around a 24 sided cylinder.

Hope that makes some sense. If not oh well, it's late and my eyes are bleeding. 
Texture Conversion 
Right click on the tool and run as administrator - I think that's how it works. Or turn of UAC.

The jpg I sent shows you how to wrap stuff around a 24 sider though - if you try making pie slices out from the centre (same as for a 12 sided) you'll see it stays on grid.

Does take a bit more trial and error though. 
Huh 
I'll mess around with it.

It's one of those things - I want to learn how to do it "properly" but it's frustrating tinkering around when I could be making a fun interesting map that just so happens to have crappier brushwork.

it's a fine line, especially considering this is just a hobby. I only want to map for fun.

thanks again for your help guys, I appreciate you taking time to answer my stupid questions! 
24 Sided Arch 
http://img693.imageshack.us/img693/2403/24sidedarch.jpg

How close is this to what ijed sent you, Drew? Can provide map file if you want.

I did it like this (in gtkradiant 1.4): Start with 24 sided cylinder, 256*256, using standard ratios. On an 8-unit grid, the ratios are: 2:0, 4:1, 4:2, 3:3, 2:4, 1:4, 0:2.

Then copy it and scale it up 1.5x, and again 2.0x, radiant can do this scaling easily. Then draw imaginary lines from the center to the edges, the points should match up (pie slices as ijed says).

Now... wrapping a hollow cylinder around a cylinder... is possible, but a fucking headache, and it's actually somewhat editor dependent as to what's possible or not. Last time I looked at the problem, it was simply not possible in Radiant to wrap a 12 sided hollow pipe around a 12 sided cylinder, because of, well I'm not sure exactly, but it has to do with how radiant won't let you make invalid concave brushes like worldcraft will. That old "CZG curve tutorial" is somewhat useless in radiant because they handle skewing and group edge dragging completely differently.

However it is entirely possible to wrap a simpler, 8-sided cylinder around a 12 sided one. It should be possible to do the same around a 24-sided cylinder, though I'm not sure if I've ever tried. If you do, make the pieces really big so it fits on grid. In the above screenshot, the arch goes down to 2 and 4 unit grid already. 
Almost The Same 
But mine's on a bigger grid - the principle's there but like you say, so're the different editor techniques.

Since the finalised shapes from wrapping around are valid have you tried figuring out a Radiant method from a .map made in another editor? 
Curves In Radiant 
I remember that I used the clipping tool a lot for wrapping curves. You can use it to cut the wall brushes of a pipe and other shapes very easily simply by drawing them from the center out to a point that is on the grid. The end points must however be chosen so that adjacent clipping lines all have the same angles (e.g. 360 / 24). I think I did that by creating a very large cylinder with for example 24 sides whose vertices were aligned on the grid.

Dunno if this makes sense, but I do remember that making curves was very easy this way. Also, you can extend this method to 3D using clipping planes, but it's obviously more work. 
Clarification 
The clipping lines for any curve brushes extend from the center of the curve to the vertices of the "guide" cylinder.

Also, remember that brush vertices don't need to be aligned on the grid since the brush faces are not defined by the vertices, but by three coplanar points. Radiant handles this very well, as opposed to other editors (QERadiant that is). 
Also 
Working with the brushes that make up the curve is very easy in Radiant due to its face dragging feature. 
Grahf 
I see you are using Radiant in Mac OS X there. How did you set it up? I tried it several times, but it never worked for me. Can you give me some hints? Which version is that? 
 
thanks grahf - I'd appreciate it if you'd send the editor - i'll try it out! 
Another Question 
probably a dumb one, but probably easy to answer.

fade attenuation value? 
Wee, Fun Stuff! This Is Gonna Be Long 
Sleepwalker: the short answer:
http://redsaurus.net/gtkradiant/ <-forum

http://www.redsaurus.net/macradiant/GtkRadiant_1.4_1.5_Macintosh.dmg <- should be universal binary installer

The long answer is, the short answer probably doesnt't help much at all. Half that forum is outdated information, the other half is info about useless games like Jedi Academy. The installer and some useful stuff is on there somewhere, though. I'll start from the very beginning because I don't know how far you got.


I am on PowerPC/Tiger and I suspect you are on Intel/Leopard, which is a minor hurdle but not insurmountable. I did have it installed on 10.5 for a while, but this old laptop just didn't get along with Leopard too well.

Install X11 first, nothing will run otherwise. In Tiger this came on the install discs, on Leopard get the latest from http://xquartz.macosforge.org/

OK, inside the DMG I linked to, you find GTKRadiants 1.4 and 1.5, and a Packs installer. There is some documentation in there, but it's not incredibly helpful. Run the Packs Installer; there is no Q1 pack, but it needs to find at least one game to install some files that Radiant needs, so point it at a Q3 installation. Put the Radiants whereever you want on your HD, it will just change the file paths we'll be editing later. I personally hate gtkr 1.5 with a passion, so everything that follows will be for 1.4.

Load that bad boy up and see if it runs. Oops, it almost certainly doesn't. You'll need this: http://www.redsaurus.net/macradiant/MacRadiant14intel.dmg

For more info on getting that to run, I'll refer you to:
http://tremmapping.pbworks.com/GtkRadiant1_4-Intel_MAC
http://openarena.wikia.com/wiki/Mapping_With_MacRadiant
http://alientrap.org/forum/viewtopic.php?p=37611

I don't have an Intel Mac (yet), so I hope that helps enough to at least get the thing to open. The NetRadiant fork may be easier to get up and running, but it's 1.5 based, so bleh.

Quake 1 support section! Once it at least runs, close it again, and do View Package Contents -> Resources -> sw -> radiant14. Hey look, it's the actual Radiant folder, buried in the app package. From here on, the process parallels what Tigger-On describes here, configuring Radiant for Quake: http://industri.sourceforge.net/howto.php

find the games folder, copy q3.game and name it q1.game, change some stuff. Mine looks like:

<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
<game
name="Quake 1 / Nehahra"
gametools= "/Applications / Games / Quake1 / pathofthesoul / MacRadiant14.app / Contents / Resources / sw / radiant14 / q1"
basegame="id1"
enginepath= "/Applications / Games / Quake1"
engine="Fitzquake.app"
prefix=".q1"
default_scale="1"
/>

Adjust accordingly. I added those weird spaces just now so the forum doesnt freak out, but you get the idea. Notice I have "Quake1" not "Quake 1" though, I might have done this because because Radiant didn't like seeing any spaces in its file path.

Now you can put stuff into id1/textures, id1/scripts, id1/maps, etc., just like on PC, yay. I later tried to get clever with project files and point it to a mod directory parallel to id1, which kinda works.

Ah, one last thing. every time you try to open or save a map, the file dialog probably isn't pointing to where you want it, and the GTK file dialog box is pretty shit. In your home folder, there is a hidden folder with the name given in the "prefix" line of the .game file, usually this is ".q3a" but I changed it to ".q1". Inside should be a folder with the name of the basegame directory, which probably will be "id1." Inside that folder, make unix symlinks to your actual working maps and scripts folders. The documentation file in the .dmg we downloaded has a simple method of finding the path, and a contextual menu plugin to make the symlinking easier.

It's worth noting, Sleepwalkr, that I'd have given up at this years ago if it weren't for your java mapconverter - works like a charm in OSX! So thanks for that. 
Drew 
It's just 1kb, zipped.

http://www.mediafire.com/?qjnimzdjnjl 
If Sleepwalker Can Quadruple Post, I Can Too 
Everything Sleepwalker said about wrapping hollow pipes around cylinders is correct. That is exactly how I did it, it's just been a while. 
Grahf 
Awesome, thank you very much for your detailed instructions. I'll surely try this out tonight, hopefully I can get it running finally. Cool to see my old mapconverter is still being used! 
Quake.pal 
please?

found this whilst i was looking for a quake.pal palette file for Paint Shop Pro, which was interesting:

http://www.studio-erebus.com/studio/tutorials/palettes.html

Scroll down for some quakey stuff....

Anyway could anyone really help me out and point me in the direction for a qauke.pal file, because i cant find a tool to convert palette.lmp to .pal format, or whatever it is im supposed to do here.....

Starbuck, heeeellllllpppppp!!!!!
Metl....? 
Do This 
1. open a quake texture in photoshop
2. export the palette
3. profit
4. ???

To get a quake paletted texture, open a wad in texmex or whatever, and export it in an 8bit format (gif or pcx should work). The texture has the whole palette embedded in it. 
On Wrapping Curves Around Other Curves 
Grahf:

I don't know if this is true or not, but I I'm pretty sure I remember someone saying that there's a setting in GTKRadiant where you can toggle it to behave like Worldcraft so you can make concave brushes and save a little time on doing curves around curves that way.

Anyone confirm this? 
 
What does it do with the concave brushes? Carve them up at MAP export time? That sounds ... dangerous. 
Hang On 
there are no concave brushes in WC. If one is made then it's invalid - you can still vertex edit it back into validity though, but for curving stuff I only use slice. Sometimes vertex edit if I screw it up, but that's only to get it back on grid / properly aligned. 
Quake.pal 
OK, well thanks for the solution Grahf, but unfortunately I left my copy of Photoshop on the bus last week and.....

So no-one here can hook me up with a .pal file with the Quake palette!?!?

Man how this forum has changes :(

(sulk) 
 
GIMP I think has all or most of the funcionality that Photoshop has and is free. It probably has a palette export option (but I rarely use my copy of GIMP so I don't know for sure.) 
 
http://www.quaketastic.com/upload/files/misc/quakepal.zip

Found this in my wally folder. GIMP can export palettes, but they're not in the same format as POS it seems.

Anyway. Is this the right thing? 
Dude You Are A Lifesaver :) 
I think its the right thing, I will try it when I get home! :) 
Sorry, Missed That 
There's one in RMQ's gfx folder. 
There Also Is One On My Harddisk... 
Vertex Editing In Radiant, Palette Map 
Blitz: The option is "vertex editing splits the polygon" or something. It doesn't actually help the problem, instead it just sends you to vertex editing hell, where all your faces are split into two triangles, and you still can't pull the vertices where you want them, because even with that option enabled it won't let you make an invalid brush.

The way to do the "pipe around a pipe" thing really is as sleepwalkr said, with clipping and face dragging. Maybe I should make a little visual tutorial.

Ricky: Have patience. Also, I found something quake palette related, nice little index of which color is which colormap number.
http://img718.imageshack.us/img718/1070/quakepalette.png 
 
Radiant vertex editing should be avoided if at all possible. 
Well 
Vertex editing should be avoided period. All you need is clipping and face dragging to shape brushes. It avoids a lot of problems and lets you create shapes that are very hard to get right with vertex editing if you get a little creative. 
Ricky 
Ain't you got Wally installed?
There's a q1.pal in it. 
Heh` 
Guess I was wrong.

This is still the forum I thought it was. Im sorry I ever doubted.....

Actually thanks a lot guys, I have no excuses now ;) 
You Drama Queen! 
 
Basic Question.... 
.. I never experimented monster jump: is there any map example "for the same" (<- Indy style wording) :P
Or couldn't somebody explain me how it works ? 
 
i think that's how the ogres jump down and attack you in....errr...that map...uhh... when the doors shut and the ogres are above you, maybe in episode 3? 
 
.. I never experimented monster jump: is there any map example "for the same" (<- Indy style wording) :P
Or couldn't somebody explain me how it works ?


e3m7 the haunted halls, 
Just Like Quoth's Trigger_drolejump 
trigger_drolejump

angle
speed
height

Used as described above to fling enraged droles in a specified direction. Identical to a trigger_monsterjump, set the "angle" key for the direction the drole will jump, "speed" for the number of units/sec the drole will move horizontally and "height" for the number of units/sec vertically.
 
Thanks 
I'll check it ! 
Db_rock05 
I came across an old backup cd with an unfinished map from 2005 on it but I don't have all of the texture wads to with.

Does anyone know what wad has the texture db_rock05?

it must be an outside dirt / rock type texture as the brushes are in an outside area. 
Maybe... 
... it is from bulowad (or bulowad2) texture set

Check it out there http://www.quaddicted.com/wads/ 
Thanks 
Thanks JPL!

bulowad2 is the one. 
Can Anyone Think Of 
different versions of the Quake 2 textures?

either in maps or wads or zips or whatever?

Im particularly interested in any quake1 maps which use ported Quake 2 textures. I have the full intention of finding some textures which are better than the ported Quake 2 textures in quaddicted/wads.

I can do my own conversions but my attempts at converting the stock quake 2 textures or the standard hires replacements has had funky coloured results........ 
 
metl's oblivion? 
Waterfall Sound? 
is there a waterfall sound in the quoth pack?
what is it called if so? 
Necros 
That's what I told him. Oblivion is nice. 
Like Endless Rain Into A Paper Cup... 
There is a waterfall sound, the path to it is

sounds/necros/water6.wav 
Correction 
Sound is of course singular in the quake directory structure, so I meant to put:

sound/necros/water6.wav

Then again, when you add paths to call sounds you have to omit that directory name anyway. 
Worldcraft 3.3 Question 
Every time I go to the Check for Problems tool I get a list of errors that are no real errors, like this :

"The entity contains keyvalues that are not used in its class. You can fix this error with the Fix button."

I've not tried using the fix button, I'm not sure if the entities will be deleted if I do.

Anyone know how I can get rid of this problem ?
It's quite annoying because the Check for problems tool is quite useful for pointing out mistakes with vector manipulation. 
Wellllll 
This comes from the keys which are specified for each class in the FGD file. Its not a "real" problem, and clicking on fix wont remove the entity. Infact clicking on fix wont do anything really!!!

All of the "real" problems are usually at the bottom of the list. I always start at the bottom of that list and work up. You get any illegal brush errors there, or bad textures etc.

One thing which you get in WC is brush models with no volume (no brushes attached) which are often situated at position 0,0,0. You can delete these by clocking on goto error, closing the "find problems" dialogue and pressing delete ;) 
Something Cool For WC3.3 Users: 
http://games.softpedia.com/get/Tools/Valve-Hammer-Editor.shtml

This link is to a hammer.exe file which you can put in your WC DIR and then just run from there.

Then you can see how similar Hammer 3.5 is to WC 3.3! (its sooo similar i only noticed one real difference - you can load pointfiles and see them in the 3D window. in 3.3 they would only show up in the 2D views). 
Ron: 
Anyone know how I can get rid of this problem ?

just open the fgd file, find the relevant entity (or baseclass) and add any used keys that aren't there.. voila, errors be gone! 
 
Thanks a lot !
I'll have a look at .5, I take it the Quake adapter will work for that version too ? 
Yeah 
Well that's what I mean. I ran into this file whilst looking for a hammer installer. All I did was drop the only file in the archive (600kb) which was hammer.exe into the Worldcraft directory and clicked on the exe. I had already been using the Quakeadapter WC3.3 setup and this seems to use the same configs and everything.

Its not an installer, its a program.exe file :) 
Hm 
Will take a look at that.

Don't use the fix button for that error message - what it does is delete all the keys it thinks are broken - so it removes all your entity configurations.

Need to get the RMQ fgd to stop reporting that crap.

In fact the only time you want to use Fix or Fix All is when you get a Texture Axis perpendicular to Face. The rest of the time it's best to just use the problems thing to find it, then fix the thing yourself. Like you've been doing from the sounds of it.

The perpendicular texture thing causes a corrupt bsp - and the chances are you won't even notice it since it doesn't affect all OS' / setups. Its caused when manipulating objects with vertex editing / slice. 
Preach 
hahaha thanks! 
Forgotten 
corps_removal? 
 
add to def.qc:

void () CorpseThink =
{
self.think = SUB_Remove;
self.nextthink = time + 30 + random() * 30;
};

All monsters in last death animation (ie example shambler):

void() sham_death11 =[ $death11, CorpseThink ] {};
 
Gtkradiant 
Thanks to Ricky who owes me 90 bucks Quest doesn't work on Win7 64bit and the Virual XP Mode doesn't help either, because of some fullscreen issue.

Gtkradiant 1.5 then (couldn't get the newer branches to run, there's no fool-proof installer/pack). What's really bothering me, though, is that one is so restricted to the entity definitions. You can't use custom entities without adding them to the def file first. So there's some stuff I can't do and don't know how to change it. For example, triggers are defined as brush-based and it's impossible to use them as point ents (and vice versa, e.g. an info_notnull with a brush) - doing so, Gtkradiant will disregard their position/dimensions in the display windows and move them all to the map origin.
What can I do about it? Is there an option to make the editor less anal about such things? 
New PC Negke? 
Try another editor maybe. There's bsp editor and maybe soon thanks to willem / ericw Toetag windows edition.

QuArK as well - although I hate the interface.

I think I remember you saying you hated the one from WC.

It's a pain upgrading OS. None of the Quake stuff just works any more. 
Negke 
I told you I was dual booting XP and Windows 7, and the way I see it is you havent lost anything, only the ability to run a REALLY old piece of software.

Try using Hammer.

FOR THE LOVE OF GOD!!! 
Pointing Fingers 
Worldcraft/hammer is only slightly more flexable about interchanging point entities for brush entities. If you remove the definition of an entity from the fgd file, then you can place it as either, which is helpful for func_illusionary. It does mean that you lose all the smart edit functions though, so for anything more complicated than func_illusionary it gets annoying.

The hack we incorportated into quoth was to create a series of wrapper functions like:

void() func_wall_point =
{
self.classname = "func_wall";
func_wall();
}

You can then define a "point" version of the entity in the def file.

I suppose you could also do this with a preprocessor of your map file added to the compile process. It could just do a find and replace in the .map file of "funcpoint" for "func". Assuming you never use the phrase in text fields or textures. Replacing

"classname" "funcpoint

with

"classname" "func

might be safer... 
 
ijed: Quark? lol

Ricky: So do I. But I told I would come back and complain no matter what. I actually might use a hammer on this computer sooner or later (and then come back to you to complain).

Preach: Yeah, I guess editing the def file and dublicate the entities in question is the only way. I don't need the smart edit functions except for the difficulty spawnflags. 
 
Just run Quest in Linux in Virtualbox? 
Wc 
Smart Edit are the only functions you keep if there's no entry in the .fgd - then you can just add and remove keys by typing them in.

You have to keep copy pasting entities though to not fill them out by hand. Which gets very annoying, as does the 'using invalid keys' report.

On the other hand a fgd is easy to write and amend and lets you set your own default values for stuff like lights.

We use a similar wrapper list for backwards and cross compatibility. I think doing Find/Replace on each compile would get irritating quickly. 
 
negke

Quark is POWER!!!

Stop using lames editors!

Is about time u get pro... and Quark is easy and fast! 
Negke 
Interesting point about Radiant's inflexibility wrt point/brush entities.

Hadn't noticed actually, because I prefer to code in QC instead of in the map editor :-P 
Negke 
Is using GTKRadiant 1.4 an option for you? I don't recall it being so restrictive about entities. 
In Defense Of Find/replace 
I was assuming that you would make the find/replace a part of your batch file you use to compile maps, so once you had set it up you'd never need to do it again. I'm sure this is easy to do with grep, but I don't know the syntax myself. It's possible to do with FOR /F in a windows batch file, but good luck to you if you try. It would be hacker friendly at least, as it doesn't require a custom progs. 
Hm 
That would work fine yeah. 
Grahf 
There was something about 1.4 I didn't like and which felt better in 1.5. Couldn't find a Q1 version of 1.4 so I haven't tested it again. 
1.4 Vs 1.5 
Does 1.5 still use the .def/.qc file format for entity lists? Because in 1.4, and all other Radiants going way back in time, it will parse the /* QUAKED */ entity notes straight out of a qc file. The format is dead simple too. I recall 1.5 and later changing the format to some byzantine XML monstrosity. I think you are actually right about Radiant not wanting to convert something it thinks is a point entity to a brush ent, and vice versa, because what I have in my .def file is two info_notnull entities, like this:

/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4) */

/*QUAKED info_notnull (0 0.5 0) ? */

The first is a point ent, you can see it has a bounding box. The second is a brush ent, its size is "?," i.e., whatever you make it. Inside the comment brackets I've dumped some of the cool hacks from the "teaching an old progs.dat new tricks" thread, so I can refer to them easily.

Radiant 1.5 changed the interface in a lot of subtlety annoying ways to make it more like a 3D modelling prog. If that suits you, cool, but it sure didn't do it for me.

With 1.4 you have to go through a texture and game file converting process to get it working correctly for Q1, which is described here:
http://industri.sourceforge.net/howto.php

Actually you should try Sikkpin's QuakeEd, it's all the goodness of oldschool Radiant, specifically built for Q1:
http://www.celephais.net/board/view_thread.php?id=60225&start=133
No gamepacks, reads wads directly. 
 
1.5 can use both, either XML or .def.

It seems to dislike /* ... */ for anything else than entity definitions - I had to change all my comments to

//
//

I'm not going back to Quest though. I map five times faster in Radiant.

You can set it to use .def files in the config file. It comes with a vanilla Quake XML entity file though. 
 
The latest version of 1.5 is not my friend, I do not like it,I want SPoG back working on it to get it back to how it was when 1.5 was 'new.' This latest version has very uncool features that I wish were removed and/or reverted. I am considering switching to Ogier.

/rant 
 
Grahf: Having to go through a texture conversion process every time I want to try a new wad sounds like hell of a hassle. :/
Could you send me your .def file? If 1.5 supports .def files as well, this might be an option. So far, I worked around the restriction issue by simply deleting the four or five conflicting entities from the default def.

gb: It definitely feels like a fast editor. Many current nitpicks are probably just matters of unfamiliarity that disappear once one gets used to the program after a while. I wouldn't even consider the def thing a major issue. However, there are other things I'm not sure of in the long run. I kind of get the feeling the way it works affects the shapes of my brushwork. Creating complex architecure, particularly of the trisoup type, must be a lot more difficult if not impossible?). The 2d hide/group function might be a sluggy, too. I wish there was an additional farclip option.
How do select entities in 2d mode? Through brushes and possbily cycling through all entities on the same plane (like alt+shift+click does for brushes).

Zwiffle: Like what? I assume you're talking about the latest nightly build (which I use) and not the stable version? What I find annoying, for instance, are things like the target/name change when cloning entities.


(I probably wrote the same stuff before..) 
 
How do select entities in 2d mode? Through brushes and possbily cycling through all entities on the same plane (like alt+shift+click does for brushes).

yes, they are selected just like brushes. 
 
Indeed, I see it now. Must have done something wrong yesterday then. 
Texture Values Cleared? 
I hadn't looked on the speedmap I mentioned a while back for a bit now... too busy with school.

I opened it up from my computer just now (not from within WC), and now all the textures values are cleared!

anything that was scaled down, or shifted has gone back to 0!

Any idea what happened there?

I haven't even checked what the entity values are like!

...

okay, they seem fine...

Is there a way to fix this, besides readjusting everything manually?

...it's pretty simple map so if that's what I have to do it won't suck that much. 
How Can This Be? 
Perhaps each of the editors uses a slightly different map format. Better finish the map in WC then.

Also try to get generic and/or Zwiffle to make a speedmap, too. 
Oh Hey 
Just found this: http://kneedeepinthedoomed.wordpress.com/2010/03/20/tutorials/
Nice tutorial, gb.

Netradiant sounds like something I should give a try - if it's indeed like 1.5 with additional features. E.g. being able to change the keyboard shortcuts. 
Yes 
WC has a unique texture system - that's how it does proper locking and a couple of other tricks. 
Netradiant 
So far it gives me some memory error every single time on load, ctrl+tab doesn't go to the next view like it said, it crashes when loading certain .wad files.

>:( 
 
My main niggle with it is that minimizing it causes all windows (I use detached windows for 2d, textures, camera) to minimize individually, and when returning it from the task bar, they all stay minimized. 
 
Yeah, that's a pain in the ass too, and kind of freaked me out when it happened. 
Whoa There 
> ctrl+tab doesn't go to the next view

that sucks. I'll have to install Netradiant and filter out these differences :-/

You would think they wouldn't change something as important as this. Maybe the key bindings menu will help.

Linux has no "windows inside windows" feature as far as I know - it has draggable borders between the viewports - that sounds terribly like Windows 3.11. Workgroups, right? 
 
Ctrl-Tab works. Sometimes it is not doing it right but that seems to be a focus issue. Going to 3D view and back fixes it for me. 
Anti-fud 
And you can use floating windows just fine if you want. Your window manager controls them! Yes, you get one item in the taskbar per window, just like GIMP did it. With workspaces that is very very handy.

http://www.quaketastic.com/upload/files/screen_shots/netradiant-linux.jpg 
Drew - Worldcraft Texutre Loading Problem: 
I think you might have loaded the .map file instead of the .rmf file.

RMF format includes valve 220 texture protocol (supported by TxQbsp), but the .map format wont allow you to load the information back into your editor.
So basically you have to always save your .rmf file, then save your .map file then do a compile. Then when you go back to re-edit the map you need to laod the .rmf file.

If you accidentally loaded a .map file, then did a compile from there without noticing that the textures were mis-aligned then it will have overwritten the .rmf file with the .map file's texture info and you will have lost it.

I would set .map file to default to a text editors format, so they all have a text editor icon. 
Quake1 .def 
there's one bundled with sleepwalkr's mapcon
http://prdownloads.sourceforge.net/industri/mapcon_java.zip

this one has some tenebrae stuff in it apparently?
http://industri.sourceforge.net/txt/quake.def

It's just a text file. Negke, open it up and find info_notnull, and paste the brush info_notnull entity into there, without deleting the point info_notnull. Put a note inside the /* comment */ to remind yourself which is which, as there will be two entries in the entity list. Like this:

/*QUAKED info_notnull (0 0.5 0) ?

Invisible entity. Used for clever hacks.

*/
 
Ahaha Yeah You're Right! 
what a weiner! I just patched it up anyways, I think there were like 8 textures that needed alignment in the whole map.


thanks ricky, you're awesome! 
Spirit 
Interesting, I don't think I can do that though. I don't even have a taskbar, I use openbox :)

Not FUD, anyway. I'm not sure if you're aware that FUD has a super-negative meaning; I don't think my post deserved that. 
NP :D 
I have made the same mistake more times than I care to mention :S 
Grahf 
Thanks. Doesn't seem to work in 1.5, though. It only recognizes one entry per name.

I guess I'll have to go with Preach's suggestion for now (into_notnull_brush->find/replace). Because as it turned out, deleting the entry altogether works for info_notnull, but makes the program treat triggers like point ents. 
Backpack? 
Hey,

How do you make an ammo backpack in quake/quoth, and how do you set what goes in it...

can you put health in there?

Also

What is a good sound for a large, slowly spinning cog in quoth? I tried the one that goes with dias.wav, but it's not the best.
it's a big cog.

kind of like that one in sm156_necros... 
Hlwad 
 
Player Backpack And Ghost Medkit 
"classname" "info_notnull"
"think" "PlaceItem"
"nextthink" ".3"
"touch" "BackpackTouch"
"model" "progs/backpack.mdl"
"modelindex" "##"
// look it up on the edicts list
"ammo_shells" "##"
"ammo_nails" "##"
"ammo_rockets" "##"
"ammo_cells" "##"
// if 0, just leave the field out
"items" "##" // values from defs.qc, e.g. 32=RL
"netname" "abc" // for the 'You got the abc' message if weapons are given

For this to work properly in DP, you may need to add "maxs" "16 16 56".


Obviously, you can't give the player health through a backpack. But you can put an invisible medkit in the same spot so it gets picked up automatically.

"classname" "info_notnull"
"think" "PlaceItem"
"nextthink" ".3"
"touch" "health_touch"
"healtype" "#"
// 0 or 1 for <100, 2 for <250 (MH)
"healamount" "###"
"model" "maps/b_bh25.bsp"
// if precached - or use backpack/player.mdl instead for the bbox
Leaving the modelindex field out will make the item invisible, yet still functional.

Again, "maxs" "32 32 56" for DP and, if you want it not to play the health pickup sound, "noise" "misc/null.wav"
Quoth Compatibility 
Keep in mind though that Quoth 2 handles some of the models differently, which results in different modelindex values. So unless you add a Quoth detection system, a backpack that shows properly in id1 will use a different model in Quoth 2 (and vice versa, even though this isn't really a problem).

Also, the second "maxs" field in the post above should read "16 16 56" of course. 
Maxs 
Gah. Actually "32 32 56" is correct. 
Hrm 
what goes wrong in DP without maxs being set?

used backpacks for ammo in the speedmap i did earlier this week but didn't know about that 
 
I encountered an issue in my coag map where you couldn't pick up the item in DP if it didn't have the maxs field. However, I actually can't remember if it was a backpack or another item. I just tried another map that has a backpack without said field and it worked in DP. So I'm not sure if it was just something related to the DP build I used back then or a mistake on my part. Sorry for the confusion. 
Negke 
Awesome trick !!! 
Lol 
I tried to give the sewrpent a squaddamage backpack. Think I didn't knew it was a serpent.

http://members.home.nl/gimli/quaddama.jpg 
Then 
I copied the void()BackPackTouch and DropBackPack function as new in ITEMS.QC
as I couldn't see a skeleton dropping one.
Its own weapon makes more sense.

http://members.home.nl/gimli/backpak.jpg 
Cool Stuff 
 
 
would anyone be interested in like a gui that takes the place of a batch file?

i making one for myself, but if people want it, i'll make it pretty looking and bug test it. 
^^^ 
mm, i guess that's what i get for posting so late at night...
what i meant was a gui that compiles q1 maps. i would allow you to easily toggle stuff like -fast and such and move your files around and such. 
I'd Be Interested 
 
 
cool, maybe in like a couple of days. fyi, it's just visual basic, cause i don't actually know how to program. ^_^; 
Map Building On Linux 
Hi Guys,

I think this has been asked before but atm I can't find the answer...

Are there Quake Map Build tools that can be run on Linux?

Thanks,
jimbo 
 
Editors: Quest, Gtkradiant
Compilers: Bengt Jardrup's tools work fine on Wine. gb ported some of them to Linux once, but I don't have a link at hand. 
As Mentioned 
here's the compiler gui i was talking about...
instructions to use it are on this page:
http://shoresofnis.wordpress.com/2010/03/30/ne_q1spcompilinggui/

most of the stuff should be fairly obvious, but the 'instructions' are lengthy and pretty verbose. ask if anything explodes though. 
Looks Nice 
two things though..

the vis option should be 'level 4', not 'level4', get an error with the latter

'+map whatever' should just be added automatically behind the scenes rather than requiring to be typed in. if you've selected the 'run quake' option you probably aren't going to want to load a different map to the one you're compiling :)

and it needs an icon ;) 
Hrm 
thinking about it, that second thing should probably account for more than just mapname, and figure out the gamedir/path as well, based on what is set as the output folder. is that something that would be easy to do?

say if i keep my created bsps in id1/maps/other, it would do '+map other/[mapname]'

yet if someone decided to put them in quoth/maps/other, it could work out that '-game quoth +map other/[mapname]' would need to be entered... 
Making Hlwad's 
This works for me

1. Make a "logs" folder inside the
wordcraft\textures folder.
2. Create a new .txt document in same folder,
and copy the following:

wadconv.exe -wad2hl mywad.wad>logs\mywad.log
exit

3. Rename the .txt document to:

mywad.bat

4. Rename any .wad your converting to:

mywad.wad

5. Then rename it zerstorer.wad or whatever it is.

Don't know about Win7 though. 
 
You can (should be able to) do all the renaming stuff in the .bat too, using parameters and whatnot so you don't have to do so many manual renamings. 
Thank You 
That worked great. 
Err 
Step 5 should be...

5. Double click mywad.bat

6. Then rename it zerstorer.hlwad or whatever
it is. 
Rj 
regarding +map, you're right, it should probably just do that automatically.

but for things like -game or whatever, i don't want to add any automation because each engine does it differently.

say if i keep my created bsps in id1/maps/other, it would do '+map other/[mapname]'

yet if someone decided to put them in quoth/maps/other, it could work out that '-game quoth +map other/[mapname]' would need to be entered...


but say for example, i wanted to run a mod folder outside of quoth (so you can make your own pak files), fitzquake has -quoth, but darkplaces uses multiple -game
so if you were running a mod folder of quoth, you'd do:
fq -quoth -game mod +map map
dp -game quoth -game mod +map map

also, the output folder wouldn't be a quoth folder, so there's no way for the program to tell if it's a quoth map or just a normal mod map.

as for the problem with vis -level 4 vs level4, i just put those in quick. you can edit any of those buttons by right clicking them and choosing 'edit', so the gui should work with all compilers. 
 
as for the problem with vis -level 4 vs level4, i just put those in quick. you can edit any of those buttons by right clicking them and choosing 'edit', so the gui should work with all compilers.

ah right, missed that bit 8)

fair comments on the mod folders i guess. quoth was just the first example that came to mind but forgot you could use external directories with it. i'd still love the folder within 'maps' to be picked up though as well as the name as i keep all of my own maps in '/other' 
Linux Map Build Tools 
Thanks negke
I managed to find this site: http://tldp.org/HOWTO/html_single/Quake-HOWTO/

which has the port of bjptools you mentioned.

Doing good with that so far.

Have you tried running hammer in wine? 
Ne_q1spCompilingGui V1.0.1 
http://necros.quaddicted.com/downloads/ne_q1spCompilingGui101.zip

updated it so it launches the map automatically for you when running quake. it can figure out if your maps are in /maps or /maps/other or even /maps/any/number/of/folders. 
<3 
 
What To Do 
 
 
i believe you can use the trigger spawning hack (find it in the teaching progs.dat new tricks thread).

essentially, you make a brush entity called info_notnull and give it a use of "trigger_once" or something like that so that when the notnull is triggered it becomes a trigger.
you use that spawned trigger to close the door and start whatever event you want. 
 
I was gonna say the spike shooter thing, but yeah. that's much simpler. 
Metl 
I was just looking at the read me for contract revoked, and Kell thanks you for "drawing [Kell's] attention to the 'powers of 2'"

What are the 'powers of 2'? 
Thank You Necros 
Much appreciated :) 
Drew: 
I'm not really sure since it's been so long, but maybe I had told him about how non-power-of-two textures get resampled by gl-based engines and how bad it looks compared to power of two textures. 
Hmm 
That or brush sizes relating to compile times 
Power Of 2 
As a rule of thumb everything in games should be a power of two, if not a multiple of.

Off-grid is non multiple of. Textures that aren't a power of two get resized at the whim of the graphics card (stretched or squashed up/down left/right) like metl says. 
 
Unless the engine prevents that. Good engines (Fitz, DP, jdhack's) do. :-)

I have a half-written post about that. 
 
Huh. 
makes sense! 
Non-power-of-two Images 
GLQuake

resamples all of them using a crappy "nearest pixel" filter. The result is that you see specific rows or columns of pixels being repeated. Spirit's screenshot shows this, you can see what looks like columns of double-wide pixels but actually that's just two columns with the same exact pixel colors.

Fitzquake

1. hud/menu graphics, model skins, and sprite frames: images are padded with empty pixels to make them powers of two, and texture coordinates are modified so you only see the actual artwork part of the image. This means they look as good as power-of-two textures, since there is no resampling or distortion.

2. world textures: since they have to be able to tile, these textures can't be padded, so they are resampled using bilinear sampling to be a power-of-two size. This still degrades the image somewhat, but looks better than glquake's resampling.

Aguirre's glquake

Aguirre does bilinear resampling, similar to fitzquake, but for all images. So menu/hud/skins/sprites are also somewhat degraded, but not as bad as glquake.

Other engines

not sure, i haven't researched other engines. 
Bug? 
 
ATI FINALLY Fixes Their Drivers 
I was fooling around with my new machine trying to get Hammer to work. The same shit was happening again with the selection bug in the 3D view. I couldn't believe it. REALLY?! Still?

But, if you install the latest Catalyst drivers from the ATI site the bug goes away! So if you're an ATI user who has been wanting to use Hammer, you're all clear! It finally works. 
 
Mathuzzz some times when we rotate textures and objects some of then give some weardo leaks is that the case? 
 
you can't crouch in quake..? are you using a mod? it's possible it's a bug in the mod or something. 
 
Actually it happenes in Hexen, where you can crouch.

Trinca, yes I made some texture scaling/manipulating there, but when I deleted all those brushes, the problem remained. 
Is The Ground Underneath 
Made of wedges?

It could be an off-grid collision bug. 
I Mean 
If there's complicated brushwork for the walls / floor that's not on the grid it can cause hull issues - the player being able to move outside hull0. 
 
OK, so I found out that there were some complicated brushes, it took me the whole day to trace them. It is really a pain to make a little realistic and complicated outdoor place there with Quark. 
Solutions: 
For complicated stuff you can make it a .mdl - but chances are you don't have the software, knowhow or that Hexen doesn't support placement of .mdls and would have to be coded in (I haven't made anything in it).

If you can place .mdl then you can also place .bsp. This is something I've been experimenting with recently and having good results.

You'll probably need to code it into the game though, or ask someone to do it for you. I do have a piece of code that will do it, but I don't know how compatible it will be with Hexen, and it's not finished yet either - doesn't have collision. 
 
OK ... so which light compiler is the one to use on Windows these days? I'd like something with sunlight and colored lighting support... 
AFAIK 
Tyrann's - sorry no link.

But its very limited compared to AguirRe's (which doesn't have coloured light) in that it only supports so many light entities so big maps aren't feasible.

I think one of Spirit's bounties is to add coloured light support to AguirRe's tools. 
 
Tyrlite 0.99e

You are allowed 1 sun, unlike AguirRe's tool which lets you have more than one sun.

As for the entity limit, someone posted a link to a hacked version that was made on my request (!) but I havent had a chance to use yet :O

I forget where it was too 
 
OK ... am I missing this feature? Does Worldcraft/Hammer have a quick way to automatically link up entities via target/targetname? It must, right? I don't have to manually label them all, do I? 
Yes 
Though there's copy paste. 
 
Really? Huh. I thought that was a standard feature in Quake based editors these days. 
Hammer 
Is very cumbersome in many ways. In modern hammer (Source hammer) you can auto-complete a lot of the names if you have already named your entities, which is alright, but no shortcuts afaik for targeting those entities. Not sure about HL1 hammer. 
It Has The 
ability to have one field open in the enitity window and select point entities in the 2D biew in the background without having to shut the dialogue down.

Dont use it Willem. 
I Find Entity Report 
Very useful, though it doesn't provide you any sort of graphical representation, like a trigger tree or anything. 
Heh 
i can't stand the auto targetting stuff. i used it a bit in doom3edit but when i'd go back and try to check entity links, i could never figure out where t73 matched and what the heck does t94 go to?? o.0 :P
but then, when i look at the q1 source maps, i saw (to some dismay) that id used that for all their maps. o.o
i guess it's just one of my weird things that i do, but i prefer to spend an extra second to name my entity 'mainRoom_bigDoor2_left' than 't44'. :P 
Auto Targetting 
BspEditor allows you to highlight your trigger and then CTRL/left-click your target to auto complete, but like necros, I prefer to give myself (er, my map elements) meaningful target names. 
 
i should mention that doom3edit does the auto targeting right at least. i learnt later than if you name your targeted entity first, then autotarget a trigger at it, it will assign a 'target' key that matches the targetname (instead of rewriting) 
Doh... 
So it does in BspEditor. Well, you live and learn. 
 
when i'd go back and try to check entity links, i could never figure out where t73 matched and what the heck does t94 go to?? o.0 :P
but then, when i look at the q1 source maps, i saw (to some dismay) that id used that for all their maps. o.o


Very annoying when you're trying to remake them. Not having to deal with that was a welcome side effect of finally (re)starting from scratch. 
 
In just grew up used to it I guess since id had it in their editor and then QERadiant continued with the feature. I assumed it was a staple which is why I added it to ToeTag!

The only place it's going to be a hassle is when doing, say, a metal map where you have tons of spotlights to set up. Blah... Although maybe targeting an info_null isn't necessary anymore as I saw something in the light docs about giving a regular light an angle... 
Spotlight Angles 
have been pretty standard in most light apps for the past ~10 years or so! 
In Quake Anyway 
(not sure on hindsight whether you were actually talking about it) 
I Think You Can Give Any Light An Angle...? 
and yeah, the key is 'pitch yaw 0'

(zero is placeholder, because rotating a conical light source doesnt really do anything) 
 
"have been pretty standard in most light apps for the past ~10 years or so!"

Well, I've been out of the mainstream Quake editing world for over 10 years so ... new to me! :) 
 
which light app are you using?

i'd recommend the one here if you aren't already using it: http://user.tninet.se/~xir870k/ (bundled with rvis) 
 
Darkplaces uses gl non power of two extension 
RaVeN: 
Ah, that figures. Since my card doesn't have it, it doesn't look very good for me :) 
Sound 
I have a trigger_once, that triggers four teleporter monsters.
I made all teleporters silent.
I want to use this trigger silent, but the options show
1 secret
2 beepbeep
3 largeswitch
and 4.

I may be a nooblib, but should I fill in silent? 
 
just leave 'sounds' set to 0 to be silent. (this is the default behaviour). 
Button Textures! 
anyone know of some good button textures? i'm looking for something that would fit in a quake medieval/metal theme.
tired of the metal Q button, copper pentagram and red dagger on sunburst buttons. :P 
Necros 
Knave cross button. Daikatana episode 3 buttons/tiles. One of the red rune tiles in metal.wad. Some distinct square metal panel with an interesting brush frame. Existing button texture remixed and rearranged with mirror/rotate. 
Okay 
so I disabled UAC in order to allow for texture usage.
Now all of my rmf files are gone. And my Quoth game mode was gone from WC. wtf? I still have some of my .map files, but of course the textures are all fucked.

sucks. 
 
That sounds funky. Has someone else been using your machine?

It's just a security option, not a 'bin my stuff' option... although it is Windows.

AFAIK the .map format should retain the texture alignment as well since it's a modified form with a load of extra detail written in. 
Yeah 
I'm pretty confused regarding that situation - I rebooted, and then my files were gone. Maybe I'm being a retard - I'm NOT much of a computer dude, like most people on func.

I'll keep poking around, but it was mostly crap scraps anyway, not too much of worth - just one or two files which were at all important to me.

I never had issues with alignment in .map files until when I was making sm 160 - RT23 gave me some tips on it earlier in the thread.
Is it a WC 3.3 issue only? 
Its An "improvement" 
Just remember to save to .rmf format and you cant go wrong :) 
Vorelings 
I am not sure where the code comes (it was released some time ago) from but in the verion I have, they don't cling to the ceiling. Is there a flag to set in the editor?

Anyone know? 
Mike 
from the quoth mapping tutorial
Vorelings can be made to begin in a map hanging from a ceiling so that they can drop down on unsuspecting players. To do this, place the monster below a ceiling and set the key/value "dangle" "1"

http://kell.quaddicted.com/quoth/quoth_tutorial.html#voreling 
Spy 
Thanks 
 
does zipping a map file create micro leaks/brush misalignments?
dug a map out of a backup archive and there seem to be way more 1 unit misalignments than i remember. 
I Hope You Are Joking 
zip is lossless 
 
heh, i dunno. it was the only thing i could think of. i could have swore i repaired the errors after making the backup, and it seemed like there were about 10x as many this time around. :P 
 
Which editor? If it stores the planes in the MAP file as floats, it might be floating point creep. 
 
it is floating point creep.
i was trying to figure out how to get aguirre's convmap to correct the inaccuracies (that's what it was originally coded for), but i couldn't. :S 
 
that's what it was originally coded for
that's what it was originally used for (by me).
i used it to correct floating point inaccuracy when i was mapping with quark407 way back. 
Marksurfaces... 
This is my first time working on a map that pushes the marksurfaces limit, so i'm learning what exactly that limit means.

1. Other people have said "sometimes you can exceed it a little bit and it's okay". I just now confirmed that this is true, i have a map that doesn't crash win/glquake with 32806 marksurfaces.

2. I used to think that brush entities didn't add marksurfaces, but i just found that adding a func_wall increased my count. So they do.

3. GLQuake doesn't use marksurfaces at all when rendering brush entities, only uses them on world rendering. I wonder about winquake....

THEORY: you will crash only if the world itself has more than 32767 marksurfaces. If it has less, and only adding the brush entity marksurfaces pushes you over the limit, then you're okay. 
Metl 
I was thinking, does a func_illusionary add marksurfaces? I know a func_wall does, and it adds clipnodes aswell, but I'm not sure about func_illusionaries. 
Ricky: 
all brush entities should work the same way... the only difference is quakec (which the compiler doesn't know anything about) 
 
had that problem in tchak... marksurfaces made me cut on some details i wanted to add :| 
I've 
Started to implement point versions of all brush entities, which should be able to lower such limits significantly, and make build time quicker as well, since the mapper only needs to make their map's atypical door / crate / cog once. 
Metlslime 
Actually it depends of what the engine has to render in real time. If you have a very good occlusion mapping style, then it is not a problem, else you have troubles...
Or you can use an enhanced engine with over-standard limit support.

As example in CDA the max marksurfaces was exceeding 32786 (i.e ~35000 if I remember well), and it requires a decent engine to play the map: i.e WinQuake is definitely not suporting it ;) 
So 
Spawned .bsp's will still add to the total? 
 
JPL: Well, i should mention that i want this map to play in all engines. So i am actually trying to understand the marksurfaces limit as well as possible. (also to help other people understand it too, of course.) As it turns out i am under the limit again (deleted a couple of less-important details.)

ijed: external bsp models (like ammo and health) should not affect marksurfaces because the problem is the index overflowing (stock engines treat the indexes as signed shorts, meaning 32768 will be loaded as -32767 and when you try to use that negative index on your marksurfaces array it will go outside the array.) External bsp models have their own arrays, so it should work. (to the best of my knowledge.) 
 
i believe that trick where you reuse bsp models inside the map doesn't increase marksurfaces either, just the original. 
So It's Releasable? 
 
 
metlslime

"i should mention that i want this map to play in all engines"

This one of my goals in all my maps!!!

hope you can kill the bug ;) 
The Engine Question 
I feel myself going in the direction of simply requiring Darkplaces. What's the problem? It's cross platform and open source, free as in beer... looks better than other engines, supports a crackload of extensions, custom assets in various formats, and gigantic maps, and it's stable enough. SDL and GL versions, too. Can't ask for much more.

I also like how video capture is piss easy in Darkplaces. You can even plug those *.ogvs directly into youtube.

rockin' engine. Sure, quakespasm is nice, too. Just not enough support for things like csqc, and slightly old school graphics...

a problem with many quake engines is the fact that they are just missing features that DP or FTE have had for years. Old school is well and good, but it's 2010. Custom HUD elements via CSQC would be nice. So would squad AI and stick physics or ODE. These things exist, but aren't supported by enough engines. :-/

Wouldn't want to live without .ogg support for the soundtrack either. No idea why other engines don't have that. 
Well 
It's a case of multiple support - DP only makes you even more niche if you're on the dev side.

Quakespasm / fitz is a decent standard now with the raised limits. It's not flash looking but not everyone likes Quake to be and any made specifically for it can still be played in DP for those who do. 
 
> DP only makes you even more niche if you're on the dev side.

How so? Don't most modders, quite some mappers and a lot of players use Darkplaces? 
Also 
engines get used when they're required. Just like Windows. 
I Mean 
There's quirks / fixes / features in DP that aren't in other engines, so bugs can slip through the net if you only test in DP.

We've had a few, remember :) 
True 
but if you *require* DP, isn't it enough if it runs in DP?

(getting hypothetical I guess) 
...this Sounds Like An Internal Discussion, But... 
i've skipped all releases that didn't play in fitzquake 080. when 085 was released with increased limits, i went back and played them.

otoh, i was fully ready to require fitzquake for ne_cath if it had been released because the maps didn't load in any other custom engine (it seems not many people bump up max static entities). 
Sure DP 
Only is a reasonable requirement, but I prefer to play it safe and support 'lesser' engines as well to hurt the 'customer base'. 
I Can Barely Run DP 
unless i go back to like one of the first releases

then i might as well use rocks instead of hammers, and stone wheels instead of pneumatic tires :/ 
 
I have a Geforce FX5500, which was like 30 euros. I'm sure they're cheaper on ebay. My machine is a P4 from 2004... the recent DP allows me to put effects and lighting to "Quake" levels very quickly, putting me near 100 FPS most of the time.

> skipped all releases that didn't play in fitzquake 080

Er, why?

> to hurt the 'customer base'.

I see what you mean, but you can't get much friendlier than win/lin/mac and free as in beer. Depending on Fitzquake, or one of its offspring, to implement support for the most basic new features anytime soon is kind of a gamble, seeing where Fitzquake comes from. I had hopes for QSB, but not much is happening there lately.

A general discussion btw, not strictly RMQ related. I just want to use csqc and a couple other things for my projects. I see that my options are limited. 
 
Not a RMQ discussion. Didn't want to go down the singular engine route, otherwise would have gone for some genuinely more advanced engine. Would have been much more work but visually far beyond even DP's capabilities.

Talking about something like Doom3 or Crysis.

Something would have been lost though. It's one reason why no hirez. At least yet. 
 
Er, why?
because they didn't play in fq080.

i think i weathered through tronyn's masque in dp (both when testing and then to play properly), because the map was ridiculously cool, but i enjoyed it a lot more when i was able to replay it in fq085. mind you, dp wasn't as good in 07 as it is now. it was generally slower and the version i used back then had some weird bugs which are all fixed now.

i shall address your initial points:
It's cross platform and open source
i'm on windows and i can only compile source files on my work machine with microsoft visual studio. completely indifferent.

free as in beer
all engines are, and if they aren't i wouldn't even look twice at it. this isn't really a plus or minus.

looks better than other engines
subjective and debatable. it's not ugly though, and the presets in the menu do a good job of setting things up.
still, i prefer FQ because it has cleaner, solid particles. DP at 'quake settings' has fuzzy particles like they are covered in fur.

supports a crackload of extensions
i haven't really wanted to mod anything that can't be done in normal qc. indifferent.

custom assets in various formats
all i really need is external tga textures to circumvent the quake palette and skyboxes, which FQ already does. indifferent.

gigantic maps
not sure if it's changed recently, but FQ has higher limits for static entities which prevented a map i was making from loading in DP.

it's stable enough.
no arguments there, i've never had the engine crash during gameplay. but neither does FQ. indifferent.

SDL and GL versions
i suspect this is more to do with portability? i am using quakespasm atm because it fixes the 64 bit + dual core + w7 problem in fitzquake. not because it's sdl.
whether it's sdl or not, opengl or directx, really doesn't affect me in any way since it either works or it doesn't. indifferent.

there is one thing that i care about that DP has over FQ though, and that is the increased accuracy on angles. or maybe the engine interpolates angle changes. the point is my cogs and gears accelerate to full rotation speed very very smoothly and slowly rotating brushes don't have to deal with low precision angles. :)
oh, and snd_spatialization is pretty sweet and easy on the ears.

finally, and i hesitate to bring it up because it's not very quantifiable, but even at 'quake settings', DP runs slower than FQ. when developing maps, i'm routinely running around with 20k wpoly and maybe 50-90k epoly. DP slows down to a crawl, and no way would i use one engine to develop on and another to play.

your later post:
Custom HUD elements via CSQC would be nice. So would squad AI and stick physics or ODE.
for this stuff, wouldn't you be better off in idtech4? it's 2010 after all. ;)
the AAS system makes ai and pathfinding very simple and the gui stuff is one of the 'big' things about idtech4. the physics engine leaves something to be desired though, it's pretty shit. :\ (what's ODE physics?)

anyway, you shouldn't be so worried about if 100% of the community will play your mod or not. i'm sure there are people who hate quoth with a passion and curse every map that comes out that requires it.
just do your idea for DP and if it's awesome enough, it might even entice other engine coders to update their stuff to be compatible with it. or it might not. but at least you made something bad ass, that's really what's important, no? 
Lighting Entities 
I have three entities that will move during in the game. They are equally spaced and between and around them I have lights. The two outer entites are lit correctly but the middle one is not lit.

Are there special considerations when lighting certain types of entity? I though that they picked up their lighting characteristics from the surface below them so was expecting all three to be lit the same. 
 
you're talking about point entities?
it also depends if you have sky brushes below. you have to bury a normal brush inside the sky brush.
also, the original quake engine only checked a certain amount below them, if the floor was further than that amount, they would just be full dark.
that's all i can think of. 
'kin' Plonker I Am 
So I know that the 'kin' entity takes its 'kin' light from the 'kin' surface below, so why the 'kin' hell did I 'kin' delete the 'kin' brush before I compiled the 'kin' test map!

I need to stop drinking... no, I need another drink...

(thanks anyway necros) 
Haha 
awesome! ^_^ 
Gtk/netradian And Darkplaces 
Hello, i have the ID.wad file in the /quake/id1 folder, but the radiant cant load the textures... I selected the darkplaces game and setupped properly, but i dont have any texture in the editor... pls help 
 
ID.wad in id1/gfx/ perhaps? 
 
no 
 
Some error logs from GTK/Net radiant...
Unable to find default tag file C:/Program Files/GtkRadiant 1.5.0/darkplaces.game/shadertags.xml. No tag support.
Unable to find default tag file D:/NetRadiant/darkplaces.game/shadertags.xml. No tag support.
When i try to FlushReloadShaders in Netradiant:
Parsing shader files from D:/Games/DPquake/id1/scripts/shaderlist.txt
Unable to read shaderfile scripts/common.shader
Unable to read shaderfile scripts/quake.shader 
Question 
I'm getting an error from TXQBSP, "Invalid brush plane format on line (x)." I think the map file might be corrupt but I'm hoping there's something I can do about it, but I don't understand the format well enough to figure out what's wrong. Anyone have any ideas? 
Have You Tried.. 
importing the .map file back into your editor? that normally weeds out any broken brushes. if not then load it in notepad, go to that line and delete the brush manually (each brush starts with a { and ends with a })

it might be a crucial brush.. but then i guess you'll notice its absence if it is :) 
Heh 
yeah I tried deleting the brush in question but then there was another one, and another, heh, so yeah I'll try re-importing. Thanks for the response.

Now I have another question, which is how do you generate an .ent file (to edit map entities) using just qbsp anda bsp file. 
Hmm 
wow, k I just tried importing from the .map, and the .map appears empty in hammer. now this is messed up. 
Ouch 
hrm. hammer uses a different kind of map format doesn't it?

as to the other question, i know adquedit is a dead useful little app that can do it with little hassle... 
Anyway.. Vertexing Question 
i actually came in here to ask a question of my own :)

(this for anyone who uses an editor that *isn't* WC 1.6)

say you have a cube, in your top down view, and clip it half vertically then horizontally so you have 4 brushes joined together. then you select all and go into your editor's vertex editing mode

in your top down view, you should now see 9 vertex points. when you click on the middle 'one' (there are actually 8 on that z-line but to the human eye in that view, it's one), how many actual vertices does your editor select? is it all 8, the top 4, one of the top 4 or one of the top 4 and the corresponding vertex below it on the same brush?

and what about selecting the top 'point' in 3D mode? all 4 or just the one?

WC1.6 will select 2 aligned vertices but only one brush at a time, and only ever the one in 3D view. just wondering if any others did it differently. at the moment i have to draw a selection box around the point and hit enter to move all of them at once, ultimately i'd like to just be able to click and drag (or hit an arrow key) to move all the vertices at that point 
 
have you tried drag-selecting all eight points or four points or whatever in 2d mode (while in vertex editing mode) and pressing entar? 
Yes 
at the moment i have to draw a selection box around the point and hit enter to move all of them at once, ultimately i'd like to just be able to click and drag (or hit an arrow key) to move all the vertices at that point

just wanting to save time/effort when doing lots of it 
I Think 
3.3 Selects the singular vertex closest to the view.

Seems like there should be an option for this, aside from the middle points on/off thing. 
Tronyn 
I had the same problem when you sent me your RWOP files ages ago - nothing in the active windows.

Probably the only workable option is to use the fix options inside of Worldcraft, but also figuring out a way for the map to stop eating itself with errors.

I've heard of this before but never of a solution. 
Tronyn 
could you copy and paste the line (and the whole brush) in question? maybe someone will notice what's wrong with the syntax.

( -1952 -1088 2368 ) ( -1920 -1056 2368 ) ( -1920 -1056 2336 ) metal5_60 31 63 90 1 1

here's a standard q1 format line in a brush definition.

3 xyz coordinates, followed by the name of the texture, then x offset for texture, y offset for texture, angle to be rotated, x scale, y scale. 
Have To Say 
I pretty much hate 3.3 now.

I think I might go back to 1.6... 
Well 
After starting with 3.3 I hated it. I thought about going back to 1.6a but then remembered all the little issues that version had as well.

They're both temperamental, at least with 3.3 there's proper texture lock. 
Q: So Why Don't You Use An Alternate Editor? 
A: Because now all my maps are in 3.3 texture format...

And I like the interface still. 
 
3.3 is better than 1.6 by a lot, but it's just so damn cumbersome compared to radiant.

I wish I had the balls to go make my own god damn editor with exactly what I wanted to work how I wanted it to work :( 
If There's Hope For Him 
I've Found 
that one of the actual reasons why a lot of my new stuff is on a larger scale than my old stuff, is the ability to move the camera a lot more smoothly and quickly in 3.3.

Heres the data for the first offending brush in the map:

{
( 144 -144 -256 ) ( 272 -144 -256 ) ( 272 -160 -256 ) METALL BARS [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 272 -144 -384 ) ( 144 -144 -384 ) ( 160 -160 -384 ) METALL BARS [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 272 -160 -256 ) ( 272 -160 -384 ) ( 160 -160 -384 ) METALL BARS [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 272 -144 -384 ) ( 272 -144 -256 ) ( 144 -144 -256 ) METALL BARS [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 160 -160 -256 ) ( 160 -160 -384 ) ( 144 -144 -384 ) METALL BARS [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 272 -160 -384 ) ( 272 -160 -256 ) ( 272 -144 -256 ) METALL BARS [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
Could It Be... 
Something as simple as the space in the texture name?

Just guessing. 
Is That A Quake Map File? 
Cause it doesn't look like one. 
 
Cause it doesn't look like one.
yes, it's valve 'mapversion 220' format file 
 
well, whatever it is, it needs to be converted into quake format.

you've got some strange syntax after the texture name (and i'm not sure you are allowed to have spaces either).
is that the enhanced texture positioning maybe? 
Texture Names With Spaces 
are a likely suspect. You should find & replace them with something else in a text editor and see if it works then. 
Connecting Levels? 
I'm certain this is a stupid question, but how do you link maps together so that the player can teleport to the next level(such as how it's done in the original Quake single player).

I know Half-Life used a "changelevel" entity, but I don't see that option available for Quake. Am I missing something?

Sorry if this is an obvious thing, but I can't seem to find an answer anywhere. I am using Worldcraft 3.3 with the Quake adapter if that helps.

Thanks in advance... 
Trigger_changelevel 
:-) 
Durr... 
That makes too much sense.

thanks rj... 
Weird Format 
Some tools do accept hammer map format and produce a quake 1 map, but I'd agree with everyone about the space in the texture name. 
Yes 
Those numbers are the extended texture format, and the compiler has no problem with them. Most quake map editors can't open maps with this extension, but if you're using the editor it was created by (WC3.3) then you'll have no problem.

Space in texture name sounds like the culprit... 
Iris Doors 
How do they work?

Rotating? If so, screw it :)

I've seen them in Quake but can't remember where... 
Bah 
Looks like it does work by rotating objects. Has anyone seen a non-rotating version? 
Iris 
I wonder if you can cheat. If you had two pairs of doors, one opening vertically and the other opening horizontally directly behind them, you'd end up with a square hole as you opened them. If you extended this idea to four pairs (and presumably made the doors fairly thin) you could make an octagon which might look quite iris like. 
Yeah 
that's kind of what I was thinking...

Will post any experiments that work. 
Iris Doors... 
don't need rotating, each slice just moves in a straight line. I think one of the IKBlue levels has this. 
That Sound About Right 
With pie slice floor texture.

I think it can't work vertically though, only horizontally. 
Iris Example 
And For Not QOOLE Users 
Re 9743 
that's not a real iris though. a true iris has pie shapes that rotate outwards.

http://www.youtube.com/watch?v=rskukxKo5UI

but yeah, what preach said works pretty good and looks really cool when opening and has the benefit of working as a vertical door. a lot of sci fi use doors like that. 
Sweet 
yeah you guys were right, it was just the spaces in the texture names. Awesome now I can finish these maps. Yay! Now here's the situation I'm in. I'm using the Nexiuz textures, the originals are 2x the size of the recent Q1 conversion ones, so I want to keep with the originals since otherwise my texturing will be messed up everywhere. I guess my question is, what would be the best way to replace the spaces in the names of the textures in the original wads with _'s, or, is there a Nexiuz texture wad available for Quake with all the textures in the original sizes? 
 
just run them through irfanview to shrink them, it's free :) 
Search/replace 
Wordpad. Or, if the map file is too large for it, a text editor like Notepad++ for example. 
All Your Bases Are Belong To Notepad++ 
 
Alright 
fixed the texture names, now I just need to convert (some of) the original nexiuz textures to the Q1 palette in their original sizes. What's the best program to do this? 
Or 
if anyone wants to do me the favour of converting these textures you'll be rewarded with a couple new Q1SPs, heh. 
Texture Conversion Tool 
TY 
now go invent some other weird creepy sneaky Q1SP stuff :) 
Weird Question 
what is the formula to calculate the maximum distance a sound can be heard?

i don't think volume plays any part in it, just attenuation.

i have some looping sounds that may start when the player is beyond hearing range. if this happens, the engine doesn't register the sound as playing so i need to continuously check if the player is entering hearing range, but the check is done on multiple types of entities with different attenuation values, so i can't just use a flat range. 
You're 
On a higher level than me. But from that question my advice would be change engine. 
 
ask LordHavoc, Spike, mh or metlslime?

The problem where Quake stops playing sounds when the player is out of range (and continues them weirdly when he returns), is, er, a problem. 
 
whoah, we made a good show here. 
 
what is the formula to calculate the maximum distance a sound can be heard?

I never figured this out, in the end i just experimented with different distances until i found one that seemed right. 
 
i asked on inside3d, so we'll see. :)

i just experimented with different distances

i would do that if it was only one sound, but i will have multiple sounds at multiple attenuations, and it would be unlikely that i could guesstimate all differences accurately. 
Sound Thinking 
We can pick atten to lie between 0 and 4. The engine now defines:

nom_atten = atten / 1000

dist = nom_atten * length(sound.origin - player.origin);

So the crucial thing here is to notice how the attenuation affects the distance.
Attenuation 2 samples are effectively twice as far away as attenuation 1 sounds.
Attenuation 0 sounds are always treated as distance 0 away.

The next thing you need to know is that the volume is multiplied by
( 1 - dist) * rscale in the right ear and (1 - dist) * lscale in the left ear.

rscale is equal to 1 + v_right*normalise(sound.origin - player.origin)
lscale is equal to 1 - v_right*normalise(sound.origin - player.origin)

Don't worry too much about what rscale and lscale mean, just be aware that they are never negative and sum to 2.

We need to compute when both the left and right ear go to zero volume, as in that case the sound is not played.
We know that lscale and rscale are never both equal to 0. So the only case we need to think about is

1 - dist <= 0

this implies that
dist >= 1
so
nom_atten * length(sound.origin - player.origin) >= 1

atten * length(sound.origin - player.origin) >= 1000

It is best to keep the inequality in this form, so that you don't have to worry about dividing by 0 if either the attenuation or the length go to zero.

In real terms, this means a sound with attenuation 1 is audible 1000 units away, attenuation 2 is 500 units away, etc. 
You Are A Quake Hero 
 
 
Quake God as Sub-Nigurath 
Sounds Like 
If you are going to run this function very frequently, then you might consider it a candidate for optimisation. As it happens, this inequality is ripe for one of my favourite optimisation tricks. It hinges on the idea that calculating the square root of a number is expensive compared to regular operations such as addition and multiplication.

The length of a 3d vector is calculated as

sqrt(x*x + y*y + z*z)

What we notice is that if a and b are > 0 then

a*a >= b*b is equivalent to a >= b

so we can rewrite our inequality from earlier as:

atten * atten * length * length >= 1000*1000

But we have multiplied length by itself, which reverses the sqrt involved in the calculation of length, and takes us back to the value before that step.

So we can replace that with

atten * atten * (x*x + y*y + z*z) >= 1000000

If we were writing this straight in C, there would be no doubt that this method is faster, it replaces one call to sqrt with a single multiplication. In QC, it's a bit harder to decide if it's beneficial, because vlen would have done the multiplication in the brackets for us, which is a little cheaper than doing it ourselves in QC.

In effect, we have replaced the function call to the builtin vlen with four multiplcations and two additions. It's worth noting that a function call has quite a bit of overhead too, so it's likely that we're a way ahead in doing this. If I'm really honest, this is more of an "inner loop in critical c++ rendering code" optimisation, but it's cute to look at. 
Thanks Again 
very simple when it's all laid out like that, and a nice trick for optimizing vlen calculations. ^_^

(as it turns out, i have other parts in my mod that require frequent vlen calls as well) 
Just Replied On I3D But Hey! Here Too... 
That value of 1000 *may* have been 1500 in an earlier version of Quake. This is based on a comment I saw in somebody's source maybe 6 years ago; can't remember where or who now.

I've no reason to either doubt or believe it, but I've switched to 1500 myself (in fact I've turned it into a cvar) as I like the extra ambience that it generates in a map. 
 
now that i know a little more about it, i found this line in snd_dma.c for fq085:
vec_t sound_nominal_clip_dist=1000.0;
so it looks like id brought it back down to 1000 unless metl did that, but there's no comment there about it. :) 
So 
Iris doors involve maths. Hypotenuese etc.

I got lazy and used a prefab - the lip is difficult to work out. 
Your Prefab Madfox, Thanks. 
 
Ijed: 
that's the problem, yes.

the alternative is to set the movedir directly in the map file, but that requires a quakec change (since as written, a func_door always calls SetMovedir() which clobbers any movedir you set in the map file.) 
They 
Can't be vertical either. I did consider adding a flag to doors, but it seems a bit overkill.

I already have a func_door_model, so maybe that's the cleaner solution. 
Iikka's Ikspq3 Iris Doors 
He uses a lip of 49 and -49 equally on the
8 doors. Maybe the bounding box of each of
his doors are the same size to get that lip.

Otherwise its movement seems perfect, without
gaps. 
Madfox' 
Example has a total of four different lip values with the opposite pieces moving on the same axis being the same.

None of the values are negative either.

A .mdl solution is a maybe, but not ideal since I'll have to fake the collision. An external bsp could either prove impossible or the solution to everything... 
 
Yea, it's just those 4 doors that move at 45 degree angles that have a lip thats hard to get right. Maybe Iikka's brush model at the corners (45 degree) have multiple brushes to change its bounding box, thus making it easier to figuring out the lip. 
Ijed: 
if you modify the qc to set the movedir yourself, you can make vertical iris doors too. 
Good Point 
And I do have a place for a vertical one that would be very cool since the player is thrown through it as it opens by a trigger_push into a large section of pipe beyond.

Will have to think about this. 
Like A Diafragma... 
The prefab of the irisdoor was a rather strange collector item as I couldn't find it in the Qoole prefab directory.

I saw it once in 2004, when the Qoole side still excisted. I couldn't find it as it was in qml format. When I finally found it I realized all the lip sizes were in it, and I even understood less from what I saw.
Glad I could find it in my dusty archive.

I tried a vertical irisdoor with func_trains,
but it really gave me the creep. 
Hm 
func_train works in theory. Would be a lot of pissing about on a very small grid though. 
Path_Corners 
I am having trouble with my Ogres.

Going upstairs he is OK but when he returns, he seems to get stuck and twizzles around on one or two of the steps. He looks like he is searching for the way down but never finds it. Other monsters, such as knights and hell knights, are fine and follow the same path_corners without any trouble.

Is this a bounding box issue and do I need to allow more room on one side going in one direction?

For instance, I seem to remember that in the xy view, the lower left hand corner of the path_corner is significant. But could there be relevance to the direction of travel so that I should allow more room on one side in one direction but more room on the other side in the opposite direction?

There is only one monster on this path and no other monsters can cross the path, or otherwise get in the way of the ogre. 
 
Well, Hell Knights have the same bounding box as the Ogre so I'm not sure what could be going on... 
Well 
id1 Ogres as the same size as a Shambler, so if there's a bottleneck smaller than 64 units they can get stuck. 
 
If you use your own progs, you can simply give ogres the smaller bounding box. 
Willem 
No they don't. Hell knights use the smaller box, ogres use the larger box.

If the ogre is going up fine, but not down, then you need to raise the ceiling by the height of the step. If it still doesn't work, then keep increasing the ceiling height. But 1 or 1.5 x height of step should be enough.

For gb's suggestion to work, you would need to make them use the smaller box. And yes, they do completely fit inside it. 
 
in order for a monster to take a step, it has to have it's 4 corners of it's bbox 'on ground'. the monster is allowed some leeway, but if the steps are too short, it would have to 'skip a step' which makes the vertical distance too far down.

essentially, the big monsters need bigger steps. :P 
Lardarse 
obviously, without seeing the map, i can't be sure, but i don't think it's a ceiling issue.

the check when walking up a step is different from when walking down.

it is allowed to step up more than it is allowed to step down. 
 
Aaah yes, I think you might be onto something.

When stepping up, the front corner(s) need to be moving into something, and have a place to stand that is less than maxstepheight (there is a cvar for this, default is 18).

When stepping down, however, it's something like the middle of the box needs to be above a point that is no more than maxstepheight away, while the back corners are still on the top step.

This suggests that the only thing that will work, is either a smaller bounding box, or wider/shallower stairs. 
 
"in order for a monster to take a step, it has to have it's 4 corners of it's bbox 'on ground'. the monster is allowed some leeway, but if the steps are too short, it would have to 'skip a step' which makes the vertical distance too far down.

essentially, the big monsters need bigger steps. :P"

Are you sure? Ogres can navigate standard sized stairs in most maps that I've made. I've never had a situation where I needed to make stairs deeper to accommodate the bigger bounding box ... or maybe I've been doing it just automatically and not running into this. I dunno! 
Upstairs, Downstairs And In My Lady's Chamber 
So I guess that I'll stop trying to get the ogre to walk down the spiral(!) staircase then.

Mind you, he looks quite funny when he is twizzling on a couple of stairs (he sort of dances between them) and I may leave him there just to give the player a laugh before he blasts the ogre's head of with both barrels.

Thanks for your help everyone. 
Spiral Stairs? 
That clears it up :) 
 
spiral, yeah. monsters have even more trouble navigating down stairs that are at an angle. even if all the steps are 45 degrees.

remember that bboxes don't rotate, so when the square bbox hits, say, a 45 degree angle, his leading corner will be even further out than usual (owing that it's a diagonal relative to the 45 degree step). you need to make your steps even bigger in that case.

note that if your steps are in an L shape, they can have trouble on the corners of the steps as well.

willem: now that we know that the map has spiral stairs, it's probably more owing to the non-right angled stairs, but you can see this for yourself by building a stair that is 16 units high and 16 units long. small bbox monsters should still be able to use it, but large bbox monsters will treat it like a ledge. 
Closing The Loop... 
http://img202.imageshack.us/img202/287/fitz0017.jpg
http://img94.imageshack.us/img94/3716/fitz0018.jpg

"He was twizzlin' away, 'till the closing of day, and singing a smoke-twizzlin' song. There was an aeroplane circlin' but he didn't notice at first, 'cause it was so cunningly disguised as a dragon." 
 
trigger_monsterjump (or whatever it's called)

SOLVED! 
Alternative 
Make a pillar so the steps closest to the internal bit of the U aren't so short - the outer width of the steps looks fine for even fatboy to walk down them.

Alternative2:
http://www.mobility-superstore.com/stairlifts/

Might be tricky setting up the func_trains though. 
Ijed 
That's just what I need, never mind the Ogres! 
You Have 
A large bounding box? 
Large Bounding Box? 
...oh yes, my box bounds large.

I got round the 'problem' with my ogre by setting the path_corners right next to the right hand side of the stairs where the tread is widest. He goes up and down with a slight twizzle on one step. The downside is that he does not appear to walk on the stairs, he looks as though he is floating above them.

But at least in gives that degree of randomness associated with wandering monsters.

Onwards and upwards, as they say... 
Hahah 
Anyway - I didn't think of the path_corners - you can already tell him where he supposed to be.

Looking forward to it, always liked shallots. 
Some Simillar Path Corner & Ogres. 
How come the Ogre stops, when there's a 16 or 32 gap on its pathway?
I tried the OldOgre , but he always stops as soon here's a 16 unit gap.
I even tried a clipbrush of 8 units.
To make the screenshot I had to force the Ogre on the midle of the path.

http://members.home.nl/gimli/OldOgre.jpg 
Madfox: 
monsters use the visible geometry (hull 0) to do pathfinding checks. So even if the collision hull (hull 1 or 2, depending on the monster) is flat and continuous, the monster will stop if there is a visual gap. (visual gaps that are 16 or less units deep are okay because they are treated as a step down.)

So, clip brushes won't help because they are not included in hull 0.

Func_wall with a skip texture might work, through. 
Thanks 
I wondered why I couldn't let him walk the hallway, while in the old screenshots it does. 
That's Cool 
like a viking ogre or something :) 
 
hehe weardo :) but look sweet!

Ogres and Vores are my favorit monsters of Quake!!!

Awesome to dance with! 
OldOgre FTW 
 
Monster_count 
I made him a new shield.
Now my God help me with the shielding code!

Something else... I'm so far I have made a level finished. Now I'm troubled with the wrong outcome of monster-count.
I have 168 monsters, the end count is 150.
I deleted the swimmonster_start ,which is double coded in the rotten_fish code.

Where can I trace this error? 
Madfox 
We have at least two coders on the team, you know? Why not ask them?

Just thinkin'. 
Madfox: 
if you have 18 fish, perhaps they are not counted. Maybe your fix for swimmonster_start is incorrect. 
I'm Not Codeproof 
@gb - you're right.

@metlslime- I assumed in the FISH.QC the part of the swimmonster_start is used twice.
First after the frame count, and later at the last line.
So I deleted the ones after the frame count.
And indeed, I used 18 fishes. 
 
well, that is correct, there is originally a total_monsters = total_monsters + 1; //the fish bug in both swimmonster_start and swimmonster_start_go. if you deleted one, that should fix the problem, so maybe you accidentally deleted both? 
Incidentally 
there's a lot of redundant crap in all three of the XXXXmonster_start and _start_go functions.

these days, i like to make a function for setting up the XXXXmonster_start stuff, and then another one to set up walk targets in XXXXmonster_start_go.

this makes adding in new stuff really easy, cause you can just dump it into those functions.

probably most people do that already, but i thought it'd good to mention it in case. :) 
V101QC 
FISH.QC
line 21: void()swimmonster_start; (I deleted)
line184: swimmonster_start ();

Maybe I should turn it back in.
Can't remember where this hack was about. 
 
monsters.qc 
MONSTER.QC 
line 185:void() swimmonster_start_go =
line 229:void() swimmonster_start =

I added the line 21 in the fish.qc but I'm left with 18 monsters untraced.

Which line in monster.qc is the cause? 
 
void()swimmonster_start; is a prototype, deleting that would probably just give you a compile error somewhere else. 
This Might Be It For The Fish Count ? 
You might already know this, add the " // "into monster.qc as shown below. You'll still have a duplicate line (not commented out) near the end in monster.qc



void() swimmonster_start_go =
{
if (deathmatch)
{
remove(self);
return;
}

self.takedamage = DAMAGE_AIM;
// total_monsters = total_monsters + 1; 
Hammer Users... 
Is there a way to turn off the face shading that Hammer does in the 3D viewport? It's OK in most cases but it's kinda dark in a few directions. I don't see anything in the options screen... 
 
So, "no" I guess. "setgamma" ahoy! 
OK, Wtf Hammer? 
Do any of you Worldcraft/Hammer guys have any insight into this problem?

I find that tweaking entities is a maddening experience because I have to fight with Hammer to get it to write out changes to entity key/values. It just flat out doesn't do it half the time. I've taken to opening the MAP file in a text editor and verifying that the value I edited has written out correctly before bothering to compile.

I can't find the pattern. If I knew that a specific series of clicks would make it work reliably that would be one thing but I'm coming up empty.

Has anyone else experienced this? For example, I'm tweaking the "height" value for a func_plat and it seems to write my changes out randomly - sometimes will, sometimes won't.

Help? 
I've Had That.. 
..very occasionally with WC1.6. always thought it would have been so much nicer to have an 'ok' button when entering entity values, as sometimes like you say it just doesn't properly read it.

that said, it wasn't as common a problem as what you are enduring by the sounds of it.. and i think it only ever happened when multiple entities were being updated at once. i found after a while that just clicking off and back on to an entity would confirm if it had been read properly 
Willem 
shut the fuck up,........ 
 
spy

I didn't send you email again. Did you not receive it still? 
 
calm down ladies... so much stress?

what about when u guys will have ti kids+wife+work?

suicide? 
Yeah 
Take anti-aggression advice from Trinca. 
/\ 
 
Gtkradiant 
Where should someone put their Quake textures in Gtkradiant 1.5 if they wanted to make quake maps? 
In The Id1 Folder 
 
Gtkradiant 
I have textures here: F:\quake\id1\textures\ik2k
and here:F:\Program Files\GtkRadiant 1.5.0\q1.game\id1\ik2k

Still, I see no textures. 
 
Texture .wad files go in id1. I don't know where individual images go, or if that even works.

quake/id1/texture.wad 
Lighting Models.. 
i remember not too long ago, someone explained how models are lit in-game depending on their position & what not. can't remember the exact discussion!

i'm having some problems with crucified zombies.. here are two of them facing opposite directions at each end of the hall, same lighting:

http://isoterra.co.uk/quake/e2m6rq/zombie1.jpg
http://isoterra.co.uk/quake/e2m6rq/zombie2.jpg

one is barely visible, the other is far too bright (facing west & east respectively)

facing north & south they seem fine, again with similar surrounding light levels:

http://isoterra.co.uk/quake/e2m6rq/zombie3.jpg

how does it work again? is there a fix? :d 
Thanks. 
Yeah I had this idea that the textures had to be unpacked as individual image files before gtkradiant would see them. 
Rj: 
is that fitzquake? Do you have the same problem in any other engines? (meaning, is fitzquake behaving differently?)

I've begun to suspect there is a problem with the way fitzquake interpolates light values, which results in stationary models getting lighting that may be different from the standard quake clients. 
Good Point.. 
yeah it is. the quakespasm sdl port. i'll try it with glquakebjp when i get home 
 
metlslime join this in to do list ;)and don't forget .jpg screenshot suport 
Okay.. 
so it's not fitzquake. same problem on the aforementioned :/ 
 
What happens if you move the zombie slightly, or if you delete and reinsert (c/p) the brushes beneath him? 
Rj: 
Is the origin of the zombie directly above a single brush? Or is it above the edge between two brushes? Might be that it's randomly choosing one of the two brushes. 
Rj 
check the angles on the lights again ;) 
Well There Are No Light Angles... 
origin is directly above the edge of the little wizmet brush

tried moving the zombies slightly. bizarrely, moving the east-facing one (the bright one) 2 units back into the wall fixed it; it now lights the same as the ones in shot 3. at the other end however, moving it 2 units into the wall makes no difference and moving it 2 units out makes it fullbright. no joy re-adding the brushes either.. 
How Far? 
The code says 12 units into the wall for a horizontal/verical wall. On a 1:1 diagonal wall, this should be reduced to 8 units.

Assuming that doesn't help, I have no idea... 
What's On The Other Side? 
I haven't looked at the lighting code for a while, so this is just a theory. With the zombies set back into the wall, might it be possible that surfaces on the other (back) side of the wall are contributing to the lighting? 
 
yeah, i wanted to ask: is the map sealed or is there some geometry behind the wall with the zombie?
i think i remember a case where it happened in an unsealed map, and when it was sealed and the outside faces culled, the problem went away. 
 
i wanted to ask: is the map sealed or is there some geometry behind the wall with the zombie?
i think i remember a case where it happened in an unsealed map, and when it was sealed and the outside faces culled, the problem went away


well, it was unsealed and that wall backed out into the void.

so i tried doing a full compile of the whole map, which is sealed in its entirety, so i could test your theory.

i then went to the area and noclipped up to inspect... and only THEN remembered that in my fed up frustration the other night i ended up ditching the zombie altogether and replacing him with a hanging flag ;/

= dunce ;/ 
 
i hope you don't mind, but i had a good chuckle at your expense. that sort of thing happens to me all too often. ^_^ 
Mapstructure Versus Info_notnull 
I'm on the end of my map and I'm trying to get it realvised.

After the -th version I keep this error of some brushes that keep disapearing in some views. I tried everything to get it right, force to grid, reshaping but the error remains.

As I look at the mapstructure the brushes are changed from MapStructure to info_notnull.
I haven't given them these option, it just occured.

Could it be the root of this malviewing? 
Madfox 
needs Hammer ;) 
Out Of Nails 
I thought it was mapping help..,
let's have another editor. 
Mapping 
I use the BSP editor, and I have to be careful and always use the Esc Key on my keyboard to de-select brushes before selecting brushes for an entity. If not, some selected brushes (not in my view) could get an entity applied that I didn't want.

I don't think you want to force to grid all your brushes after you draw them or clip them. First select the grid you want, like 1, 2, 4, 8, 16, units etc, and draw your brushes to that brush(grid) resolution, or clip to that unit resolution.

Brush entities that disappear while viewing at different angles may be due to being built partially out of your level. Large multiple brush entities that span a level could do the same. Giant sized multiple brush entities can be made though, that don't disappear. 
 
work with grid 1 for what?

force to grid? :\

This is the kind of tools "not to be used" 
I Try Not To Go Any Smaller 
than a 16x16 grid. It happens sometimes, but usually I keep the grid that size or bigger. And yes - as I am dragging out my new brushes they are snapping to the grid.
Also selecting another brush in WC will always de-select any other brushes unless you are holding the shift or control key.
Also WC has the ability to send any brush entities back to being normal brushes. Just select the entity and click on a button "to world". 
 
Yup, I usually use grid 16 and higher, but for clipping I sometimes go down to 1 and 2 units when making something over 50 faces.

Forcing to grid, not sure how that works, but if a grid is changed is the brush going to adjust to the new grid when selected? That might explain things.

And, my previous editor also de-selected as a new brush was selected. BSP is opposite and hard to get used to, but I'm managing. That's the main reason, I think, that people hate changing editors. Unlearn'id what they learned! 
Force To Grid 
I have this cave with sidebrushes of triangular shapes to make a terrain shape.
Some brushes fit well, others don't.
The ones that won't fit I force to grid on 1 unit grid. As the center of the brush is placed back to integers the outside can change.

The only way to avoid hom's of the sidebrushes was to change them all into func_wall.
Problem solved, signon calling to minimize the func_entities. 
 
what light and vis command you guys use?

mine:

e:\Quake I\quark\QTools\Vis.exe -level 4 -priority 0

e:\Quake I\quark\QTools\Light.exe -extra4 -gate 1 -addmin -range 0.45 -dist 0.8 
Wow 
what light and vis command you guys use?

mine:

e:\Quake I\quark\QTools\Vis.exe -level 4 -priority 0

e:\Quake I\quark\QTools\Light.exe -extra4 -gate 1 -addmin -range 0.45 -dist 0.8
 
 
Gotta try those commands out some time, I still just use -level 4 and -extra. I'm new to Agguire's tools. Been using something like "delay" "2" and "wait" "1" on lights, and stuff looks alot better.

Madfox, if you make all your brushes with the grid at 16, and move edges and points around to make terrain, everything should match-up at the 16 unit grid. No need to move something 1 unit. Also, if every brush is made and clipped on the grid ( grid from 1 to 128 units and larger), all brushes should be integer.

I played lots of your levels and can see brush points less than 1 unit, though. So, it's just something you need to setup properly in your editor. Trinca will write you a tutorial! 
Wait 1 
..is the default behaviour just so you know. wait 0.5 makes the light cover twice the radius without increasing the brightness level, wait 2 halves it, and so on. so if you have a high light value with a high wait, it will create a small bright spot, whilst low brightness & low wait will dimly light a wide area.

although i confess i only use -soft out of those compile options, and -extra4 on the final compile. need to look into them a little more... 
 
roblot whould be a cool stuff... me making a tutorial... my English rockzzz :\

will be a peace of crap :p 
Grid 1 
I use grid 1 quite often for details - building complicated door shapes to exactly match the texture, making buttons that exactly line up with the cutout in the texture. That sort of stuff.

I regularly use grid 2 when making ladders or handrails.

No problems, rarely get any error messages.

Radiant's Translate tool makes sure it all stays on grid. 
Thanks 
Didn't know that "wait" "1", I just copy other peoples stuff alot. Trinca you really should send out editor setup info or something. I think it would help. Some people speak other languages, so reading english makes mapping twice as hard. If I had to learn another language, like British or something, I'd never know what I was doing. 
Grid 
vis -level4
light -dist 0.7 -range 0.7 -light 15 -extra -soft
ingame light wait 0.3

terrain maps.
I know it sounds weird, but I tried to make a triangular brush that fits exact on the 16 grid.
Normal triangel brushes always go off grid. So I placed the boundary on the 16 point grid and keep hashling the corners untill they fit on the gridpoint.
After forcing this brush to grid I used copies of it to make a large flat surface. Then I raised all the triangles and made them sloping.
By doing so, the centre of the brush gets offgrid again what results in these coarsed lines.
Then it tends to the compiler to show what's the outcome. Sometimes they match fine, sometimes it needs new forcing to grid.

I know this sound rather strange, but I was curious when I saw the original triangular brushes, with their angles of grid.
With good use of light it can be minimized.
That's in Quark6.5 alpha. 
 
Maybe try this.
1. First set grid. Brushes placed should snap to this grid setting when adjusted.
2. Place all the square or rectangle brushes you need. Oh yea, turn off texture lock!
3. Make the triangles you need out of the squares and rectangles, or slope the square and rectangle brushes as needed.

If the editor does this wrong, then it's giving you a hard time. The BSP editor does much more complex copy, paste, merge, and rotate of multiple brushes really well. 
 
Oh yea, turn off texture lock!

Has MadFox ever turned on texture lock? 
I Say It's On 
But only Madfox knows fur sure. It's funny, I downloaded Travail (great stuff)over a year ago and still have 2 levels to go. I downloaded Abandon (witchcraft was best)just about 2 weeks ago and finished it, only missing 1 secret level. Go figure? 
 
But only Madfox knows fur sure. It's funny, I downloaded Travail (great stuff)over a year ago and still have 2 levels to go. I downloaded Abandon (witchcraft was best)just about 2 weeks ago and finished it, only missing 1 secret level. Go figure?
you like an abandon better? :rofl: 
Is It A Quark Option? 
I thought it no question as I found no texturelock in Quark6.5
(I might be wrong?).

Also there is no compromise between the two mods, as the first is a project of compagnionship and the other a one man thing.

@roblot- here's a figure. It's a sideway underwater in amount/r2b2.
http://members.home.nl/gimli/amount.jpg
There are a few demo's on modBcom :
http://www.moddb.com/mods/abandon 
Nehahra Too... 
Gotta play some more of it sometime also. Must be gaming mood or something. But Travail is much better, and is almost as good as what I'm doing... Ha!

If texture-lock is on and you copy the brush just above the tunnel, then move it to the right, you'll have mis-matched texture tiling as seen in photo(unless that seem falls on the 128 grid). With texture-lock off, your terrain will tile seemless. Unless you want a staggard tile look for a reason.

I know almost nothing about Quark but you say you got alfa? At Quaddicted I've seen beta4 or something. Also, you might have multiple installs of Quark or upgrades that conflict in the configs of the programs? Try complete uninstall, including registry items in Windows(HKEY_LOCAL_MACHINE - SOFTWARE folder), maybe. 
What's Better ? 
when you make a room out of a cube, to make it hollow outwards (-) or inwards (+) ?
I would think outwards would be better because the inside of your cube would be lined to the grid. (?) 
Repent Sinner, Repent !! 
Never use hollow maker: this is blasphemy !!! 
Why Not ? 
Really, I've always used it ... 
When You Build A Box.. 
..with the amount of clipping you then have to do to 'open it up', you're probably no better off than had you laid it down brush by brush

i only use hollow for misc entity boxes out in the void (teleporting monsters, spikeshooters etc) 
There Are Good Reasons.... 
... not to use Hollow makers: check #1461 and after.... since this time I never used again Hollow maker, believe me: it is safer !!!

Blasphemy !! Heresy !! You'll all burn in Hell !! 
 
Guys, he said he was hollowing out a cube. If you're using an editor that can't successfully hollow out an axis aligned cube, it's time to find a new editor. 
 
Guys, he said he was hollowing out a cube. If you're using an editor that can't successfully hollow out an axis aligned cube, it's time to find a new editor.

i'm not sure how you deduced that from what i wrote?

ron: to answer your question, if you hollow inwards (at least in WC) it should still align to the grid as it goes by the thickness of the walls, so it makes little difference. but it's generally better practice to construct rooms brush-by-brush in most cases, partly because it gives you more control but mainly because it helps discourage the old boxroom-corridor-boxroom syndrome :P ..although it is still useful for throwing testmaps together and the likes 
 
I don't see how you figured I was replying specifically to you. 
 
because it was only JPL and me who responded to the question, and 'guys' clearly indicates a plural? 
Rj 
...it's generally better practice to construct rooms brush-by-brush in most cases, partly because it gives you more control but mainly because it helps discourage the old boxroom-corridor-boxroom syndrome :P

I fully concur with you ! Thqt is exactely the point... hats-off... 
Rj 
Willem would have sent you a mail if the reply was for you only. Don't be so selfish and egocentric.


Ok, enough. :-P 
 
"because it was only JPL and me who responded to the question, and 'guys' clearly indicates a plural?"

FFS. 
Mindless Pedantry Or A Point To Be Taken? 
you decide. 
But Back On The Subject Of Mapping Help.. 
..does anyone have any insight into why all switchable lights would fail when compiling a full map? they work fine when compiling each section individually (it's split into about 6-7 'areas' in the form of visgroups) but can only display at full brightness when the whole thing is done, whether the 'start off' spawnflag is on or off. no errors in the light log or anything..

it's a bit of a limitbusting map if that counts for anything, breaks just about all of them... 
 
have you checked if you're getting any 'too many lightstyles' errors?

also, i've accidentally ticked the 'not in xskill' box on a light and not have it toggle because it wasn't present in that particular skill level.

if it's 'limit busting', it's possible you have run out of lightstyles.

you get 64 total light styles, the first 10 (not including 0) are for flickering lights, and the compilers only assign 32-64 (or 32-63?). so in actuality, you only get 32 light styles; 32 seperate switchable lights. i'm not sure if light.exe will collapse multiple lights with the same targetname into the same lightstyle or not, although it should otherwise even stock quake maps would have 'too many lightstyles' errors. 
Hollow 
Some editors will, when "hollow" is used on a cube to create a square room, make a nice square room of six brushes...but the brushes will all still stretch to the extents of the original cube, and will overlap.

Will a decent compiler usually clean this up and toss out the overlapping bits? Yes, usually, but it will still be messy in the editor, and potentially confusing.

Nothing wrong with hollow as long as you do any necessary clean up the result afterward. 
 
"on" the result, rather... 
Thanks For All The Replies 
What I usually do (in Worldcraft) is
- make a cube the size of your room to be.
- make it hollow outwards
- ungroup the thing,so your left with 6 brushes
- copy and paste (special, to same location) a brush 4 times and then shape them to fit a door in, 1 for the door, 1 for the left of the door, and for the right and one for above the door.

It does work that way.
I don't know if it's smart or handy though.
The thing with mapping is that you basically have to learn how to do it yourself.
The tutorials only show you the basics.
I still find it very difficult to find efficient ways to achieve things.
That's why I love this website ... ;) 
Hey... 
You know that combat music in Star Trek when Captain Kirk is battling a Klingon in the arena (with pick axe, spear, and shovel), well that music was playing in my head a few posts up.

I was thinking, HollowMaker sounds like an excellent stand-alone program that could work this way. First you make a cube in any of the editors available. Next, export the cube. Now, import the cube into HollowMaker. It has just 1 button, Hollow_out ! Now export and import into your favorite map editor. Voila ! So easy, and you'll want to do it over and over again.

I feel so hollow... Hey wait! HollowMaker hollowed out my brain.

Where is it?

It's in Quark? But I use BSP...

Spock, help get my brain back!
...my next map title... 
Sounds Like You Need UEd 
 
 
have you checked if you're getting any 'too many lightstyles' errors?

hrm, i compiled again to check, and this time it worked okay.. bizarre.

it is something where just because it works correctly one time it doesn't mean it will work all the time? or can i assume that it either compiled correctly or it didn't? 
 
did you run a -onlyents? remember to run a -onlyents on both bsp and (aguire's) light to reconnect lightstyles with the entities.
-onlyents on bsp breaks that connection (probably cause it can change the order of entities). 
Ahh 
that would be the problem :)

didn't realise there was an onlyents light option.. thanks. will have to add it to your compiler gui 8) 
 
cool, glad it's been useful! ^_^ 
Quake Sounds And Sample Rate... 
what's the deal with quake sounds?

I thought they had to be 11kHz 8bit mono, but i just made a 44kHz 16bit mono sound and it loaded in both fitzquake and winquake... so is that okay? Is dosquake the only quake that needs 11kHz 8bit sounds? 
 
The beta or qtest used 44khz so I think it was a size or performance decision. 
 
Your 44kHz sound will still be downsampled to 11kHz, though, unless you set -sndspeed 44100 in the commandline (which doesn't work in Fitz085 as far as I can tell). 
 
11kHz .wav files are much smaller, so yeah, that will have been the reason. Considering the download speeds of the mid-Nineties, small sound files = good sound files.

Decent engines support -sndspeed 44100, I'm pretty sure it works with FitzSDL / Quakespasm. Under Linux and for me at least.

Still, -sndspeed 44100 will not magically restore Quake's sounds to their original quality. Once downsampled, those ones and zeroes are gone forever.

All that -sndspeed 44100 does is play 44.1kHz .wav files at the correct quality. 11kHz files will be nominally upsampled for playback, but the lost information remains lost. As with dried fruit - you can't magically restore them by putting in water.

id ruined Quake's sounds to save space, which is understandable for the shareware part (download size), but idiotic when you have CDs (and the soundtrack is 44.1kHz anyway).

Also, yes, it is OK. Dunno about Dosquake, but I'd be willing to bet it is OK with that as well.

And just a notice: Mappers and modders who provide 11kHz sounds along with their products are shooting themselves in the foot. There is no benefit to that, only drawbacks.

If you provide 11 kHz 8 bit sounds with your map, and someone plays your (Quoth or otherwise) map under RemakeQuake with -sndspeed 44100, the quality of your sounds will be comparatively (and noticeably) bad, at least if the player has good ears and is wearing headphones. In short, 11kHz sounds are pretty dated and will become obsolete in the future, maybe not with RemakeQuake, but eventually it's inevitable.

Whereas when you don't downsample them, they'll be converted automatically at runtime and fit right in with Quoth etc. 11kHz sounds, so there is no problem at all AND your sounds are future proof. 
Spirit 
> The beta or qtest used 44khz

I think I checked all of those distributions and TMK that was not the case.

If you have a version of id Quake with 44.1kHz sounds, I would like to see (or rather, hear) it. 
 
i always downsample my stuff to 11khz 16bit and 8bit if the sound has constant volume. if you leave the built in downsampler do the job itself, it does it on a similar level as the image resizer in glquake. (sucks) 
 
 
I'm surprised how well some sounds and music can be at 11 khz 16 bit. Currently, I'm mixing everything at 44 khz 16 bit stereo, then make a final downsample copy at 22 khz 16 bit mono for glquake. Lower recording levels keep sound quality at par between the different sample rates. I'd say choose 11 khz 16 bit over 22 khz 8 bit though, 16 bit is more important. 
 
8 bit is really grotty.

I also think that the downsampling is done by the sound card, and hence the quality of that might play a role, but I don't know for sure.

I don't see the small loss by downsampling in realtime from 44 -> 11 kHz as a problem, considering the abysmal quality that comes with 11kHz anyway.

The result of downsampling *always* sucks. 
Spirit 
Ah OK, thanks. But I'm pretty sure I looked at all of the QTest sounds and almost none of them are 44kHz - a fair bit are 22kHz though. 
 
The result of downsampling *always* sucks.

I figure you'd better make sure your sounds are still acceptable when downsampled. For example if your sound is primarily high-pitched, it will be destroyed by 11kHz downsampling, and you should probably come up with a different sound. If it's mostly low with the high pitch adding just a crisper overall sound, then the people playing with 11kHz mixing will at least hear something appropriate. 
Well 
this are basically DSP (Digital Signal Processing) theory: you can over-sample, nor down-sample a signal without interpolation filtering..
For down-sampling it is straight forward as soon as the new sampling rate is a multliple of the original sampling rate (e.g x1/2). Additionally, it is obvious that human ear dynamic range has to be taken into account (that is in [20Hz:20kHz] range)... So sampling a signal @11kHz is quite crappy except if you are almost deaf, at 22kHz it can be acceptable if there are not that much high frequency (i.e above 11kHz)... and 44kHz is the best..
Furthermore, remind that each individual has its own ear dynamic that vary a lot with age: a children has a higher dynamic range than an gran'ma generally...
Anyway, there are no better method than never down-sample a sound under 22kHz if you want an good (or acceptable) sound quality... and also a good soundcard ;) 
Light Question Again.. 
how crucial is the 'too many lightstyles on a face' warning? will it crash old engines or just cause stuff to not light properly?

4 is an annoyingly low limit 
Too Many Lightstyle.... 
Extract from aguirRe's tool tips: http://user.tninet.se/~xir870k/tooltips.txt

"Too many light styles on a face, lightmap point near (x y z), tex, light->origin (x y z)"
Too many styled (torches, flickering etc) lights in the specified area. Reduce # styled lights or their range in that area. You can also try option "-gate #" to limit the range of
attenuated lights.


Actually the limit depends of your light tool, but as explained above it can be easily solved by reducing the number of lightstyle on a face... maybe you should contact aguirRe and ask his advices... and if you are lucky, he could do you a favor by sorting out a new light tool with increased limit regarding lightstyle... who knows ;) 
 
i don't think it's just a tool limitation or aguirre would have pumped it up higher.

what will happen is that the light on those faces from the extra lightstyles just won't be shwon. this can lead to hard edges between lights.

aguirre's light is better than most and will try to discard the least visible one or prefering to use the minlight/sunlight before anything else.

still, it's something that you should try to avoid.

as for old engines, the problem will look the same as in new engines (unless it's an engine with real time lights of course). 
 
cheers jpl but it is kinda obvious what it means & how to prevent it ;p just wanted to know what the negative impact on the map was.

what will happen is that the light on those faces from the extra lightstyles just won't be shwon. this can lead to hard edges between lights.

i see.. i usually get it when attenuated lights spill over into the next room and i don't think the effect has ever been noticeable. excessive compile warnings are never nice but until now that's been the only reason i've tried to avoid it.. 
 
Dumb question but where are those orange textures that I see people shelling L4D and HL2 maps with? Which WAD? 
 
rj: yeah, like you'll never notice it if the overlapping areas have only a small amount of light shining on it, but try placing several bright switchable lights like 128 units apart and you'll definitely see it. sometimes it can be ignored, and sometimes not. :S 
Rj 
Negative effect in map is also straightforward: bad lightning on a face can simply gives somes weird shadow effects, making the lightning completely unrealistic... 
..or Not, In My Case 
the effect wasn't visible so it seemed like it could have been a false warning that possibly only applied to old engines and/or may have caused problems loading the map in some setups...

i know now that isn't the case, however that was not as obvious as suggesting that a 'too many lightstyles on a face' problem can be solved by reducing the number of lightstyles on that face... capiche? ;) 
Rj.... The Italian Buddy... 
Well, I should have written ...bad lightning on a face may simply gives somes weird shadow effects.

Actually, if the tool generates the warning, it means there is a problem. It does not mean it is visible, as it certainly depends of each individual light strength on the face that generates the issue...
I remember having such warnings in my very first map, and that I never noticed any weird light/shadow effects ingame....

So you have to inspect the area ingame, and then:
- either you are lucky and you don't give a shit to the warning as nothing is clearly visible
- or you are in deep shit as you have to rework your lightning effects....

Experiment !! 
Rj: 
this is not an old engine vs. new engine bug. The bsp format only allows 4 light styles per face, so light.exe will pick four and if there was a 5th style, its light will not be present on that face.

What JPL says is true: if the extra style was contributing a very low amount of light to that face; its absence will not be noticeable.

If yo do need to fix it, you should reduce the number of switchable lights or styled lights in the vicinity of that face -- either fewer styles, or fewer targetnames (for switchable lights) or give those lights a smaller radius or something. (assuming the lighting tool gives coordinates of the face.) 
Yes. 
i gather that now. nonetheless i thank you for your detailed reiteration of JPLs reiteration of necros' answer to my original question ;) 
I Vaguely Remember That Error 
But what I remember more is one compiler giving the error, and not another, in exactly the same map. Any ideas? 
Willem 
I sent some wads out to Quaketastic, not the stuff you mentioned though. Was too early to think staight also... 
Re: 9913 
different compilers compile differently? ^_^; 
Hitting The Decks 
When a scragg is killed and falls to the floor, how is the floor being detected i.e. time to stop falling, - is it within qc or is it an engine thing? 
 
scrag uses hull1 when doing collision. all collision is done by the engine. 
Snap2grid 
Is there a way (shortcut) to snap brushes to the grid in gtkr1.5? 
It's Like... 
ctrl-g isn't it? Or is that only in previous versions? 
 
Yes, that's it. Thanks 
This Train Is Being Stubborn 
I'm always positive I did something like this in the past, but for whatever reason now, it isn't working.

I have a func_train which sits at destination 1. You have to trigger it to get it to move to destination 2. It arrives at destination 2 and stops until triggered again, to go back at destination 1, and the process repeats.

The problem is, the train stops at destination 2 and stays there, regardless if I try to trigger it again. I've tried setting its path_corner to "wait" "9999999" but it doesnt seem to make a difference.

What can I do to get this train working the way I want it to? I'm sure its something very simple that I've overlooked. 
 
I think it's "wait" "-1" isn't it? 
 
I tried "wait" "-1" as well, same result unfortunately. 
 
i'm not so sure that's possible with standard progs. 
 
it's not. the stock func_train is very rudimentary. :(

if you're just going from one point to another without any other paths in between, you could just use a toggleable door, otherwise, you're out of luck. :S 
You Can In Quoth Cant You? 
 
 
yeah, hipnotic progs also has this (which is where it's from). 
Darn... 
Was hoping there would be a solution. And yes, the train does run on multiple paths.

Well fellas, I hope you won't mind waiting for the train when it comes time to ride on it again. 
Hm 
if you replace the shub teleball with a blank model (like with a single vertex or something) and just have it move at the same speed right above the train, you could have a teleporter that brings you to it.

it's not a great solution, of course. 
Orl 
A multiple-platform train, then. Or shortcut teleporters opening up after it has reached its destination. 
Shortcut Teleporters 
are handy, but they thwart immersion because they are usually incoherent with the theme of the surroundings. Why would there be a platform, for example in a base, in the first place if people could just use a teleporter? Why do the teleporters open only after you have used the platform?

I think if you cannot make it work with a platform, and cannot deliver a reason to use the platform in the first place, then you should think of something else.

It's a different matter if your theme is more fantastic, of course. If your surroundings are surreal and don't make sense (Contract Revoked would be an example), you can get away with being incoherent. But still I would prefer if such gimmicks are used only where they make some sort of sense in the context of your surroundings. 
Switchable Lights Question 
Is it possible to make one button trigger multiple lights that go on at different times ?
It must be possible, I've seen it done, but I don't know how. Maybe a relay or something ?
Or can you ad a "wait" to the lights ?
I don't know, please help me out. 
At SleepwalkR 
I agree with what you are saying, but it's Quake we're talking about, not a game that tries to be realistic. I hate using teleports because they are an easy way out. If you fuck up your map design, just ad a teleporter and you're back in business. I hate that. But you can also have some fun with it by letting the monsters use it as well. Fragging them that way is sort of fun.
It's also handy when you have to fight lots of Vores. If there are too many "balls" chasing you, you can "clean them up" by teleporting, preferably somewhere in the same room. 
 
Is it possible to make one button trigger multiple lights that go on at different times ?
...
Maybe a relay or something


trigger_relay is pretty much made for this kind of thing. 
Re ? 
I'm not saying that you should be realistic, I'm saying you should be coherent. That's a difference ;-) 
I Don't Understand Trigger_relay 
I made a Func_button, pointing to a Trigger_relay, set a delay in there, pointing to 4 lights, who then target the relay again.

But when the button is pushed, after a while (probably the set delay ?) all the lights go on at the same time.

I don't understand how I have to make it work. 
 
trigger_relay fires it's targets after delay.
so make more than one trigger_relay with different delays to trigger the lights at different times. 
 
The button targets four relays; each of these then targets one of the lights with a respective delay. 
Thanks A Lot ! 
I would never have figured that one out, that you have to use one trigger_relay for each light.
Cheers ! 
FQ Windowed 
How do I get Fitz to run in a window? 
 
fitzquake.exe -window 
Negke 
Oh, that's just too easy - I would never have got there!

Thanks. 
Minimum Light Level 
Hi. How can I set the minimum light level when using darkplaces with Quake 1? With normal quake light level in worldspawn will do, but not with darkplaces. 
Looped Sounds 
It is a long time since I did anything with sound: how do I tell if a sound is looped or not? I have GoldWave 5.19 
 
Mathuz: set "_light" in the worldspawn entity or compile with "light.exe -light #"

Mike: Check if the loop flag is set in the wav properties and look for a cue point/loop marker. 
Negke 
Doh! I don't know how to view the .wav properties. 
I Can't Remember And Don't Have GW Installed, Either 
Try the Help dialog/manual. Or good old trial and error. 
Re: Looped Sounds 
i'm not sure, but it should just show up in the main editor window.

cue points/regions/loops are usually represented as like a dotted line crossing the waveform or a chevron at the top where the timeline is. 
Loops 
OK, got it now. As you say, loops = Cue Points.

Thanks both. 
 
well, there are 3 distinct markers in wav files from what i've seen.

cue points which are exactly that-- points

regions which are two points linked together to define a region between the two

loops which are sometimes called sustain loops which are like regions but allow you to specify things like # of loops so you could actually have multiple loops that play different # of times in the same .wav file, although not many wav players will actually follow those loops. the only program i know of that makes use of sustain loops is tracker programs like modplug.

quake only seems to accept cues and regions and from what i remember, ignores sustain loops. i guess this is mostly just an fyi but i thought maybe it might be useful to know in case you ever have a wav that's not looping that is supposed to or something. 
Cool Edit 
has a feather to save waves single or looped and is shareware. 
Confused: 
Making lights into func_illusionarys (just cuboid lights) increases vertex count!!!

Im at the point where only AGLQuake will run my map because I have hit the vertex limit. of about 65000.

What's the easiest way of reducing vertexes? Why does making a light brush into a func_illusionary increase the count? 
 
"What's the easiest way of reducing vertexes?"

I'm going to go ahead and state the obvious - delete stuff. 
"Making Lights Into Func_illusionarys" 
What? 
 
whether a brush is world or bmodel, it's still geometry and hence has vertices. also, don't forget that the compiler doesn't know what a func_illusionary is, so bmodels, whether they are solid or not at runtime still generate collision stuffs.

use r_showtris to see how the bsp face splitting is behaving in the area but yeah, the only real way to reduce vertices is to reduce geometry.

neg: i'm working under the assumption he's talking about light fixtures

there's some kind of limit in the engine in how big a face can be and it's related to the size of the texture on it. scaling the texture up means the face can be that much bigger.
if you scale textures up, this will require bsp to split faces less but obviously can't be done just anywhere. 
 
I remember Levelord talking about that back in the mission pack days. He said he would take back faces that the player can't see and scale them to high heaven to reduce cuts. 
Yeah 
No - its sorted now. I was saving a new version then compiling an older version. It was wierd - I had some light fixtures which were causeign face-splitting, say small octagons for example too, and i was func_illusionarying them but it didnt seem to reduce the vertices.
Turns out I was compiling the wrong map file!!! Stupid Rick..... 
Uhm 
Use the RMQ engine. Which is as of right now Quakespasm. Soon it will have some interesting stiff.

I can't elaborate because it all depends on others - I can't look into learning how to code an engine right now.

In any case, that issue sounds odd. Maybe I'm not understanding it right. Long way to go yet. 
Aztec/inca/maya Textures? 
Hello!
Does anyone know if there are high-def versions of the Quake1 maya textures anywhere?
And if not, do you know of a good source of aztec/maya/inca-inspired high-def tga/jpg textures I could use? (I'm mapping in Darkplaces)
Any pointer will be appreciated! :) 
Cocot 
I think sock made some for maya theme, but I'm at work can't see is site... see is profile and go to is webpage! 
 
Thanks, Trinca! I found his site when I was searching earlier, actually. There is no inca set per se, but at map (Pyramid of the Magician) that is inca-themed. Maybe I could extract and use some of the textures from it...
His Egyptian set is really cool (and big), so I could also use that instead - I was just a little worried that it would be even more cliche... ;P 
This One? 
Erm... 
Yes, I think so, well the high-def version of it: http://www.simonoc.com/pages/materials/tpegypt/index.htm :) 
Yeah 
Fantastic textures pack :D
GG 
Chthon Lava Balls 
What distance do they fly until they're removed - 1024 units? 
My Balls Last For 1792 Units 
 
Quoth Sound Issue... Continuing 
necros said a while ago in #7873: play_sound_triggered still does have the ability to stop a looping sound from playing. as long as impulse is set, if a play_sound_triggered (with the toggle flag on) is triggered again, the sound will be stopped.

I tested it and it does not work, so I guess I forgot something. Here it is and how it looks in .map file

{
"classname" "play_sound_triggered"
"origin" "-2912 0 88"
"noise" "ambience/jpl/lava_rubble_loop.wav"
"volume" "0.7"
"speed" "-1"
"targetname" "HellRubble"
"toggle" "1"
"impulse" "0"
}

Obviously the entity will be triggered by two different triggers (actually a target2 field in two different func_teleport)...

So would anybody consider to help me please ? 
Play_sound_triggered 
I didn't try this yet, but what you got looks correct.

"impulse" "0" I think is always default.

so maybe try "impulse" "1" 
2 Things 
"toggle" is incorrect. toggle is a bitflag in spawnflags with the value 1, so it should be replaced with "spawnflags" "1" (or add the appropriate checkbox in your editor).

and then, as roblot said, "impulse" has to be non-zero. if you set impulse to 0, it basically acts as if you didn't put anything at all. 
Roblot/necros 
OK, I understand my mistakes. Thanks a lot to you guys.
I'll try it this evening ;) 
Argh... Still Does Not Work 
In .map file it looks like this:

I have two trigger teleports that have a "target" destination, and a "target2" that triggers the play_sound_triggerd item, as shown below

// ToHell:g[2] -> Entities:g[9] -> trigger_teleport:b[19]
{
"classname" "trigger_teleport"
"spawnflags" "2"
"target" "InHell"
"target2" "HellRubble"
// Brush 0


And with the modification you suggested, the play_sound_triggered item looks like this

// HellPart1:g[3] -> Entities:g[1] -> play_sound_triggered:e[2]
{
"classname" "play_sound_triggered"
"origin" "-2912 0 88"
"noise" "ambience/jpl/lava_rubble_loop.wav"
"volume" "0.7"
"speed" "-1"
"targetname" "HellRubble"
"spawnflags" "1"
"impulse" "1"
}


What am I doing wrong ? 
Maybe I Found The Issue 
Toggle field is bit 6 in spawnflags (according to func_door, when I set it)
So maybe play_sound_triggered should look like this:

// HellPart1:g[3] -> Entities:g[1] -> play_sound_triggered:e[2]
{
"classname" "play_sound_triggered"
"origin" "-2912 0 88"
"noise" "ambience/jpl/lava_rubble_loo...
"volume" "0.7"
"speed" "-1"
"targetname" "HellRubble"
"spawnflags" "32"
"impulse" "1"
}


Let's have a try 
Failed 
:( 
 
no, it's bit 1 for the sound entity.
even though the label for the spawnflag bit is the same as the door, it's just text at the end of the day, so entities with identical flag names can have totally different bit values. :S

i forgot one crucial bit of info last time, so sorry about making you run in circles.

the thing i forgot to mention is that you must set the 'wait' key to any non-zero (but positive) value in order to gain access to looping functionality otherwise the entity just behaves like a single use sound player.

if your sound already loops automatically, you can just set 'wait' to 999999 so that it never restarts the sound on it's own, otherwise, just set 'wait' to the length of the sound.

if you want it to start off (not start off playing), set 'state' to '1'. 
Necros 
no, it's bit 1 for the sound entity.
even though the label for the spawnflag bit is the same as the door, it's just text at the end of the day, so entities with identical flag names can have totally different bit values. :S


OK, understood, I though it was a generic set of field with one dedicated bit for ne dedicated function.


i forgot one crucial bit of info last time, so sorry about making you run in circles.

Bah, don't worry... ;)


the thing i forgot to mention is that you must set the 'wait' key to any non-zero (but positive) value in order to gain access to looping functionality otherwise the entity just behaves like a single use sound player.

if your sound already loops automatically, you can just set 'wait' to 999999 so that it never restarts the sound on it's own, otherwise, just set 'wait' to the length of the sound.


Indeed, the sound loops automatically... So if I understood well, I have to set wait to sound lenght.... I hope wait field supports floating point values ;)

Anyway, thanks a lot for all these explanations :) It sounds like it is working fine ;) 
 
I have to set wait to sound lenght

you don't have to. if the sound loops automatically, you can just set wait to a huge number and let the engine handle looping for you.
but there is that bug where if a sound starts outside your hearing range and you subsequently move into hearing range afterward, the sound will not be playing. using the 'wait' key will make it start again which can get around the problem if you sound isn't very long.

it could be either way. :) 
Another Question That Occurred To Me: 
are rotating MOVETYPE_PUSH subject to the same kind of .nextthink treatment as moving MOVETYPE_PUSH?

that is to say:

void() rotThink =
{
rotating.avelocity = '0 0 0';
};

void() thisFunctionIsRunningRightNow =
{
rotating.nextthink = time + 0.01;
rotating.think = rotThink;
rotating.avelocity = '90 0 0';
};


-assume you never get higher than 99fps
-avelocity is 90 degrees per second on X axis.
-you are getting only 10FPS

does the rotater rotate 0.9 degrees or 9 degrees before stopping?

0.9 degrees means it behaves like moving MOVETYPE_PUSH in that their nextthink is calculated retroactively after the next frame comes along.
9 degrees means it acts like non-MOVETYPE_PUSH entities and will only be updated when the next frame comes along.

looking at the source, i see they get a .blocked which i think implies they should behave just like moving MOVETYPE_PUSHers (which also means their nextthinks should be suspended while blocked). 
I Need V_armor.mdl 
Posted by SuperDuper Quake: v_armor.mdl [88.195.178.209] on 2010/07/22 13:33:25



When i go map. This error comes:

http://i28.tinypic.com/53uz2p.jpg 
Quick Google. 
 
I wonder if he Fixed the thing where if you played as Jesus and threw the plagued gibs everywhere they would stay on the ground and kill all the monsters the second they spawned. 
SIN 
Lately I was playing SIN and I wondered how to catch a grip on them, like extracting a map.
Quark5.1 has a setup for Sin, but the bsp does appear like a entity fill path only.
Watching the quark editor it is a Q3 game.
The wiki tells of a Quake 2 (id Tech 2, modified).

Is there a usefull input to these files or is it, like the progs of malice a J.C.ace? 
Madfox 
there is a tool "sinpak" or something to extract/watch the sin stuff
i've got it somewhere on my hdd, i try to search . or u could google search it by yourself
i cant remember exact name of that tool right now 
 
Unrelated to this issue, but avoid the SiN anime at all costs. It is bad. 
Teleporter Sound 
Trigger_teleport emits its ambient sound from the center of the entity, right? For I just had this idea for a workaround for 'limiting' the sound in a certain direction by expanding the trigger volume into the opposite direction. 
Teleporter Sound 
Please make this defature as an option through specific field ;) 
Re 9984 
o = (self.mins + self.maxs)*0.5;
ambientsound (o, "ambience/hum1.wav",0.5 , ATTN_STATIC);


yep 
Gensurf 
I know Sin behaves bad and all. It's a real sin that shipment made turn out the game that bad to handle. But I must admit maps like "mansion" are done very impressive.

I had the pakfile converted to extracted files, but I couldn't find anything to use the *.sam files. There are Q3 compilers to make new sinpak files. But it feels as if the structure is hardly to work with.

As if I have to install all garbadge to extract Q3 files. 
 
The sin files aren't always the same as id ones, I know that at least the pak files are different and can't be extracted/created with normal tools... maybe ask here:

http://www.ritualistic.com/forums/forumdisplay.php?s=da26c1f506ef14877848c952341bef7a&f=10 
Re: Rj's Black Zombie Model 
http://negke.quaddicted.com/images/blacklight.jpg
It can get even weirder...

In other news, fuck those random black triangles! Another totally unnecessary obstacle. 
Didn't Someone Say Models Were Lit Depending On The Floor Beneath? 
Apparently it's the ceiling this time, the ledge in the shot. Works fine in other areas, though. 
 
Maybe that face is in the bounding box of the light? 
Fitzquake Right? 
or a derivative.
i believe it was established that this is a bug with the engine? something to do with metl's new light code or something.

i believe it is taking light values from outside faces (when the map isn't sealed, at least). if it's not sealed, try sealing it to see if it goes away, otherwise, you can try reshaping the brushwork in the area. :S 
Indeed 
Luckily, I could fix it by simply moving the torches a few units up. Strange issue. The map was sealed by the way. 
'twasn't Fitzquake 
metl did mention it might be an enigne bug but i got that problem in glquakebjp too 
Ok 
In my case, it was.

I also had another black torch elsewhere that seemed properly placed and all. Turned out a rogue space beneath the floor and wall brushes was responsible there. Possibly related. 
Oh 
looks like it's more than i thought. :S
come to think of it, if it happened in glquakebjp, than it's probably in glquake as well. 
I Have The Same Issue... 
... when monsters walk through a floor that is made of func_breakable (i.e Quoth)...
Maybe it could be solved by adding a light just on top of the func_breakable... I Ididn't tested it yet... wait and see ;) 
 
that's a different problem from the one above.
light info is only taken from world geometry btw, so that won't help, unfortunately.

you could put a light on the world geometry beneath the breakable though. if it's a sky texture, bury a non-sky textured brush inside the sky texture to transfer light info. (sky texture does not transfer light info) 
 
if you need to make a pitch black pit with a func_door bridge or something over it (ie: you can't put lights at the bottom of the pit) you can place a 16 unit high func_illusionary (or even a func_wall) at the bottom of the pit.
then make a spotlight below the top of the func_illusionary brush at the bottom of the pit with the following settings:

'light' '150'
'wait' '0.1'
'delay' '5'
'mangle' '0 -90 0'
'angle' '180'
'_softangle' '0.01'

this creates a spotlight that will point downwards and light up all the area that's hidden by the func_illusionary thereby transferring light info to entities over the pit without breaking the illusion. 
Oops 
not _softangle, but rather _anglesense

my bad. :P 
Heh 
that was post ten thousand!

nice way to mark it :P 
 
i only noticed after. :P 
"Luckily, I Could Fix It" 
Scratch that. So Fitzquake is the new DP now?! 
@necros 
Thanks for the tip: I'll try it ;) 
Teleport Angle Override 
I have an ambush situation where a Shambler teleports to the location of another monster (which acts as the destination for the teleporter). The problem is the Shambler doesn't face the direction as the monster but arrives at angle 0. Can I override this with a hack? Preach?


Nice idea for a level gimmick or secret: a monster roaming through the map that the player can teleport to. It could be a Scrag, and the player would have to get it to become angry at another monster in an unreachable place to be able to get there himself. 
 
i don't know if that's possible. the teleport code uses mangle to set the player angles.

the very first line for info_teleport_destination is

self.mangle = self.angles;
quake automatically converts the 'angle' key to 'angles' by just placing the value in the y part of the vector. in fact, 'angle' isn't even declared in the progs. this is only done at runtime, i believe.

i had to add a special case into my own progs for monsters teleporting to other monsters to get it to work.

just make sure the monsters spawn in angry is the best you can do. :S 
Frikinhell 
Anyone: frikdos.exe isn't compatible with 64-bit. Any suggestions? 
Solution... 
Build a new one from source for your platform. http://www.inside3d.com/frikbot/frikqcc/frikqcc27src.zip

Just delete the "plock=blah;" line in qcc.c (how'd that get in there?) 
 
i've always wondered, do people who suggest it seriously believe that Build a new one from source is a viable alternative? i've seen that 'solution' thrown around a few times now and it seems absurd to me.

that said, i don't know exactly what's going on, but i use frikqcc.exe without any problems in w7 64bit. 
Compiler 
fteq even a smaller progs.dat bitcount and some errors just overide.
I don't know if that's on 64-bit.

http://www.fteqw.com/ 
Total_channels == Max_channels Workaround 
There's a simple way to work around this issue without sacrificing the decorative value of torches and flames. Just replace some of them with dummy models and add a few extra point lights. The func_illusionary hack comes in handy here, because it doesn't require messing around with the modelindex, creates a static entity, and preserves the animation.

"classname" "func_illusionary"
"origin" "x y z"
"model" "progs/flame.mdl"
// or flame2.mdl

If there's no other real light_flame around, place an additional sound hack entity for the fire ambience. 
Building From Source 
I use Gentoo, so "build it from source" is in principle a convincing solution to me. If the guy gives me a makefile, I'm unlikely to complain.

Even Ubuntu comes with GCC. You could say that Linux is a car that comes with a full set of tools to repair it, and the owner is supposed to know how to use them. That's why Linux is cheap.

Windows on the other hand... I guess on Windows, users aren't supposed to know what a compiler is, so telling them to build something from source is outside the rules for that platform, basically. Windows is a car where the user is told to call the customer service when it breaks (and then wait outside in the snow for it to arrive).

Same for Mac. Mac will just drop a new car at your doorstep and charge you money for it, and users will simply pay for that, because they're pretty rich. The old Mac car gets discarded, even if just the radio was broken. Mac users don't compile stuff. Slaves back at the factory do it for them. 
 
OR WE WILL BEAT DEM! 
 
i suspected it was something like that. i don't even know what a makefile is. :P

just something to keep in mind for you code monkeys out there. :) 
Tutorials. 
Hi.

Could somebody point me to a good tutorial that would describe curved surfaces for me? Not the ones in Q3, I mean using angled brushes to round off a corner so it wouldn't be so, 90 degrees.

I just need a little help with the geometry of it all.

Thanks. 
 
czg wrote this http://www.quaddicted.com/stuff/curv_tut.htm

There was a more recent one by someone else (ijed?) but I don't know where to find it. 
Curves 
http://web.archive.org/web/20050308151558/http://czg.spawnpoint.org/curv_tut/curv_tut.htm

There is a curve tutorial by CZG, where he shows you how to make pipes and stuff on the grid... in the archive version, the images are missing though. :-/

I guess I could whip something up as well for radiant, maybe I'll do it today, it's easy...

It's hard to explain without pictures. Let's start with an inward corner, like in doorways. Imagine a 90 degree corner of a doorway. To round it off, you basically put more angles in there, for example you can create a 45 degree corner by putting a little triangle shaped brush in there.

This is all that id usually did in the original Quake maps; you'll find lots of doorways that have little wedges in them.

To round it off more than 45 degrees, you'll have to put more brushes in. The next step is putting two little wedges in, and make it so they don't overlap (pull the edges around in Radiant until both little triangles look the same size, and always stay on grid). That will create two additional surfaces in the corner and make it *very* roughly rounded.

For each additional surface in the curve, you'll have to put in an additional little brush. This is the part that is easier to explain with pictures. It will usually look OK if you have three additional surfaces in a corner/curve (this translates to three little brushes), where the middle one is at a 45 degree angle and the outer ones are at a lesser angle.

A 45 degree angle is created in the editor by going one step down, one step sideways on the grid. OK?

Lesser / sharper angles are created by going two steps down, one step sideways. Or four steps down, one step sideways. It's done like this to ensure everything stays on the grid.

http://www.quaketastic.com/upload/files/screen_shots/24sided.jpg

Observe very closely how the angles are done in this 24-sided circle. You don't need so many sides in the beginning - doing the "three angles/brushes per corner" method will yield a 16 sided circle if you do it "all the way around", since 4 X 4 surfaces = 16. It's 16 and not 12 because you have to add the sides that aren't angled. ;-) hard to get without pictures, I know.

This 16-sided method is good enough usually, but sometimes you may want 24 sided to make something look even more smooth. More surfaces in a curve = it looks rounder, smoother.

Now for out facing corners, like the corner of a corridor, it is much the same method, only the curve goes in the other direction... the angles/brushes are on the inside of the curve in this case. The methodology is much the same.

Maybe someone has the pics from the CZG tutorial, but I guess I should put that in my radiant tutorial as well.

You can of course simply use (ex.) Radiant's functions to create cylinders. I'd strongly suggest to stay at a reasonable amount of sides, like a 16 sided cylinder, and be very sure that every corner is on the grid, snapping the thing to the grid (Ctrl-G in radiant) to make damn sure. You can then use the clipper to chop the cylinder into half-and quarter cylinders. This method works best if you set the grid to like 32, and make the cylinder from a relatively large brush like 256x256. For tighter curves, you'll need a smaller grid, or less sides in the curve.

If you look at handrails in games like Quake 4, the corners are often only using two sides. It looks crappy, but for small things in a large/detailed environment, you can get away with it. Also, curves eat performance.

A map full of curves will run slower and slower and take longer and longer to vis. The higher the number of sides in your circles, the slower it will be. Don't go overboard. 
 
nice, Spirit has the version with pictures. :-) 
Marksurfaces 
Hello all, I'm new on this forum (I am reading it for a long time, but only decided to post now).
I'm working on a Quake 1 map for quite a long time (in Quark) and I got a warning telling me that I have too many marksurfaces in the map (limit seems to be 32k). But the map compiles ok and I can run it in standard glquake.

Questions :
1. What is "marksurfaces" ? I think they are the total polygon number from the map, but I want a confirmation.
2. If the answer to question 1 is "yes", then should I try to keep it under 32k ? What will happen if I go way beyond this ?
...Because my map is not very big, I'd say it's rather small and it's not very detalied either, but I plan to add more details.

Ah, one last note - the map is NOT surrounded by some big box and it doesn't have "leaks" :)

Thanks in advance for your responses and please escuse my bad english. 
 
Hi RaverX. I'm not sure what marksurfaces are, I only know that you get more of them when your map becomes bigger :) Engine coders will know what they are.

When you exceed the 32 k limit, the map won't run in standard (old) Quake engines. Newer engines, like Fitzquake 0.85, Quakespasm, darkplaces, FTE, and probably DirectQ, have higher marksurfaces limits (and generally higher limits for most things). So with a modern engine, nothing will happen except a warning might be printed to the console.

How a pretty small map could exceed marksurfaces I'm not sure. It might be the editor. Quark is a little infamous among mappers. But if it compiles and runs, then fine.

Remember sending your map to people like negke for playtesting before eventually releasing. It helps. 
This Thread Is A Great Resource 
View 'all posts' and then do a word search whenever you've got a question - chances are it'll pop up somewhere.

Marksurfaces are produced by complex brushwork, or just lots of brushes intersecting / touching each other. Making simpler structures will reduce marksurfaces, as will just making less map.

But I wouldn't worry about it too much - most people now use a modernised engine so you should be fine.

But!

Make sure to use the compile tools from here:

http://user.tninet.se/~xir870k/

And the documentation there is very good as well - it'll give you a much more concise explanation of marksurfaces and all the other terminology as well.

There are newer versions of the compilers like Willem's WVis which allows for multi-threading - handy, but not necessary if you're just starting.

Any tools you want can be found on http://www.quaddicted.com/ which also has all the maps etc. 
Thanks 
Thank you all for your response, they are greatly appreciated. I really didn't expect anyone to answer so fast.

ijed, I already use those tools, I'll try to read the documentation as well...

You are right, I'm using a lot of small brushes, like small "screws" to hold pillars on the ground, duplicated a lot of times, I guess that might be the problem...

One more question - when the compiler splits the polygons in the map, does it matter how many lights and shadows (lightmaps) are in the map ?

What I'm trying to say :
Let's say I have a face of a cube with a single texture applied there, that's a rectangle. It should be split in 2 triangles, right ? (best case scenario). But what if there's a light nearby casting some shadows there ? Will I still get 2 triangles or a lot more ?

I'm asking this because I alos have a lot of lights in my map (I like playing with shadows). 
Archive Of CZG Curve Tutorial 
with pictures.

http://www.quaketastic.com/upload/files/misc/curvetut.7z

I can make a .zip if you need. 
RaverX 
Try turning the screws into a func_wall (one per room or so), this should help a little. In some cases you can also move brushes 1 unit away from adjacent ones (walls or floor) so the faces behind them don't get split multiple times. This two techniques can be used to lower marksurfaces quite a bit, but their effectiveness also depends on the situation - what helps in one area might be counterproductive in another. Walk around the map with r_showtris 1 (Fitzquake, DP) to see how the faces are split and where optimization makes most sense.

Lights have no influence on the geometry and how it's compiled. 
Hi RaverX 
Reducing Marksurfaces can be done by making some of those small detail-brushes into func_illusionaries. You can make a group of seperate detail brushes into one func_illusionary entity. This will heavily reduce the marksurfaces count and it will also stop the player from clipping agains the brush. If they are small then you wont notice any difference whatsoever.

func_illusionaries, walls, doors, trains etc dont cast shadows though. But this is OK - if you have a large structure like a detailed tank for example, the you can make the whole thing into a func_illusionary or whatever, and then put a solid brush inside this so that you can quite see it, but it creates a shadow and also stops the player from being able to move through it.

If you want to see the marksurfaces and how the world model fits together then in Fitzquake anyway, you can use the console command "r_showtris 1". This will draw the lines of the world model (BSP). Someone said that you can reduce marksurfaces buy seperating touching brushes. This can work very well. Imagine a square face with a cuboid light fitting stuck in the middle of it.
The square face would be made up of two triangles ideally, but the touching brush means that it needs to be a lot more than two triangles, connecting points at each corner of the touching brush to the four outside corners of the square face :)

Confusing eh?

In short, my advice:

Make each of the clusters of "screws" into a func_illusionary (this is exactly what I would do), re-compile, and watch your marksurface count go down :D 
Lol 
full of missing letters and typos.

"theN you can make the whole thing"

"canT quite see it" 
Curves 
I started a radiant curve tutorial at kneedeepinthedoomed.wordpress.com, for now only pics, will fill in words in a while. Not everything will work in other editors, but the basics are the same. Radiant has very easy ways to make cylinders, circular holes, and rings with a lot of sides and perfectly snap them to the grid. I'll also do pipes, connecting pipes, circles out of pipes, and finally terrain etc.

I've stuck to 16 sided circles, maybe you want to do something about 24 sided ones, and correct all my mistakes, ijed. 
Light / BSP 
Are completely separate. All that the light tool does is draw the lightmap - a big texture made of shadows that gets painted over your world geometry.

Any func_ brushes aren't part of world geometry so don't affect Vis times, marksurfaces etc. although they can have other problems like flickering in and out of visibility if within different Vis leafs - usually only for big brush entities though.

They don't make shadows either, but if you have something big and intricate you can turn it into a func_wall and stick a simple rectangular world brush inside it to make a shadow.

Curve tutorial... I will add to it, but in a month or so. If I have an attack of boredom (sweet, sweet boredom) maybe I'll get back from holiday with something ready. 
Marksurfaces And Vis 
The hint with r_showtris really helped. I turned on r_showtris and ... HOLLY SH*T ! The screen was full of lines and I notices something - I can see the entire map. First it was like WTF, then (in 2-3 seconds) it hits me : the map is not fully VISED, I compiled it with novis, because I always add stuff and I need to compile it quickly to see if my "new things" really look like I want to...

Could that be my problem ? 
 
As long as your map runs OK in a modern engine I don't think you *have* a problem.

It needs to be fullvised before you release it, though.

Fullvis it and load it into an engine that supports r_lockpvs. This allows you to freeze your current field of view, so to speak, and then noclip around to see how much of the map gets actually drawn. This is often quite enlightening, too.

Those lines should get less once you apply the func_illusionary or func_wall trick. In a detailed map it's normal to have a lot of polies, though. 
Pro Tip: 
you can also use r_showtris instead of r_lockpvs to see how much is being drawn. This can break down in polygon-dense areas, if you can't clearly see what you're looking at, though. 
Metl 
About newskip. Is it normal that it doesn't remove all faces when running it once? I mean I can't find any visible instances, but when running it a second time, it says that another six faces were removed that it apparently didn't catch the first time. 
RaverX 
Marksurfaces isn't influenced by VIS either. Although it's not a bad idea to at least run "vis -fast" for WIP compiles, this isn't the cause of your problem. The only two reasons I can imagine are either a leak (so QBSP didn't remove the outside or backsides of brushes), which you said there isn't, or excessive detail made of world brushes. The latter sounds odd since you mentioned the map was fairly small and plain. 
You Can Find Out If The Map Correctly Compiled 
with no leaks by doing the following:

load the map into your engine
bring down the console and type:

"gl_clear 1" (this makes the engine draw the void outside the map each rendered frame as a grey colour, so you dont get the "hall of mirrors" type effect you would normally get when outside the map)

then

"noclip" (so you can walk through walls)

You can now move outside the map. If you can see the outside of the map's brushes then you know there is a leak.

Another way of identifying errors would be to post the entire QBSP log onto this thread, so we can look at it :) 
Additionnal 
.. if the compiler claims the map leaks, then it generates a .prt file. Type "pointfile" in the console, and a white doted-line will spot where the leak is, at least the first detected leak by the compiler... ;)
Enjoy ! 
Leaks 
The map complies fine, no leaks. Sometime, when I add or remove stuff and there's a "hole" in the map it won't compile, but it's not the case this time.

I'll try tommorow the func_ilusionary trick, I think this will help in other areas too, some shadows casted on small polys look bad, so I hope that converting those brushes into func_ilusionary will help me get rid of that. 
Tip 
Entity brushes don't plug leaks. They can be outside the map no problem but won't stop a map leaking on their own. 
Negke: 
The marksurfaces are not truly removed, just moved to the end of the list.

So, during a second run it will find the same six marksurfaces, and again move them to the end of the list (but they were already there so it's not changing anything.) 
 
... but, i can see the message is misleading, theoretically it could be smart enough to notice that those marksurfaces were already "hidden" and not re-report them. 
Func_illusionary Not Good 
func_illusionary dind't work so good :(
Compiling the map before generated this warning:

WARNING: Marksurfaces 35716 exceed normal engine max 32767

But the map compiles ok and can be run without any problems, I get the same error in Quake engine when the map loads, but no other problems.


I take some small brushes (they are also duplicated and mirrored) and I put the brushes inside the func_illusionary.
Then I compile the map again.
This time I get two warnings in compiler :

WARNING: Models 520 exceed normal engine max 256
WARNING: Marksurfaces 33494 exceed normal engine max 32767

So, I still exceed the marksurfaces and I get a new warnig, that prooves to be fatal in engine, because when the map loads I get something like :

Excessive marksurfaces (33494, normal max=32767)
Excessive models (520, normal max=256)

Host_error : cl_parse_static: too many (256) static entities, max = 256

So, the marksurfaces dropped a little, but the func_illusionary caused a MUCH worse error...

I don't know what to do now, I'm really frustrated, my map is not very big, nor very detalied (ok, it's not plain floors, walls and ceil - I have some decors, but nothing TOO fancy)

I saw maps MUCH bigger and with a lot more details that didn't seem to exceed limits...

Any other ideas ? Please. 
Send It To Someone 
To take a look. Its odd that didn't work, but there's a lot of stuff to get used to with bsp.

I can't take a look because I'm going away in two days, but someone on the board should be able to help.

In fact, send it to me anyway - the email is in my profile. It should just be a case of looking at it for five minutes.

Try not to get discouraged. 
Hand Over 
the map.
send it on email. 
RaverX 
You say you put the small brushes INSIDE func_illusionary. Don't do this! Instead, group a bunch of these small brushes in a common area, and while all selected, turn them into func_illusionary, or func_wall, or even func_door. Any entity will do, with func_door you can make them move if you like. 
Also... 
20 brushes made into 1 func_illusionary = 1 model.

20 brushes made into 20 func_illusionary = 20 models.

func_illutionary can spread over a wider (larger) area and not disappear from view. func_doors on the other hand can disappear from view if spread all over an area.

Also, I make sure that all my entities are inside the level. 
Group Brushes 
ijed, MadFox - you want the bsp or the map file ? Anyway, I want to work a little more on it, right now it's very raw in some areas, then I will send it or upload it here.

roblot - the problem is that I don't have 20 brushes, I have (for example) 1 brush that have applied a basic duplicator (x5), then everything is mirrored, so I end up with 20 brushes in the map. If I will put the brush AND the duplicator and the mirror inside func_illusionary - will it be ok ?

I ask this because the duplicator and mirror is also used for other things in the map (too big to make them illusionary). So I need to take out the small brusesh, put them into the func_illusionary, then create again duplicators and mirror for them (inside the illusionary). 
Both Or Either 
The bsp will give a good idea what's going wrong and the .map will allow to give a specific 'this is why'. 
 
duplicator. 
Can 
just compile the source .map file of corse. 
I'll Take A Look Tonight (or Possibly This Afternoon) 
If you want. Im a little confused really :)
I would like to see what is going on.....
You can just email it to me if you like:

trowbridge (dot) richard (AT) googlemail [dot] com

.map file and/or .rmf file are what I need, the BSP too if you want, but not necessary (unless you are using a custom texture wad) :) 
 
By the way, Fitz and Aguirre's gl engines has a 64,000 Marksurface limit, and warnings can be ignored as they are just info for developers. If your map is small and you are hitting limits, something could be wrong.

To reduce Marksufaces according to what people say here, select the brush and the duplicator and the mirror (any number of brushes) and make them into 1 func_illusionary entity. It does not need to go into another func_illusionary brush. A func_wall entity maybe a good choice also because it is solid.

If your map gets real big with lots of these multiple brush entities you could get the error:

Too many efrags

If so, just reduce a 20 brush func_illusionary to something like 15 or 10 brushes to make the error go away. 
 
I'll just cut some areas from the map for now, I have a lava cavern that sucks, it looks very bad... 
 
what's a duplicator? 
 
Yea, just upload the .map and people will help alot. Maybe Quaketastic's temp folder?

duplicator:
1 brush duplicated 5x and then all mirrored = 20 brushes 
 
ok, but is it an editor feature or something? Pretty sure Radiant or Quest don't have a "duplicator". Of course I can do that sort of thing in Radiant as well, I was just wondering if this is a special editor function.

It might end up to be a Quark problem... 
 
I think RaverX speaks another language, so instead of saying duplicate, he said duplicator. Quark might also have mapping instructions in many languages, thus making it popular around the world. I don't know though. 
 
one of the things quark has over every other editor out there is that objects in a map are visible in a tree list. you can click and drag brushes and entities into folders as well to organize things (much easier to see that wc's visgroups and radiant's non-existant groups...). there's a special folder called a duplicator folder (may have changed since i last used quark for mapping which was like 10 years ago) which essentially copies everything in the folder X number of times. it also allows you to mirror the brushes and rotate them.

the closest i can think of would be if you're working with instanced geometry in a 3d editing package. you change the original and all other instances are updated to match.


...at least, that's what i remember of it. :x 
 
Does fitzquake085 have a command to output the x,y,z position? 
 
just type 'edict 1' to see the player's edict info. origin is in there and v_angle/angles is also useful. 
 
just to explain, the first player is always edict #1, and subsequent players in coop and dm are always the second, third and fourth edicts. 
 
Or simply "viewpos" 
 
far out. :) 
Ubuntu & GtkRadiant. 
Would anyone know off hand why Gtkradiant wont work under Ubuntu 10.04? When I run it I get this error:

Gdk-CRITICAL **: gdk_window_get_window_type: assertion `GDK_IS_WINDOW (window)' failed

(process:1680): Gdk-CRITICAL (recursed) **: gdk_window_get_window_type: assertion `GDK_IS_WINDOW (window)' failed
aborting...
Aborted

Any ideas?

Also can anyone suggest any alternative map editors? (Ideally one that will run under Linux.)

Cheers! 
Ubuntu & GtkRadiant. 
Would anyone know off hand why Gtkradiant wont work under Ubuntu 10.04? When I run it I get this error:

Gdk-CRITICAL **: gdk_window_get_window_type: assertion `GDK_IS_WINDOW (window)' failed

(process:1680): Gdk-CRITICAL (recursed) **: gdk_window_get_window_type: assertion `GDK_IS_WINDOW (window)' failed
aborting...
Aborted

Any ideas?

Also can anyone suggest any alternative map editors? (Ideally one that will run under Linux.)

Cheers! 
Netradiant! 
Hmm 
They forked from 1.5? Eugh 
Yeah 
I use NetRadiant, and it's marginally better I think than 1.5 but not as good as when SPoG worked on 1.5. Those were the days man. 
Hmm 
Meh, I always prefered 1.4 and refused to update tbh... 
Dude 
Missing some of the GTK dependencies perhaps?
Netradiant, otherwise Quest (Yes!). 
Newskip 
i have newskip 1.0 from quaddicted,
when am i supposed to run it? obviously after bsp, but before vis/light, or after?

the text file doesn't say when to run it. :P 
I Always Run It Last 
just to be safe :) 
What Are The Rules For Waterskip? 
What does the name of the texture have to be? 
the wad that comes with the tool has "*waterskip" in there. 
Oh I Forgot To Ask 
is it ok to run newskip all the time? even if you don't have any skip textures? 
Yeah... 
newskip will do nothing if you have no skip textures.

and, if you run it twice, the second time it won't do anything (though it will say the same thing as the first time, i.e. "removed X surfaces")

you can run it anytime after qbsp. 
Cool 
thanks! 
 
The new hmap2 doesn't seem to care if you use skip or waterskip, the results were the same when I tried it.

I did use waterskip just to play nice. 
BSP Editing Help 1 
e1m1 is named: The Slipgate Complex - If I wanted to rename it to: Tele Zone, how could I? 
Maps I Made 
Any particular reason you'd want to that doesn't involve stealing someone else's work?

Just recompile from source with a new message key in worldspawn. Else stop changing other people's work. 
You Don't Even Need The Source... 
adquedit (http://www.quaketerminus.com/tools/adquedit_v13.zip) lets you edit entity data in bsp files. useful if you want to change trigger_changelevel values to put your own little episode together; not sure why you'd want to just rename a map but the value should be found right at the top (under the worldspawn key as said above) 
Gg Func 
Snazzy Rj, Thanks Man! 
nonentity don't be lame - I just renaming some of ID's maps 
.....here We Go..... 
*Popcorn Out* 
 
be sure to update the wikipedia page to reflect the new names... 
 
GPL means he can do whatever he wants with it, as long as he releases his source (if he even releases).

pretty sure romero was ok with that when he released the map sources under the GPL. 
Duh 
He is obviously trying to edit the copyrighted .bsp files though. 
So What 
Don't make a fuss about it. 
Agreed. 
anyone who makes a fuss about it is obviously a latent homosexual. just saying. 
It's Scientifically Proven 
 
Hmm 
Yeh. You got me. I'm clearly gay as fuck.

But if the GPL applies then he has the source (ie, actually renaming id's maps) so he can recompile from source (which I'd swear down I suggested).

Otherwise he's renaming custom maps for nefarious ends... 
If They're Not Even Being Redistributed.. 
then hell if any of it matters anyway. 
Creativity 
I would have done it,
if I could it,
but I didn't,
so I don't. 
Adquedit Does All But The Endlevel Strings 
How can I edit the paragraph that appears on the screen when I finish the last level of an episode? 
QC 
In the Quake.Qc there is a paragraph called Client.QC
On line 155 there is a quote called: "// run some text if at the end of an episode".
If you are carefull with the quake's own way of writing (ie only a specific amount of letters on the same way as the otriginal text) you can change this txt to your own.

Carefull, take the same amount text as there is! (count!).

Then compile the file, and your own txt is there after collecting all runes. 
Also 
Use the "\n" as markpoint to end your sentence.
don't change it, just count the spaces in between with interline between words and end them with hte same mark "/n".

If you use more, or in different way, the texture just ends, where the quake txt shoould end.

Something to do with the exact byte count of the Client.qc Your new client.qc and the original have to be the same datacount. 
And 
the first txt part is added twice.
this is because in sharewareversion this txt is used and in registered version the other.

you'll have to copy them twice (with the shareware blah). 
Yep 
Those are hardcoded. 
 
in doom3, you can set the key pair 'nofill' '1' and that entity will not be checked for leak checks.

is there a way to do this in quake? the light entity doesn't count, but things like path_corners (when used for func_trains, for exmample) still do.

maybe an easy way to haxor it into existing qbsp compilers? 
 
Have you tried putting the entity inside a brush even though it's technically 'outside' the gamespace? 
Start.bsp Opened With Adquedit 
"classname" "worldspawn"
"wad" "gfx/wads/start.wad"
"message" "Introduction"
"sounds" "3"

What does "sounds" mean? 
 
necros: What Zwiffle says.

Ranger: It's the CD track to play. 
Quick Question 
How can I make a door to be "shootable" only after a button is pressed. Uhmm, let me rephrase it : You have a door. It shouldn't open, it should stay closed if you get nearby or if you shoot it. Somewhere else you have a button. After you press the button the door should open if you shoot it. 
You Dialed Realtime Func Support 
put an invisible func something in front of it which you then make invisble with skip. make the button remove that. 
 
Thanks Spirit, I'll try, but I tought there is something easier. Oh well...

And another thing. How can I fix this warning ?

WARNING: CutNodePortals_r: New portal was clipped away near (-160 -752 1184) 
 
Easier solution that's actually more difficult: put a shootable trigger with a very high wait value in front of the door and (optional but recommended) make some other entity trigger it so it doesn't bleed if the player shoots it. Then killtarget it with the button.

That warning is caused by awkwardly intersecting or misaligned brushes. You can ignore it in most cases, but it wouldn't hurt to examine the brushwork around those coordinates, either. 
Btw Necros 
Note that not all compilers allow that. BJP's are fine, but hmap2 reports a leak, for example. 
 
neg!ke, I don't think it's a leak. I took a look, there's nothing interesting near those coordinates, there's only some simple bars, nothing fancy. 
 
No, that leak note was meant for necros.
Also, what's with everybody not realizing the ! is gone... :P 
Zwif 
haha wow, i never knew about that! thanks! 
Oops 
Sorry, I know you for your maps for a long time, I got used to neg!ke :P 
End 
 
Ambient Sounds Problem (unrelated To Previous Posts) 
I may be mistaken, but I can't hear any water or wind sounds (e1m1 for example).
I reinstalled Quake, nothing.
Set ambient_level to 1, still can't hear them. But I can hear the drip and torch sounds though from like e1m2. 
 
It's not a problem, in e1m1 there aren't ambient sounds (water or wind). There are some buzzing sounds, but you have to be close to the "source".

As long as you can hear ambient sounds in other maps it's ok. 
What Maps Have Those Amb Sounds? 
I can hear: suck1, swamp2, drip1, windfly etc, just not wind2 or water1

Those are the only 2 amb sounds I can't hear (I mean, I swear you could hear water2 when you cross the bridge in e1m1);
What maps have wind2 and water1 amb? 
 
yes, dunno what 10112 was about but you can hear the water and wind sounds in e1m1.

note that the water and wind sounds are defined in the vis process, so if you've been messing with the bsps, i'd venture to say you probably wrecked that, although i can't imagine how if you were just renaming the maps. 
The Whole Story 
I reinstalled Quake, nothing.
Set ambient_level to 1, still can't hear them. But I can hear the drip and torch (and even fl_hum1.wav) sounds though from like e1m2/e1m1


I didn't edit the maps yet, they are still stock Quake's.


I'm using Joequake, but I also tried with Winquake and even Shareware Quake. I did the testing with my volume max, and did "snd_show 1" to double check if those sounds were playing. When I used "soundlist" it displayed that wind2 & water1 were precached. No errors were displayed in the console. I tried replacing the sounds with other wavs files even. 
 
Tried a different engine then? Or a blank config? I can hear them just fine with Joequake. 
 
Or are you running a mod? Or have the paks/wavs been tampered with - perhaps the loop information got lost? Shouldn't be the case, though, if you reinstalled the game from a clean source. 
Try Installing Quake To A Completely Different Directory 
Like "c:\games\quake\" instead of "c:\quake\".

That way you will be able to rule out the theory of mods interrupting the sfx 
 
I tried with Winquake;

I don't know about the loop information hypothesis, because wouldn't it say "blah.wav is not looped" in the console?
I'm running stock Quake (at s_khz 22). I even tried running with the SW Quake's pak0 & Quake's pak1.

AUTOEXEC
---
startdemos //demo1 demo2 demo3
cl_truelightning "1"
cl_bobbing "1"
show_stats "0"
cl_bonusflash "0"
skill "3"
ambient_fade "5"
ambient_level "1.0"
r_maxsurfs "6000"
r_maxedges "10000"
r_clearcolor "0"
r_novis "1"
r_wateralpha "0.5"
d_mipcap "0"
d_mipscale "0"
d_subdiv16 "0"
v_centermove "0.1"
v_centerspeed "400"
v_kickpitch "0.75"
v_kickroll "0.75"
v_kicktime "0.4"
showram "1"
showturtle "1"
sv_aim "1.00"
sv_idealpitchscale "1"
cl_upspeed "180"
cl_rollangle "2.5"
edgefriction "2"
scr_conspeed "2500"
scr_printspeed "16"
scr_consize "0.65"
bgmbuffer "16384"
menu_main

CONFIG
---
cl_sbar "0"
_cl_color "22.000000"
_cl_name "Ranger"
m_side "0.8"
m_forward "1"
m_yaw "0.022"
m_pitch "0.022"
freelook "1"
sensitivity "4"
lookstrafe "0.000000"
lookspring "1.000000"
cl_backspeed "140.000000"
cl_forwardspeed "140.000000"
s_mixahead "0.2"
s_volume "0.4"
bgmvolume "1"
viewsize "100"
fov "90"
joystick "0"
vid_resetonswitch "0"
vid_window_y "0"
vid_window_x "0"
block_switch "0"
vid_windowed_mode "0"
vid_fullscreen_mode "3"
_windowed_mouse "0"
vid_stretch_by_2 "1"
vid_config_y "600"
vid_config_x "800"
_vid_default_mode_win "7"
_vid_default_mode "0"
_vid_wait_override "0"
vid_nopageflip "0"
_config_modem_hangup "AT H"
_config_modem_init ""
_config_modem_clear "ATZ"
_config_modem_dialtype "T"
_config_com_modem "1"
_config_com_baud "57600"
_config_com_irq "4"
_config_com_port "0x3f8"
saved4 "0"
saved3 "0"
saved2 "0"
saved1 "0"
savedgamecfg "1"
contrast "1"
gamma ".65"
crosshaircolor "79"
crosshair "1"

This is really bugging me, I mean I never noticed those 2 sounds were not playing until 2 days ago, I was thinking "I don't remember start.bsp's skill hall being this quiet" 
Other Info, Might Help Dunno 
I have Shrak, SoA, DoE, Aftershock installed too...

How does a mod disrupt it? 
Ricky 
I don't really think it's that because I installed SW Quake to see if it only affected CD Quake - I'm pretty sure I couldn't hear those 2 sounds in SW Quake


also got -heapsize 256000 & -zone 65536
if that helps 
 
tried running without that weird autoexec.cfg? 
Autoexec 
Hey, it ain't wierd - it squeezes the max outta Quake...

Anyhow, I figured out the issue: ambient_fade "5"

after making it to:
//ambient_fade "5"
Problem solved... the odd bit is that, I added that line to the autoexec to solve the amb sound issue in the first place - well it's fixed now so, ok 
And The Lesson Is 
Reinstalling Quake is worthless if you keep your config files. 
^^ That 
what spirit said 
Not Really 
The part when I tried using SW Quake - It was just SW Quake with no cfgs or anything 
Quake3 
is it possible to make a func_door (or a plat?) toggleable in quake3? 
Of Interest I Guess ;) 
Map Scale In Worldcraft 
Hi guys, brief question: Using Worldcraft 3 atm. Is it possible to increase the space available for a map? Limited to about 8k or so units.

A further quick question, is it possible to do moving liquids? :) 
Extras4 
Has moving water volumes, search for an idgames2 mirror - should be in there somewhere.

Bigger maps have been explored - Necros built outside, but AFAIK the space can't be used to play in.

It's very time consuming to make the entire available space playable though, unless you just want a massive flat plain. I came close with one of my maps.

Unless you're making a mod going outside the limits probably isn't that useful. 
Func_bobbing 
Well, extras has water trains and a vertical only door type. 
Couldn't Find An Extras Link 
Maybe it's in here somewhere:

http://www.gamers.org/pub/idgames2/

It was made by p0x and has a load of toys to mess with, like emissions. 
Pox Mod 
knew I had the link in pholly.txt..,

http://quake.chaoticbox.com/?tab=poxgoodies 
And 
exploding barrels, stars, breakables, stairs, fountains, chaotic boxes. 
 
Maximum map size is a question of engine support. You can build stuff outside 4096x4096 and it'll show up in old engines, but you must keep the player away from the "line" or a massive HOM-like effect will occur.

If you require Darkplaces, FTE or something like it, then you can simply ignore the 4096x4096 restriction. However, you shouldn't go too far away from 0 0 0. You should be able to go 6000 units or so away from the center though without any noticeable side effects.

It is a pretty arbitrary restriction, really. 
 
Yeah I'm not making something that massive in geometry complexity or number of areas (it's very linear), just a lot of long or high areas.

Can hopefully post up a gameplay prototype soon, will really appriciate some feedback on the difficulty settings and such :) 
8192*8192*8192 Actually 
From -4096 to +4096 x/y/z 
 
right, although I said 6000 units out from 0 0 0 which is outside of that.

The vanilla quake limit is 4096 units outward from (0 0 0) in all directions, correct. 
 
plus, 8192x8192x8192 is only in relation to (0 0 0) - if you make a 6000x6000x6000 map (which technically fits inside the vanilla Quake boundaries) it can still break if it's not centered at (0 0 0). 
 
Well, the map is over entity limits so requires Fitz or Darkplaces, but I'll just keep within the geometry boundaries for simplicities sake then.

A question on difficulty settings by the way, what's the general feeling on power ups? At the moment the monster count is pretty much halved for easy, and the monsters that remain are weaker, but I'm afraid it might be a bit boring. Any feelings on keeping a fight similar in monster count but chucking in a quad + mega for easy? 
Do That :) 
Removing enemies is ok, but more resources is better I find. Obviously, need to balance the two, but the second one tends to get ignored.

And killy stuff like quads are always fun. 
 
maps with Quad + SSG or SNG = lots of fun 
 
Do both. Halve the monster count *and* give extra stuff on easy. Then on Hard, remove some health and ammo and add some monsters. 
Difficulty 
Don't be afraid that the map will be boring on easy, after all that's why it's easy - it might be boring for a skilled Quake player, but it won't be boring for a less skilled Quake player.

I always hate hard games, I played Quake since 96 and I used to be very good in 98-99 (playing pro in clans).

But even I do find sometimes that a lot of maps are actually hard even on easy ! Mappers needs to understand that they have 4 levels of difficulty.

You have nightmare - make this almost impossible to finish, so that only a very good player is able to finish it, throw there a lot of monsters, no health, etc. Make the player fight shambler with the axe, whatever it take.

Then you have hard - make this hard, but not impossible, people shouldn't run out of ammo and you shound't find yourself in a tiny run without covers fighting with vores.

Then it's normal - this should be challening, but not frustrating, it should be much easier than hard. Players should have good weapons, a decent suplly of ammo and enough health to not get into fight with low health.

And finally, you have easy. EASY - the name says it all - even a schoolgirl should be able to finish the level on easy, this is something that almost all mappers and game developers tend to forget - easy if for newbies, for people that don't even know the controls too well - you should have plenty of health there, powerfull ammo, powerups, red armor, everything.

Don't worry, you cannot make easy too easy. 
 
I'd say I'm a hardcore player, and I usually find most quake maps too easy, so I built the map designing fights with skill 2 in mind. I'm going back through it to fix each area up as you chaps suggest. By the sounds of it normal will actually be the difficulty to argue about...

Should have something for testing tomorrow anyhow :) 
Okay, Here She Is. 
It requires Quoth, and a limit removing engine (I've been using Fitzquake whilst making it).

It's mostly a bare shell, but I have at least thrown some lights in and used different textures so you can tell whats a floor or a wall :) Not interested in visual feedback right now, I want to nail the gameplay before I look into that.

It's a very linear, combat focused map, but I have attempted to vary the pacing and forms of combat throughout.

I've also attempted to support difficulty modes, but I'm not sure how well so please tell me what you think. Easy gets a lot of extra armour, megas, some powerups and extra geometry for some little jumping sections. Monster count: skill 0: 137, skill 1: 184, skill 2: 245

I'm hoping to make it the start of a series, which is why it's long but you don't get that much weaponry yet.

Sorry enough gabbling...


http://www.filefront.com/17282658/zqftest03s.bsp/ 
I Think 
You should aways play your own maps on hard, then scale back to make normal and easy. It's a rule of thumb, pretty generic, but it seems to work.

id1 has many failings, but I said I wouldn't talk about the other project.

Zealous - is this a release? I can't play for a few hours yet (fuck you Hypnos).

If it then make it a news post. If not, then good on you for wanting feedback. 
Missed 'is' There 
 
Oh God No It's Definately Not The Final Release :) 
I'm looking to finalise the gameplay before trying to make it pretty and release it.

I should have just posted it up in the Screenshots/betas thread :E 
 
true... I think on hard the first four rooms are nightmare!!! 
After Getting A Housemate Of Mine To Play Through It 
I think Normal and easy do need more toning down. The lightning trap area is the same on hard as normal which is pretty evil of me :E

Also causes trouble in the room with the two little computers because if you destroy them before killing the monsters you're kind of boned... so redesigning a bit. 
 
ZealousQuakeFan try it on Hard and map is a nightmare and boring... monsters coming everywhere... need a lot of monsters remove when you have a better version and if you want me to beta test just shoot... gameplay is my speciality ;) brushwork I suck but gameplay is my best! 
Doom 3 
Can I set Doom 3 lights to "projected" or "parallel" somehow in GTKRadiant 1.5?

Is there a method to set the light center point by dragging somehow, instead of having to enter the coordinates manually? Shows up as a green dot in my radiant, but apparently can't be dragged.

I discovered that the light volume can be drag-resized, which is cool.

Also, scaling all textures by 0.5 seems to be necessary to get the right size in relation to the player, why is that, and is it the normal way to do it?

I have to use Radiant, since the Linux version doesn't have the built-in editor. Yay. I can compile etc. though without problems and also have all the materials working.

It seems to be problematic to switch Radiant from one game to another on the fly. :-/

Anyone here have some Doom 3 mapping experience? I started messing around with it a couple months ago, and decided to get deeper into it now. 
 
And this is probably a stupid question, but why use caulk on surfaces that aren't drawn anyway? 
I Tried It Too 
I find Gtkradiant 1.5 to be much more convenient for the actual construction, mainly because of its camera controls and window management which are superior to D3edit and Q4edit in my view. Particularly the lack of a cascade feature makes the in-built editors extremely awkward to use on smaller sceens. However, ultimately it seems there's no way around them, as Gtkradiant doesn't display all resources, has no model/gui/etc viewer and seems to lack a few other vital features as well. 
 
So far it seems the actual brushwork isn't a problem, lighting is the thing that I'm having to relearn, although it's not really that different either. I was surprised it has no surface lights / flags. But OK, every light is a volume now. All right, grokked that. Would be nice if I was able to do spotlights though.

And gosh, do the testmaps look good ingame. The engine and the default materials are incredible.

I got a clean materials pakfile from the net, but it stopped working after I unpacked all of my pk4s - I had to do that because RoE wasn't loading some files for lowercase reasons (linux).

I should probably get one of those prefab collections as well. 
D3 
0.5 is the default tex size. all the textures were made double sized, like q3 before it.

as for caulk, the most straightforward uses of caulk are for brushwork behind patches (like curving walls and such) because patches don't seal the world and also to create box rooms which you can place a mapobject room inside.
most of the base maps in d3 have examples of the first reason (patches) and the hell maps are almost entirely made out of mapobjects. 
 
Ah, OK. That makes sense.

Apparently DarkRadiant has the light editing functions added and also runs under Linux. I might have to try that.

I never made a Q3 map, I don't even own it. :-E 
Darkradiant 
This looks very good. Cheers for mentioning it!
Will try if it can be set up for Q4, too. 
Darkradiant 
Looks a good bit o' neat it does. Now I REALLY want to solve my Doom 3 problems so I can start mappins for it. 
 
Too bad DR doesn't support Quake :-/

The clean materials pack is very useful, it removes all the broken materials / repairs them to a large degree. Pretty much mandatory. Doesn't work with RoE though.

Now to find out how to set up one of those sentry bots... and spawn some imps. >:-)

Doom3 speedmapping?

http://kneedeepinthedoomed.files.wordpress.com/2010/09/unidentified.jpg

Tossing around with something Enpro-like. So much easier to make pipes in Doom3 than in Quake. 
 
if you're looking for textures, lunaran made a great set called strombine (that works in d3 once you swap the material commands to d3 equivalents): http://www.lunaran.com/page.php?id=8

has some nice concretes and metals. 
 
Thanks for the link. It looks like there's some good stuff there. I'm just familiarizing myself with the stock textures atm - there's quite a lot of them. 
 
Congrats gb, you made a room that looks like any other Doom3/Quake4 related room. 
Indeed 
How dare you not make the most original architecture ever in a game engine you're working with for the first time??? 
 
Luke(gb) you have the force, you are just in the wrong path 
 
It looks like Doom 3? Good, that was kinda my goal :-P 
Negke: 
It looks like a combination of tools is the way to go with Doom 3, ie. build the basic geometry and place the basic lights and entities in GTKRadiant or DarkRadiant, and use D3edit (under wine, if necessary) and Blender etc. as needed and to fine tune stuff like spotlights, and GUIs etc., although like Quake, Doom's .map format is plain text and you should be able to use a text editor to create anything that's still missing. Learning how things like GUIs and movers work is the biggest hurdle, but there is a lot of info out there (doom3world.org, katsbits) and once you have grokked it you should be able to write the stuff you need.

I hope. :-E

Resources:

About lighting:

http://www.katsbits.com/tutorials/idtech/dynamic-lighting-principles.php

http://www.katsbits.com/tutorials/idtech/dynamic-outdoor-lighting-techniques.php

Clean Materials pack:

http://www.doom3world.org/phpbb2/viewtopic.php?f=1&t=6025

(if the links are dead, I have it and can upload it)

Common prefabs (although you can probably rip stuff out of the original maps and use that as a starting point, as with handrails, consoles, movers and guis):

http://www.doom3world.org/phpbb2/viewtopic.php?f=1&t=14677

Hi-res replacement textures project (insane):

http://www.doom3world.org/phpbb2/viewtopic.php?f=2&t=23332

This last one is a reason to largely use the original textures, since your maps will then profit from replacement textures as time goes on.

Lots of the links at doom3world.org are dead, though. 
 
http://doom3-hr.com/Main_Eng.html

Hi-res texturing project site. 
 
You guys are going to make me re-install Doom 3, aren't you? :) 
 
on prefab rails:

doom3 is remarkably weird when it comes to prefabs. some areas have full mapobject (prefab) railing, some areas have railing completely made out of patches (more common) and some are a mix and match.

i would find it more easy to make railing in 3ds max (you can just use the spline tool and don't need to fiddle with ugly patches). thankfully, doomedit has a feature to export brushwork as an obj so you just need to import the the obj brushwork into your 3d editor, make your railing and export. 
 
Good tip necros. The prefabs are largely a bit questionable anyway, since you can make a lot of things yourself in a matter of minutes... I guess prefabs can be useful for things like shelves, ladder/handrail combinations, typical lifts, and maybe certain GUIs. The computer/console arrangements are probably also handy to have a prefab for, and just modify that, since they look a little time consuming to get exactly right. A lot of common things already come as entities, I saw.

People have been saying that you can also start making terrain out of patches, then export that and tweak / reduce polycount in a modelling suite, then re-import as a mapobject. 
 
more on prefabs,
a lot of computers and machines are prefabs and an even larger number are not. when i first started, i kept searching through all the models looking for things i'd seen and coming up empty.
in the 'objects' category of textures, you'll find textures that can be used (unsurprisingly) to make objects out of brushwork. a lot of the fancy consoles were built this way with patches and brushes.

about terrain,
i personally find it stupid to make terrain with patches if you've got access to a 3d editing suite. i have an old version of bryce (version 3) that i use as a fractal terrain generator. i export the greyscale heightmap bitmaps into 3ds max and use the 'displace' modifier on a plane that has been subdivided. this yields a terrain that can be modified for higher or lower resolution.
tbh, since i skipped the quake3 era of mapping and went straight from quake to d3, i never became attached to patches like those guys who did a lot of q3 mapping and i can't stand them at all. they are incredibly fiddly and texturing them is an absolute pain. i build everything out of models when i can. besides, building things out of models and then blocking out the area behind with caulk makes vising and portals much easier to handle because the surrounding brushwork is so simple. 
 
good advice, thank you. 
 
gb: Thanks. Do I just put the clean.pk4s in the base directory or do I have to rename/unpack them?

necros: Rails aren't the problem. But it kind of sucks that all interesting shapes (rocks, flesh, outsides) are made of meshes and can't be made inside the editor easily, like in Source games. 
Movings Models. 
Anyone know how I can make models from Quoth custom map objects move (like a body sliding along the floor or something)? I seem to recall seeing it somewhere :E 
 
negke: I think you should rename the clean materials pak to zzzwhatever.pk4, so it is loaded after all the normal paks (alphabetically sorted). It goes in the base folder.

I unpacked the models/ folder from one of the pakfiles because it has the mapobjects, and you'll probably want to unpack the sounds as well.

Individual files override things in pk4s. 
ZQF... 
Ne_tower by Necros was Quoth-based and had a body dragging. He should be able to fill you in. 
 
as for the knight drag, it's actually from when preach coded in model support. previously, you couldn't assign a model to a func_ because the game would complain about not having it precached.
there was supposed to be a func_train_point made specifically for assigning models, which is what i would have used, but that entity is actually broken, because it's still coded to set the func_train_point as SOLID_BSP which is not allowed with a .mdl (or external bsp afaik), so the dragging knight is actually a func_rotate_train (which is never solid).


http://celephais.net/board/view_thread.php?id=60352&start=36 
Dragging Body 
was made with a func_rotate_train.
preach added the ability to assign a model to (i think?) every entity.

unfortunately, he didn't allow for models on entities that have SOLID_BSP (ie: func_train) which is why you can't use a func_train for this.

it's been a year, so i don't really remember the specifics, but essentially, you set up a func_rotate_train + path_rotate entities exactly like you would if you were building a rotating train path, except you don't specify any rotation (but you could, if you wanted to-- the model will rotate just like it would if it was a bmodel).
once your rotating train entity and paths are set up, just set the 'model' key to the path to your custom model. finally, on your func_rotate_train, set the target field to 'null' (or anything that is not used). this is because the entity does not work unless target is set, but since we have the model directly on the train, we don't need to target anything.

you can also tie custom models (via mapobject_custom) to bmodel movers via rotating entity functionality as well. you could, for example, make a lift with torches attached to it. note that you'd need to use mapobject_custom instead of the normal torch entities because torch entities are made into static entities and static entities cannot move and they also automatically emit the fire sound which may not be good since they will be moving around.

as you know, you target a func_rotate_* entity to rotate_object entities in order for those to rotate.
you can also target any other entity in the game (including monsters!) and the rotating entity will also move them as well. for an example of this, check out sm156: http://celephais.net/board/view_thread.php?id=60375 for a map which uses this behaviour.
there are two boats that drive around with rocketeers stuck inside them with the rotate_train trick so they don't fall out as well as droles attached to a flying airplane type func_rotate_train.
i posted the map source for it in post #10 of the thread (or just get it here: http://necros.quaddicted.com/temp/sm156_necros_map.zip ). 
Note 
that when you attach mapobject_custom entities to a func_rotating_train, you can't rotate it. this is because entities attached to the rotater this way won't change their angles when they rotate, they only change their position.
so you'll have models that just slide around. 
And Triple Post 
if i had read the responses, i would have seen purple's post and wouldn't have had to retype all that. lol. ^_^ 
 
Heh so it is a bit more complex than I was hoping. I was trying to avoid rotating stuff as its such a pita :p
Still, the amount of fun I've been having playing with various triggers and relay sequences, it was kind of inevitable it would come in at some point...
Thanks for the posts though will try it out.

Nice to be reminded of the exact map I saw it in too :) 
Skip 
Is it possible to use some func_moving_object with skip textures applied to not-quite-all sides of it to simulate dragging a model? I recall levitating a Shambler once in one of my speedmaps using a similar technique. But, then again, my recollection isn't what it used to be :) 
 
well, if you are using hipnotic or quoth, you can just use func_movewall with func_rotate_train as they are fully invisible.
but i don't see why you couldn't put skip on a normal func_train. 
On SOLID_BSP And Custom Models 
 
 
well, my first instinct is that _point versions should automatically be SOLID_NOT because i was surprised when the func_train_point failed with a model. the thing is this would be an inconsistent behaviour because things like trigger_*_point MUST be SOLID_TRIGGER.

ideally, it would be better to just make a func_train_entity instead of having to abuse func_rotate_train. oh and i'd also update the hipnotic rotation code to take entity angles into account when being targetted by rotaters. (possibly with a flag to toggle that behaviour). 
The _point Of It All 
The _point versions are supposed to be exactly identical to the regular version, so much so that they even strip the classname of the _point extension. They only exist because of limitations in worldcraft which prevent creation of a point entity with the classname of a solid one. I'm pretty sure changing them now would break maps. 
Negke 
I don't see why you couldn't make rocks in Doom 3 the same way you do in Quake.

When you're finished, turn the entire terrain into a func_static and turn the simple room around it into caulk.

For parts that the player can't interact with, there is some key that lets you make the func_static nonsolid which supposedly saves RAM because no clipmodel is needed (I think).

You can then export the stuff (obj) and tweak it in Blender all you want, but for rough terrain, just to get the rough outline and scale, I don't see why you wouldn't want to use triangles or patches. Just to approximate it in the editor and get a feel for it.

You asked me to share my expert doom 3 mapping knowledge (lol) so here is other random stuff I found out while mapping:

- Shaderparm7 is used to set green/red lights on the door frame models. 0 is red, 1 is green.

- I ripped the frame and door models from id maps and tweaked them to my needs. All the doors are models as far as I can see, so are the matching frames, all nicely on the grid and on the Z point. The glass inside some func_doors is a func_static hooked up to the func_door with the "bind" key, like "bind" "door1". This makes the glass follow the door's movement in a master/slave way.

- Like Necros said, two ways to make consoles. a) models (in the mapmodels/com folder I think, look at the communications map - com1 or similar); b) brushes for the straight parts, patches for curves, small brushes for the guis.

- GUIs: For the model consoles, keys gui1, gui2 and so forth point to the gui files... for handmade guis, simple patch mesh turned into a func_static with common/entitygui texture and placed roughly 1 unit in front of the physical screen, can target stuff it should activate and "gui" points to the gui file like guis/comm1/sentrybot.gui is the panel that says "Activate sentry", for example. There are a lot of those.

- Mapmodels can have different skins; for example, skmachines/skcube.lwo can have "skin" set to skins/skcubedirtred to create the red version of that thing.

- Sounds are placed in maps using the speaker entity.

- Glass is simply a material.

- Two ways to make sky: a) like in Quake, slap one of the sky textures on brushes and b) portal sky, still looking into this last one.

- Lights; brightness results from the size of the light volume, as well as the color, where white is full brightness. You can assign textures to a light source, such as "texture" "lights/xray02".

- Entities under "movable" are physics objects, these drop to floor automatically. So do monsters, but not weapons for example. You need to place the weapons and ammo in the position you want them to appear.

- Decals are put on simple patch meshes of the desired size and shape and placed roughly 1 unit above the surface.

- Textures can be resized pretty freely without looking bad, so you don't have to build gui screens or decals at a certain size. Rather click "fit" in the surface inspector.

- The scale of everything is comparable to Quake, so is step height etc.

- You can load different mapmodels by creating a func_static and choosing models/mapobjects/whatever.lwo (Radiant will pop up a file browser).

I'd be interested to exchange testmaps and knowledge, hit me up on irc maybe.

http://kneedeepinthedoomed.files.wordpress.com/2010/09/sotox2.jpg

http://kneedeepinthedoomed.files.wordpress.com/2010/09/sotox3.jpg 
On SOLID_BSP And Custom Models 
My knowledge of Quake C is zero and I'm still learning the ropes entities wise, but for the kind of stuff I'm thinking of doing a func_train_model kind of entity would be great :E

For stuff like making it rotate or whatever though I'd wouldn't know what to suggest, I don't know what the technical limitations and such are really. 
Scripting In Doom 3 
A map can have a script assigned whose main() function is executed at level load. Scripts can directly address func_movers for example by their name. Some GUIs (shutters gui for example) can execute functions from the script when clicked (called via shaderparmX, usually documented in the GUI script itself).

It's a lot like QuakeC. Tutorial worth reading:

http://www.doom3world.org/phpbb2/viewtopic.php?f=4&t=3144 
.mdl In Map 
Guys, quick question:

In Q3 I saw .md3 player models in maps as statues. I've tried to put a knight.mdl in a Q1 map but it doesn't appear because I basicly put in a monster_knight with the editor and then replaced that with knight.mdl in notepad. But (ofcourse) that doesn't work. So how do I tell the engine to just put in the .mdl file?

Also: what if I create a custom .mdl and want that to appear in a map? Ofcourse I'd need a similar line of code (whatever it is) and aside from that, would it then be enough to tell players to put the .mdl in id1/progs folder? 
You Could Use The Func_illusionary Hack 
i forget how that works but you could find it in the teaching old progs new tricks thread.
you can use this for models that are already used in the game.
afaik, it is impossible to use custom models unless you REPLACE a stock model with a custom one. at that point, you should make your own mod because it is unrealistic to ask a player to overwrite a stock model with a custom one and then delete when they're done playing your map. 
Func_illusionary 
Thanks. That reminds of wanting to create non-solid snow. Isn't the Func_illusionary used to make a brush non-solid? I suppose that would do the snow trick.

And ofcourse, I'd never ask anyone to overwrite anything. Ideally, you could just put the new.mdl into a pak file or in id1/progs and the engine would just always check that progs folder if the map file dictates it. But I guess it's too easy to think that way :) In Q3, you can just add all your stuff into a pak file, whether it's models, textures, sounds, or whatever. 
Models 
The difficulty is not so much that quake doesn't offer pak files and things to prevent you overwriting somebody else's models. The standard quake progs doesn't offer any way to specify a model to precache from the bsp file. So the only conceivable way of loading a custom model is by using one of the existing filenames, which would of course overwrite something.

The suggestion is not meant to be a serious on(I think), so you need a modified progs.dat in order to load ANY custom model sensibly. By that point you need your own mod directory and there is no danger of overwriting other's files. Unless you decide to use somebody else's mod which supports custom models, in which case conflicts may need to be considered. 
Well.... 
Thanks for the answer. The problem is that I want to make a deathmatch level that people can download automatically from the FFA server. So a mod is out of the question. I guess that's not possible then... 
Pak File Based Engine Feature 
A thought I had after replying there...

Problem: Map releases that take advantage of a mapping-centric mod like remakequake or quoth may have other custom resources outside of the traditional bsp files, for example custom sounds, models and skyboxes. The pak file sounds like a great way to distribute all of these things without risk of dozens of file conflicts. However, the system of loading consecutive pakN.pak files means that users have to jump through renaming hoops to pop the new map at the top of the list and risk clobbering a custom map when a patch for the base mod comes around.

Proposal: add a "-pak name" switch to engines. This would place the named pak file at the top of the search path for any files, allowing overriding of all models as well as supplying the location of new files.

Players using an engine with this feature would be able to leave maps distributed as pak files with an identifiable name in the directory, and load straight from them as they wished. Older engines would not be left out, although they would have to rename the pak they wanted to use to pakN.pak.

It might sound like this adds bloat to a command line that already needs -game and +map specifiers. Correctly designed mods could eliminate this though, by ensuring that quake.rc calls autorun.cfg, a config file with a dummy implimentation in the mod's pak files. Loaded pak files could then override this with their own autorun.cfg - containing a command to load the (first) map in the pak.

(Custom map paks overriding quake.rc directly should be avoided, since that file may be updated by future patches to the mod. Supplying the autorun.cfg is basically saying "this one is ours, and that one is yours".)

Extension: The command line could accept "manifest" text files listing a collection of paks rather than a single pak. However, this might be overkill, and it certainly should be in addition to rather than instead of the single pak loading system. 
Preach: 
for quoth at least, fitzquake and aguirre's engines have a -quoth switch that works the same as -hipnotic and -rogue, so you can effectively load your own mod on top of quoth.

Darkplaces does even better and has the ability to specify multiple gamedirs, so mods can mod mods ad infinitum. 
Thread Screw Texture 
I'm working on a map that will use only the original Quake textures. I want to apply a texture to a cylinder (actually it's an hexagonal prism) that will make the cylinder look like a screw. Something like in this image : http://upload.wikimedia.org/wikipedia/commons/7/78/Screw_bolt.png

Any ideas what texture I might use ? (cropped, rotated, etc) - just to get that effect. 
 
any texture with ribs -- then just rotate each face the same amount and slide them around until they line up. You might have to adjust rotation to get them to line up all the way around. 
Wow 
Wow, that was fast :)

Thanks metlslime.

Yes, that's what I was thinking about, I need something like this : http://farm2.static.flickr.com/1111/1069643021_01b41ff384_o.jpg

But how to get it from standard Quake textures ?
I searched the metal textures, I didn't see anything suitables, everything is too flat or with "bubbles" 
Paking It In 
Yeah, metlslime, I had them in mind before I posted. I was trying to come up with something inbetween the effective but hardcoded -quoth switch and the overly elaborate darkplaces stuff. 
 
Super Uber Mega Cool 
necros, that's an impressive piece of work. But I cannot do my "screws" from polys for 2 reasons :
-the screw is quite small, it's smaller than a shotgun bullet
-I have a lot of screws and I'm very near to 32k marksurfaces limit (I went beyond this limit, but I deleted some rooms and now I'm back to about 30k)

Anyway, that screenshot looks awesome, does it move ? Any chance to see the full map ? :) 
Oh Shi--- 
now make a worm that's missing chunks from the threads, and wheels that are missing teeth to go with it! 
Raverx 
ah ok. i only posted that because i originally tried to make the worm gear out of textures too. but i swapped to a model because the spur gears looked funny meshing with a texture.

you could make a screw model though, that was just 6 sided (plus top and bottom, so ~20 tris?). it would make texturing the thread easier on a model skin maybe?

anyway, yeah, that worm gear is part of a new map/mod i'm working on. it's taking forever though, so no promises on release dates.

also, can i lobby for more lightmaps in quakespasm? maybe around 512 lightmaps or 1024? :D i built this whole terrain mountain as a sort of 'brush skybox' but had to remove it because i ran out of lightmaps, lol.

i think fitzquake's (and by extension, it's variants) current bumped limits could use some normalization.
for example, static entities has been increased, but ambient sounds has not, so you can add more torches than ambient sound slots which effectively acts as an artificial static entity limit.
or in this map i mentioned, it's possible to be under the faces/marksurface/vertex/clipnode limit, but run out of lightmaps.

now make a worm that's missing chunks from the threads, and wheels that are missing teeth to go with it!

maybe cause it's a lazy sunday afternooon, but i don't get it. what's good about gears with missing teeth? wouldn't they just stop working when they get to the broken part?
unless you mean like some sort of puzzle? 
Overlapping Brushes 
subject: overlapping brushes

I know you shouldn't have those, but what about water? If I want to flood a building with water, it looks bad when I cut the water around pillars etc, cause you'll see those cuts in the moving water texture...

And architecture partly covered in snow? What is the best approach when you want one brush (snow or water) to partly cover up other brushes? 
 
What's wrong with overlapping brushes? 
 
I know you shouldn't have those

Wrong. 
 
water will be cut pretty badly no matter what method you use, so i tend to just cover up areas with a single water brush.

if you are using fitzquake, make sure you use r_oldwater 0. this makes the engine use a much better looking water. 
Overlapping 
I thought you increase the chance of having Z-fighting (flickering) if one brush is contained in another brush (overlap).

Another reason I've read about is longer rendering times when you overlap brushes...

On top of this, I've seen multiple good mappers stressing NEVER to overlap brushes, including Pingu who stated in an interview to work neatly and that there's not a single overlapping brush in A2: Return To Atlantis.

I'm not pretending to know anything, but I do know what I've read. Kind of strange how people here say it's not bad to overlap brushes... Now I'm confused.

And Necros: thanks for the tip. Although that doesn't help people who play my map and use another engine ofcourse :)

BTW: are detail brushes used in Q1 (vs structural)? I'm using BSP Quake Editor right now, and there is an option to 'add detail' or 'remove detail' but after I selected and added the detail, it's not reported in the 'map info' (detail brushes: 0). I'll check in another editor as well.

I've read that if you got a lot of stuff in a room (like a bunch of candleholders, charis, tombstones, etc), it's best to turn those into detail brushes and let the main brushes that are suppoed to block Line Of Sight be structural... 
 
i don't know why, but overlapping brushes will cause zfighting in newer engines like q3 and d3. in quake, qbsp will manage to remove overlapping WORLD brushes without any issues. (overlapping func_ or other visible bmodels WILL cause zfighting with other bmodels or the world).
afaik, it doesn't cause any problems once the bsp is in the engine.

i'm not sure where we are atm concerning the compiling aspect of overlapping brushes. i don't overlap because i like to work clean, but it's just personal preference. 
Thanks 
OK thanks necros. You have an alarm going off when there's a new post? You seem to be on top of things :)

Is there anyone who can comment on the Detail/Structural question pls? 
No Detail Brushes In Q1... 
Change brush groups into func_walls or func_illusionaries to avoid breaking up surfaces, or float them 1 pixel off the floor/wall. 
And... 
Overlapping brushes are ok, especially for weird off-angle arches and such. 
Natural Looking Terrain 
Anyone got any tips/tutorials/techniques for creating the best rocky/uneven terrain in Quake 1 bsp? :E 
Multiple Buttons To Trigger A Door 
Can anyone tell me what kind of triggers connections i have to do in order to make 4 buttons to trigger a door ? like if all are ON then the door should open .. if 1 is OFF the door shouldnt open (logical "AND" condition) i use the Quake 3 engine (GTK Radiant). Thanks in advance :) 
 
Create a Trigger_Counter (with a name of course :) )that activates at 4, and make it's target the door. Make each button target the counter, and make each button's reset time -1 so a single button can only be used once. 
@ Generic 
OK thanks that explains why setting detail doesn't work in BSP or Radiant. I guess the option is in the editors for Quake2 and higher.

So when I got a cemetery full of fancy gravestones, I make the gravestones funk_walls or func_illusionaries. The downside of this seems that the func_walls/illusionaries don't cast shadows... I've read you can built a simple solid brush in them to cast shadows.. but I wonder if I can just copy the complex/detailed architecture, duplicate it and turn it into invisible brushes that will speed things up and DO cast shadows... For instance, here's a tutorial once from a guy who used a sky brush to cast a Quake logo shadow on the ground...but I can't duplicate it:
http://bspquakeeditor.com/q1tutor/q_lights.html 
ZealousQuakeFan 
IMO the best way to do terrain in Quake1 bsp is to use triangular prisms. I use ones with a depth of 64 units. You just lay the triangles out as a mesh, then move the corners up or down to make a nice uneven surface.

Also - ALWAYS overlap brushes in Quake1 maps. I used to think it was bad, but it turns out that its actually one way of making sure an area is sealed, for starters.

And you dont get in-game z-fighting. But if you get z-fighting in your editor, the newest brush will win. After you have compiled the map, any parts of a newer brush which were visible in your editor will be visible in the bsp. But they wont flicker. 
Zfighting 
Does z-fighting actually happen (in advanced engines) into brushes that intersect each-other, without any coplanar face? Such as overlapping perpendicular walls as generated by some hollowing commands in some editors... 
"Multiple Buttons To Trigger A Door" 
Man I shouldn't post at 3 in the morning, didn't see you were referring to quake 3, so ignore me :E 
 
hmm, okay. Off to give it a go :)

As I understand it then the main limitation with quake 1 BSP is that if a square face is twisted across where the polygon seam would be it just breaks? Like 3D modelling if you couldn't flip edges...? 
Door Opened By Multi Buttons 
I quote a recent post :

Can anyone tell me what kind of triggers connections i have to do in order to make 4 buttons to trigger a door ? like if all are ON then the door should open .. if 1 is OFF the door shouldnt open (logical "AND" condition) i use the Quake 3 engine (GTK Radiant). Thanks in advance :)

I want to do the same thing in Quake 1, but a little different. The door should open at a combination of opened and closed buttons - some sort of cippher :)

Can that be done ?

Let's say you have 4 buttons - all closed. You push one - it remains open until you push it again - same for all. The door should open only if button 1 is opened, button 2 is closed, 3 closed, 4 opened (an example). 
It Can 
But without new code it's a bit fiddly to set up.

Basically, you have a hidden tunnel somewhere outside the map which has four doors in it, a shootable button and a nail shooter.

The player never goes into the tunnel - you're just using it to set up a logic gate.

The four doors are controlled by your four buttons, and they're all 'toggle' so that the buttons can turn them to on or off states.

The button inside the tunnel is shootable (health 1) and is behind all the doors.

The spike shooter is at the opposite end, and just shoots forever.

The idea is that if the doors are in the right places then they'll allow a nail to go from the spike shooter into the shootable button, which triggers your event.

Problem is, there's no real way to show when a button is on/off - which is a must for the game play not to be confusing and frustrating. 
Err 
Also - ALWAYS overlap brushes in Quake1 maps.

ignore this 
 
Problem is, there's no real way to show when a button is on/off - which is a must for the game play not to be confusing and frustrating.

How about creating a little "indicator light" above the button; a func_door with a fullbright texture, that appears/disappears from inside another brush to indicate state. You can build a nice frame/socket around it so it looks like some kind of light fixture or computer terminal. 
Re: Multiple Buttons To Trigger A Door 
Ok seems silly but i just found the solution for my problem :D seems silly but it works :

for only 2 buttons to trigger the Door i did this:
2 func_button each of them triggers a shooter_plasma which shots to a door(1). that door(1) opens and behind it there is another door(2) that opens my Door(3) .. that way i can have my Door(2) opened when both doors (1 AND 2) are opened
(some images for better understanding http://img411.imageshack.us/img411/7038/multipletriggersand1.jpg http://img688.imageshack.us/img688/9168/multipletriggersand2.jpg )
is there an easier way ? 
Hmm 
Could you not just make the buttons only trigger once (wait value of -1 iirc) and a trigger_counter with a count value of 2? 
Func_door Indicactors 
That'll do nicely. 
Re: Hmmm 
in gtk radiant 1.5 for quake 3 engine i tried trigger_counter but it doesn't work aand if i put wait the value -1 it will do exactly what the manaul sais : "wait : number of seconds button stays pressed (default 1, -1 = return immediately)." 
Rotating Entities... 
So I'm dabbling with the dark arts and trying to make some rotating stuff, and I've got a nice door opening and closing but it's insanely jittery, as though the axis of rotation is bouncing up and down... Any idea what I've done wrong? :E 
 
sounds like one of two things:

you did not target an info_rotate with your rotate_object

or

your compiler does not support rotating entities (very unlikely at it would have to be a compiler made before the hipnotic mission pack came out).

so make sure you add in an info_rotate that should be placed somewhere in the center of your rotating brushes.
next, add a 'targetname' to it.
now, for all the rotate_objects applicable, add a 'target' that points to that info_rotate. 
 
hrrmph. At the moment I have a func_rotate_door targeting a rotate_object. The object is rotating around the rotate_door. I can't find an info_rotate in my entities list :/ 
 
Duh, I think I've worked it out. The rotate_object has to target back at the rotate door. Duuuh... 
 
you will need to create an entry for info_rotate if you don't have it.

rotate_objects don't rotate around info_rotates.
info_rotates are used explicitly in the bsp process to define the origin of the rotater, otherwise the rotater's origin is simply '0 0 0'.

try this: make a rotating door right on the '0 0 0' origin of the world and it will work perfectly without an info_rotate.

it has to do with quake's angle accuracy (or lack, thereof). as you know, the farther from the center of a rotation you are, the bigger the gap between one degree to the next.
quake has a pretty low resolution when it comes to angles, so once a bmodel is far away from the origin, rotating it makes it 'snap' to the next angle.
targetting object_rotate to an info_rotate tells qbsp to move the bmodel onto the origin with the info_rotate as the center. 
 
doh, cross-posted.

i guess that can work too. you're just replacing info_rotate with the func_rotate_door. the only hard coded thing in qbsp is object_rotate -> target. i don't think it cares what entity you target. 
 
Well...it seems to work okay anyhow :E

Another question however, train rotates. I've got it set up so an object moves between two points like a normal train, but -1 stops don't seem to work and it never rotates, it just moves. Any ideas...?

If you want an idea for what I'm trying to do, I want to make a draw bridge that drops down in stages (ie has multiple triggers, each one moving it x degrees down), rather than just going from 90 degrees to flat in one motion. ta for help btw this stuff is pretty confusing :p 
 
have you ticked the 'ANGLES' spawnflag on the path_rotates?

there is a 'bug' where a rotating train will not rotate if the next position is at the exact same spot.

if you have multiple path_rotates on the exact same spot, you will need to move the next one at least 1 unit away.
it's ok if it zig zags back and forth between only two spots, as long as two consecutive paths are not overlapping.

this is because if the origin doesn't change, the QC code just skips over the movement and considers it 'at the next spot' without bothering to check if it should rotate or not. 
Append 
first paragraph is a separate issue from the last 3 paragraphs. sorry for confusion. 
 
I was just about to post that it seemed to be that they were on top of each other... irritating limitation :( If I have them a single unit apart it fires the move but then instantly flicks back to the previous node. Seems to require a minimum of eight units between each.

Guess I'll have to just try and model it so it doesn't looks weird... 
 
Seems to require a minimum of eight units between each.
no, something else is causing that.
a single unit is enough to fix the bug i mentioned. you might have some settings wrong on the path_rotates. 
Megalodon 
#10219 Quad Shadow

I have no tutorial for the Squad Shadow, but here is amap that shows the effect.

http://members.home.nl/gimli/Qshadow.jpg
http://members.home.nl/gimli/Qshadow.zip 
 
Well, I can't find what setting it might be that's making it not like the proximity, but the hinge is on the other side of the area the player stands as it falls so it looks okay and works fine, ta for yer help :)

Will hopefully have some kind of playable prototype soonish. Trying to make something different from the last one...slower and more complex...But designing decent puzzles makes my thinker hurt :E 
Quake Teleporting Effects 
5/8 of the time, when a monster teleports in there's no tele effect.

Can this be fixed by editing the entities on the maps? 
Nope 
If it's not happening then either you've got 00's of teleports happening at the same time or you're running a mod - Quoth has an option for this. 
It's Because Of The Particle Limit, I Think 
Doesn't take 00's of teleports. Sometimes two or three at the same time are enough. I might be mistaken, but some engines allow increasing the number of particles, so you could try running the game with -particles 200000 (or some equally high number). 
Quake Map DM Only Spawnflags For Single Player Only Entities? 
I'm working on a total overhaul of an old Quake map I made. It was originally a DM map that I added single player to. There are lots of triggers, monster_jumps, teleports etc. that are irrelevant in DeathMatch. Should these be flagged as deathmatch only? Like a trigger that fires a teleport that beams in a monster. The monster isn't there in DM, do I need to flag the trigger and teleport also? 
 
but some engines allow increasing the number of particles, so you could try running the game with -particles
the stock glquake engine allows this :) 
Forgot About That 
Because of RMQ :)

Rick - only if you want it to be incredibly clean and fast. Which you probably do for DM, but the saving will be pretty small. 
OK, Correct Me If I'm Wrong Here, But.... 
There are lots of triggers, monster_jumps, teleports etc. that are irrelevant in DeathMatch. Should these be flagged as deathmatch only?

You need to flag these as only in Easy, Normal & Hard, and leave the flag for "Deathmatch Only" as blank. Rather than the other way round. This way those items will only appear in singleplayer, and wont appear in deathmatch.

Tip: You can place func_walls which only appear in either singleplayer, or only in deathmatch. This way you can have slightly different layouts for either game-modes. The map still needs to be sealed without the func_walls, they are only to be used within the sealed map, but you can have them passing through walls in some situaltions.

e2m1 does this, try loading the map, then type "gl_clear 1", then noclip outside of the map and look down on it. If you keep bobbing in and out of the map, you will notice that some of the walls dissappear and then reappear as you keep crossing the edge of the map (solid entities don't appear when you are outside of the map). 
 
note that the flags are !skill as in, not in easy, not in normal, etc.
so rick was initially correct that he'd need to flag those entities as not in deathmatch.

that said, i have to wonder just how much performance you're going to get out of that especially considering modern machines. 
@ MadFox 
... Thanks but your zip is 'corrupt' and is 0 Kb :) 
DM Flags 
I'll probably leave most of them alone, I was only concerned because I was getting a move_type push error in DM and I thought it was possibly caused by some trigger that didn't need to be there, I later found a zero brush trigger (due to a quirk/bug in gtkRadiant) that seems to have been the actual problem.

I've been using Radiant for a couple of weeks now, and I really like it. I was doing a compile on my mapping machine this morning and I fired up Worldcraft on another computer and was kind of annoyed because I couldn't remember how to do anything at first. Also, it seemed to run a little sluggish compared to Radiant, and its on a 3GHz Core2Duo while Radiant is on an old Athlon XP 2200. 
 
Sounds more like a func_ without a brush. To be safe, load the map in Bengt Jardrup's enhanced Glquake in developer mode - if there are rogue entities, it will show a console warning. 
Big Monsters Won't Teleport 
Sometime ago I found some weirdness in Quake. I could push entities, such as ammo and medkits, through solid walls using doors. Well, now I've found another. I'm trying to lower monsters on a door through a trigger_teleport. It works fine for the smaller ones (knight, hellknight, scrag), but the bigger ones (ogre, fiend, vore) don't work. When they hit the trigger they immediately flip from 0 to 270 degrees, the teleport particle effect fires, then the monster dies. It plays the damage sounds like they're getting crushed. Weird.
I'm using Fitzquake 0.85, but it also happens in GLQuake (the one modified by Bengt Jardrup)
I guess I'll try pushing them through sideways. 
Megalodon 
sorry, I update it.

^v^ 
 
that's odd, but why not just delay trigger the teleporter instead of lowering it through a normal teleporter? would avoid having to use a door entirely. 
Got It Working Finally... 
The idea was to have monsters flying out of a teleporter one after another, multiple monsters using the same teleport destination.
I tried pushing them through (well, sliding through on top of a sideways moving door) but I got the same result (again, only with the larger monsters). Interesting discovery was that scrags wouldn't ride the slide walk and the next monster in line wouldn't push the scrag. When the door eventually moved out from under that monster, it fell to the floor. That monster happened to be an Ogre and by pure luck I happened to have a copy of the trigger_teleport down on the floor, and lo and behold Mr. Ogre ported. So that was the solution to the problem.
With the teleporter on the floor, I just lined the monsters up on top of the door in the order I wanted them to port in and everything works. The monsters begin bunching up against the wall as the door slides out of their holding room and as the door moves out from under them they begin dropping into the teleporter, one by one.
You can control the rate they port in by changing the speed of the door. They will however telefrag each other, the assumption is they will be immediately moving after the player and get out of the way of the next monster. I put a trigger_monsterjump at the teleport destination, just to help them along :)
The only problem would be with scrags, since they won't fall. If I decide to keep them I think I could just add a little pusher bar to the door and arrange them their own trigger_teleport.
Pretty nifty little construction I think. 
 
One of the reasons I'm really enjoying using Quoth is that it is very easy to recreate Doom style monster zergs. Because it can easily spawn monsters active in a far off box, they will automatically run toward the player. Put a teleporter on the wall facing where the player would be, and doors or forcefields between the ranks of monsters that block their progress. If you make the teleporter the height of the wall, flying enemies should also go through.

Quoth also allows you to flag teleporters as preventing telefragging, so they might bounce around on the teleporter trigger for a while but they won't just gib each other :) 
Have You Tried The Func_hoardspawn? 
Thats a great entity for "teleporting" a bunch of enemies into your map :) 
 
I think the (now pretty dodgy looking) fgd I have doesn't include the hordespawn. It has a 'groupspawn' I think, but I tried it and didn't do anything.

Not particularly fussed though really. And seeing the ranks of enemies lined up is kind of fun :) 
Anyone Got A Copy Of A Good .fgd 
for Quoth 2.1? I found preach's one here:

http://www.btinternet.com/~chapterhonour/quoth2.fgd

But it doesn't contain func_hordespawn. 
But It Doesn't Contain Func_hordespawn. 
why do you need a func_hordespawn???

just leave it alone...... 
@ MadFox 
Thanks. Yes, that's a way to do it. Perhaps I misunderstood the BSP tutorial, but I thought the idea was to use the sky texture on the brush that is supposed to cast the shadow.

But this is a cool effect nevertheless. I'll keep it in mind. 
Func_hordespawn 
is less useful in quoth2 as preach broke the code that makes monsters wake up (the trigger_awake spawnflag is equally broken).
so when you use them, the first monster spawns but subsequent ones won't until the first monster is awakened by sight.

this is why the hknights that spawn in the end battle of ne_tower spawn on a little pad outside.
they originally were supposed to spawn inside the tower that the walkway connects to and run out chasing after the player. the idea would be that you'd never see where they came from, as if they were just charging out of the tower instead of teleporting in. 
To Be Fair, 
i don't blame preach for either accidentally or intentionally breaking the monster wakeup code as the implementation in quoth was very very bad. 
Megalodon: 
in e1m5, i think there's a "Q" made out of solid brushes, inside a sky brush. The sky doesn't block light, but it does prevent you from seeing the Q shape in the air. 
Func_hordespawn 
The func_hordespawn doesn't appear in the fgd because it's been "rebranded". Because it's a point trigger, not a brush, the official name for it now is the info_groupspawn. The func_hordespawn name still works for legacy maps.

And yeah, I broke the awake monster code, so sorry about that again! 
Quoth Sauce? 
Any chance of a release of the quoth sources?

:D 
Hehe 
i remember arguing over that with kell.

his reasoning was that infos are point entities and func_s are brush models.

my reasoning was that funcs accomplish a function (ie: do something) where infos are merely for positions and such (player starts and teledests and all that).

:P 
Where Is Kell? 
I miss him. 
Jpl 
There 's a copy of the quoth.qc on my harddrive.
I'm not sure if it is what you search,
only that I agreed to not share it on third parties.
It's from 2005, when quoth was released. 
 
madfox is talking about http://qexpo2005.quakedev.com/booths.php?tag=necros which is the Lost Chapters source code. it contains (iirc) the drole (pre-nerf), flying polyp, night gaunt, voreling and the vermis as well as some other sundry code such as spawning.
i would recommend not basing a mod off that source as my coding was extremely shoddy in those days. it still is, in some ways... -_-
it's really rather embarrassing, especially when we've got some professionals running around here. 
MadFox 
I'm sorry but I never asked about Quoth sources... I guess you are not addressing this post to the correct guy (who's name is jt_).. I guess you misread :P

Anyway, thanks a lot for the support to my "incomplete clone" ;) 
Madfox 
That's too bad. 
Lost 
my specs.., 
 
is there any q1sp with kingpin textures? including speedmaps.

taking a break and decided to try kingpin out for fun. turns out there's a huge amount of textures (and a lot of trim!). very cool and fun. 
So Many Dude! 
I did a SM with those once. 105, I think.

most of Than's early speedmaps used them, and I think he used them most creatively/ interestingly. 
 
i liked yours. than's we're nice too, but they didn't feel very 'urban'. i don't think he was going for that either. 
Kingpin 
Urban maps on Quake 1 are hard to do, they would look bad. Quake 1 is made for indoor environments. 
Hmm 
There was one ages ago. Either by Killjoy or Kickin Ken. I think. Someone beginning with K certainly. Had the black and white check floor texture in a lot of it.

Someone may remember what is was better than I.

And yeh, awesome texture set. 
 
i think maybe urban was the wrong word. urban/industrial (or just plain industrial with bricks). if you mixed in another texture set, could do something wild like that city of lost children movie.
i wonder if it's possible to get kingping, jackboot and deadmeat to work together... 
Yeah 
that was sleepwalker's map rtz, to name a few 
Screenshots 
Thanks 
i couldn't find it 
Hmm 
No. That wasn't the one I was thinking of. I shall attempt to track it down.

I'd actually forgotten about RTZ, good map. I think the author name is wrong on MPQ tho. We all know Sleep doesn't contribute anything. 
Tiddles Uses Industrial Textures 
Tiddles uses industrial textures in all his recent deathmatch maps.

http://www.quakeworld.nu/forum/viewtopic.php?id=4742 
 
And the maps look very nice... some of then are rotating in NL server Ax4all 
Ownership 
How does it work - e.g. if a Vore is edict 100 (last entity in the list), does his missle become edict 101 then? And if he shoots another before the first one has exploded, will it be 102? 
 
sounds about right.
and each voreball with have owner 100. 
Caveat 
For a given entity slow to be used, it not only has to be free, but it has to have been free for more than 2 seconds. This is to reduce the risk that dangling references to entities which have been removed can cause bugs*. So if the missile in slot 101 was removed 0.5 seconds ago, the next missile will skip that slot and be spawned in 102 even though 101 was free.

*An example of the kind of bug this could resolve is where a monster has made an enemy of an entity which gets removed just after it dies.

The function ai_run checks if an entity has <=0 health(and is therefore dead), and if so resets the monster's enemy. If entity slots could be reused immediately, a newly created entity could replace the old one with a positive health value.

The result would be that the monster starts attacking this new entity with no provocation. This relies on monsters calling ai_run or similar at least once in two seconds - and it's not a bad assumption although it may not be 100% watertight...
 
More Fun With Q1 BSP :E 
I've been playing with BSP to try and make some pretty stuff, and on trying to make some nice curved pipes I got this error on compile:

WARNING: CutNodePortals_r: New portal was clipped away near (-121 9 436)

Results in the vertices of each section not aligning. What am I doing wrong? :( 
 
i don't know if those two things are related.

i've seen that warning on many maps i've made and always ignored it.

vertices not aligning is more of a rounding error. what editor are you using? 
 
Worldcraft 3.3 
 
 
Rotated prims are prone to misaligning after compiling. It's best to turn each side of the non-angular parts of the pipe into individual brushes so everything stays coplanar. 
Rebuilt It As You Suggested... 
Worked like a treat, thanks :) 
 
are there any programs out there that can read a q1 .mdl file and then output the frame macros so i can just copy/paste it into my code?

getting really tired doing that by hand.
bonus if it sets up the frame function macros too. :P 
Multiple Trigger With Random Reset Duration 
Anyone got any suggestions for making a repeating trigger somewhat random in reset time?

Was thinking at the moment of a trigger via Nail trap with some platforms moving back and forward blocking it... 
Thats Your Answer 
have some func_trains blocking the trap 
Tele Effect 
about my earlier post about tele particle effects not appearing,

does Joequake have that -particle 5000, or similar feature? 
 
i think even winquake has it, so unless it was specifically removed, it should be there. 
Optimising VIS Etc 
Another newbie question :p

Is there any performance benefit to making certain objects func_walls or func_illusionary. Or do you just have to eat the huge VIS compile time? :( 
Yes 
Massive benefit.

Detail stuff that doesn't define your vis areas (leafs) can and probably should be a func_ unless you hit the entity limit, although given the fact that most engines worth using have this limit raised you should be fine.

This sort of thing is difficult to explain without pictures.

Massive map != massive vis time
Bad vis blocking == massive vis time

Make sure to put in dogleg corridors, doughnut sections, remember that vis ignores vertical space, and to change fiddly detail to func.

There's loads of other tricks as well, but you'll have to google them all and pick it up through trial and error I'm afraid.

I think the longest (full) compile time I've had wasn't more than 6 hours. 
 
"vis ignores vertical space"

How does that work? :E 
As In 
vis doesn't care whether your area is 64 or 1024 units tall(?) 
 
vis ignores vertical space

i'm gonna have to post a wut? here too. ne'er heard that before. 
Yeah.... What? 
I thought vis treated all three dimensions the same. 
Am I About To Be Corrected? 
This is difficult to explain without a 3D diagram :P

Let's say there's a room that joins to a vertical tunnel, which 1024 units down has another room at 90 degrees - even though the rooms might not be visible to each other in game vis still treats them as if they are.

Another example - you've got a circular tube, hollow in the middle, without doors but it doesn't reach all the way to the roof (or sky) - everything outside it will be drawn the same, as long as it's not backfacing.

This was something from Q2, so maybe doesn't apply to Quake. 
BSP Textures 
What tool do I need to replace a BSP's textures?

I tried Wally and TexMex 
Texmex Will Do It 
try again :P 
 
Invisible moving walls...

Possible? As far as I can tell movewalls need a visible object to move around, and noclip texture causes errors on compile. 
In Theory 
But I've never gotten it to work.

If you have a noclip brush inside a load of normal brushes (ie. they're on the outside of the func_) then the noclip will still push the player. 
 
I've managed to get it sort of working via extended movewalls :)
I don't need it to do too much, it's not actually pushing the player but monsters :E 
 
skip would work.

movewalls don't need a visible object.

clip only works if it's bounded by visible brushes (physics test box is determined by the outer extents of all visible brushes.) 
Call A Texture "skip", Apply It To The Func_ 
And download newskip.exe from a link provided by someone who knows where a copy is. Probably here:
http://www.quaddicted.com/tools/newskip.zip

Then run it after compiling your map, i.e.

"newskip mapname"

in a command prompt :S 
Texmex? 
You mean Texmex can replace textures into a BSP?
Because I checked and it could only generate WADs with the new textures 
 
adquedit can replace bsp textures too, iirc.

it's really old though and has a very strange user interface. 
Alright 
ok, so how do I do it?

In the file menu - TexMex can't export/save .BSPs

When I simply open a BSP with it and replace a texture then click save from the file menu, the opened BSP remains unchanged and TexMex creates a WAD with the modified level's textures 
Well Shit 
just tried again to do it and i stand corrected. was sure i'd used it before for that :S

just tried adquedit and that works - basically it looks like you have to first find the textures you want to add in, and export them from wherever they are as .mip files (texmex can do this) then load the map you want to edit in adquedit, and choose 'replace mip', which lets you import a new .mip file

someone needs to remake adquedit :) 
 
someone needs to remake adquedit :)

yeah... i haven't touched it since it malfunctioned and deleted my whole quake directory. It was halfway through my quake2 directory when i hard-rebooted to stop the devastation.

FrikaC's Fimg has some of the capabilities. I haven't used it much, though.

I actually wrote some command-line "lmp2pcx" and "pcx2lmp" programs a few years ago (right after the adquedit disaster), perhaps i should release them. I also made spr2pcx, but when I got to trying to make a pcx2spr, i realized you actually need some extra metadata to generate the spr (i.e. sprite flags, frame groups, etc.) and sort of ran out of steam at that point. 
 
i wish i understood how to read files that weren't just plain text. i've wanted to do a sprite program since there are still things in fimg that aren't great.
for example, it's very difficult and lengthy to align sprite center points across multiple frames when the frame dimensions change. you basically have to wing it and do it by hand. 
Any Alternatives? 
If Texmex can't replace a BSP's textures, what should I use? Fimg?

As for adquedit,
replacing the .MIP files = replacing the BSP's textures? 
Yeah 
each .mip is one Quake texture. A .wad file comprises of several .mip files. A .mip contains an image of a texture, and it contains smaller simplified versions of the same texture, to save on memory when you are far away from a texture. So a 64x64 .mip contains a 32x32, a 16x16 and an 8x8 version of the same texture :)
You will see this effect if you work with Wally or TexMex (I think) and you just focus in on one texture. 
Those Smaller Versions 
Are called mipmaps. 
NVM 
thanks anyways guys - I've finally got it working 
 
"SubdivideFace: Didn't split the polygon near (-3232 -624 -208), twall2_5"

I broke it :( 
Well 
Which editor are you using?

Also:

http://user.tninet.se/~xir870k/tooltips.txt

Very useful.

Do a "check map for problems" in WC3.3.

Try and find any faces with daft texture dimensions. 
Thanks :) 
Doesn't come up with a brush problem in check for problems. Guess I'll just poke the textures as you said.

It's odd though. The section of map in question I made in a seperate file and copy/pasted over. Only broke when trying to compile after sewing it together. Was a lot of brushes though so I guess it just broke something :( 
Zoom In On It 
and look for mis-aligned vertexes. 
Ah, Found The Blighter, Cheers :) 
For some reason a random face at the back of a func_train was 0.25 scale... 
So... 
...Fitzquake does have an entities limit :)

Have to cut my map in half :E 
Or... 
raise max_edicts to a higher value. 
 
Can I do that without changing source code? :E 
It's A Cvar 
 
The Clipping Tool And The Vertex Manipulation Tool 
are invaluable in WC3.3, but the textures can often become fucked up as a result. The best bet is to highlight the brush, then go into texture mode, then send the textures from all brushes "to world" (see texture panel) or "to face". These give different results, depending on the angle of the face. "To World" is good if everything is on grid, just perhaps shifted slightly in 1 direction. ~Use "to face" if the face is at a weird angle or if the face just looks fucked up. :D 
When I Say "all Brushes" 
I mean "all selected brushes" 
Also 
'Perpendicular to Face' is a common error from clipping, but the find errors thing will apply the same fix as 'apply world coords' and save you some time on a big map. 
 
"It's A Cvar"

So it is...ahem, thanks :) 
Fao Ranger: 
just found this tool which should make changing textures in a bsp with texmex possible:

http://www.quaketerminus.com/tools/updbsp.zip 
Very Weird Problem 
I have a very strange problem. I have a tunnel somewhere in my map, everything is ok. I changed that tunnel a little (to make him more "curvy") and suddenly I have an error when I compile the map - the compiler say that it detected a leak on the map : I followed the red line and ... the line goes right THROUGH one of my tunnel walls ! WTF ???

I cand start the map (partially compiled - it has no lights) and I go where the problem is and what I see ? It's a solid wall but I can walk right though it and I fall from the map.

It's really frustrating, can anyone give a clue of what might be wrong here ? I don'r have func_illusionary or something like that, everything is solid... 
Corrupt Brush 
The brush with the line going through it is corrupt for some reason - delete it and make a new one to replace it. Most likely it's broke because it's concave and not convex, so bear that in mind.

It could also be the surrounding terrain that's breaking it, if you've got a lot of brushes intersecting each other off-grid, in which case make that not happen with vertex editing. In other words, make the places where the brush lines cross each other on-grid. 
Probably An Illegal Brush 
Have you been moving vertexes? Make sure that all of the brushes are still convex 3d shapes. You might have to delete an illegal brush and then replace it. 
Assuming 
That those brushes are forming the hull0 or the boundary between the inside of your level and the void. 
 
Thanks, I deleted those brushes and made them again (and I also played a little with some points), but I still have leaks, it's driving me crazy, I surrounded the entire map with a big box and I recompiled - I walked around the map where the leak is reported now, but I can't see a leak. It's very, very, VERY annoying, imagine that I have a map that it's working and now it's not working because I changed some walls and the leak it's reported in completly other area :(

I did another thing : I took a copy of the map that is working and I compiled it - everything ok. Then I just added the new tunnel, I didn't delete ANYTHING, just I added the new tunnel over the old tunnel and BAM ! leak - that's f*king impossible :( I hate this aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaarghhhhhhhhhhhhhhhhhhhhhhhhhhhhh 
Post A Copy Of The .map 
And I'll take a look. 
Yeah 
Have you been using the WorldCraft carve tool by any chance? 
Quark 
I use Quark, here's a screenshot :
http://img820.imageshack.us/img820/3828/newtunnel.png

The selected brushed are the only thing that I added (nothing is deleted, for test). The brushes are X mirrored, that's all.

It's beyond my comprehension how ADDING new brushed can make a leak in the map, it's simply impossible, but it happens...

Without the new brushes the map is compiling perfectly. I add some brushes and I have leaks... 
Can't Tell Much 
Since I'm not a Quark user, but I suspect its what I said before - the brushes crossing each other at a point that's off-grid, effectively making an off-grid point thats giving you your leak. Maybe. 
Something To Note: 
is it a leak in hull0, hull1, or hull2? Sometimes hull0 will be healed but one of the other hulls will not because of a compiler error. If this is the case you might be able to plaster over it with a clip brush. 
 
healed = sealed 
Use Worldcraft 
If you can. 'Better :)

Google "quakeadapter" 
 
ijed, I think you are right, it has to be something off-grid, I think somewhere along a line, it cannot be seen in the map.

I deleted the brushed one by one and I found a brush with problems, I created it again and it's ok, now I have to delete the old brushes from the tunnel, I also delete them one by one, two of them cannot be deleted because the leak appears again, I have to search a little bit, maybe I will find the problem

Thanks everyone for the help, I really appreciate it. 
That Argh Feeling While Mapping 
I oftenly came to the disturbing error of leaks in my map on places that formerly compiled right.

I understand the annoying frustration it gives because mostly the map was right and the compiler gives an unsportive answer.
It took me a lot of maps before I got loos of the boxform while compiling, and always this was caused by the leak error.

Now I know there is no sport in it, it's just so precious adding poly's and making sure that all that's outside the hull must be placed excact on grid.
First I thought forcing on grid on 1 size grid would help, but this works only in boxes and makes the surface looks sloppy.

I think it is just the fault of thinking that the outside of the poly is on grid, while the middle of the poly counts and has to be integer.

The best solution is stop with the leaking map and begin with the one that was good.
If something goes wrong with brushes later on, forcing on grid can help, or adding a sealing brush to the leak pointed ones. 
 
It works !!!

MadFox, you're right, I make a lot of "snapshots" of my map (I backup often and I keep old maps). Now I just added the walls one by one in the new map, then deleted the old walls one by one - it didn't worked first, then I decided to resize the old walls (moving them inside the old walls) - it worked. Then I tried to delete them again - it still worked, strange, but in the end it's ok.

Now I can go to sleep happy (it's 4:36 AM here) and tommorow I have to be at work at 8:00 AM and I have a very busy day, but who cares ... my map is ok again :) 
Ijed 
It seems surprising to me that a brush intersection that creates an off-grid point would leak the map. Since when does bsp care about the grid? bsp files contain float coordinates, so it should not be a problem. 
 
it has to do with hull expansion. if a brush intersection causes a problem in hull0, when the collision hulls are created, that minor problem is sometimes magnified such that it basically just gives up on the area, creating those 'holes' where you just fall, seemingly, right out of the map.
aguirre's bsp is pretty good at fixing problems, but some still slip by. other compilers are even touchier. 
 
Do NOT use the Digger. It is the QuArK equivalent of carving. Do not use it. You will summon everything that sucks about mapping. 
RaverX... And All... 
Well, QuArK is a fantastic straight forward editor, very easy to handle... but it suffers of a fucking bad behavior regarding its floating point coordinates capabilities: this makes sometimes the brushes to be off-grid.

The only way to avoid this off-grid corrdinates to be very careful when you move your faces / vertex, and even when positioning the textures on faces.

If you want to correct any leaks or "hole in maps" you have to read this first (The aguirR'es Mapping Holy Bible) http://user.tninet.se/~xir870k/tooltips.txt that will give some very good procedure to solve 99% of your leakage problems.

However, for the remaining 1%, you can still open the .map file generated by QuArK after QBSP process, and look for the floating coordinates: that will give you an indication where are the corrupted brushes, and you'll be able to either replace it, or force it to grid with the editor.

In anyway it is long, it is painful, but it is worth doing it :) 
Digger 
Spirit, it'a too late for "don't use digger" (for my current map ) - I have tons of diggers there.

But let's say that in the future I will stay away from digger - how can I replace that ? How can I make holes in a brush without using diggers ? 
RaverX 
How can I make holes in a brush without using diggers ?

Easy: you have to make it manually.

Example of a tunnel:
- Bad: you can use two "cubes", inserts a "digger cube" in a "solid cube"...
- Good: you can make it manually with 4 cubes, without digger, just making the hole a real hole with brushes

Dunno if it is clear :P 
 
For clean mapping you place each brush by hand. A cube room consists of 6 brushes. 
Real Digger 
JPG, it's very clear, that's how I do the rooms, tunnels and everything. But I was talking about "real diggers" : imagine that you have a pillar and you want to puch a lot of holes into it.
It's very easy to make a "long" cube, then dig a pyramid in it and multiply that digger.

How do you do that without diggers ? (I know it can be done, but it's hell) 
Sorry 
Sorry - JPL (not JPG) :)
Something like this : http://img841.imageshack.us/img841/4003/holes.png

Imagine that in 3D with a lot more holes (and not only on a column, but with more rows) 
I Would Make It 1 Brush At A Time 
Or make one "section" as a brush, then copy and paste it. This way you have absolute control over what you make. The computer cant screw anything up for you. 
I Dunno If It's Helpful 
but your pillar sounds kind of like something I've been fiddling with:
http://img833.imageshack.us/img833/5668/zqftest03pillar.jpg

making the whole thing out of chunks that fit to the grid 
Make Stuff 
A brush at a time is always better. The automatic carving tools just aren't very good. If they were then mapping would be semi-automated, since knowing where to cut stuff needs a good understanding of good build quality that the editor itself doesn't have.

Not that vertex editing and clipping tools aren't good. Like Ricky says, just don't trust the machine to do anything remotely clever. 
Use Ctrl+B 
But dont use it too much it turns everything to shit when you do. 
 
just don't trust the machine to do anything remotely clever.

oh god, THIS.

carving a square hole into a square brush, you'd think it could at least split the resulting polygons in a symmetrical way.

2/3 point clipping is pretty much a replacement for carving, honestly, because the only times you end up being able to use carving is to flat out remove bits of a brush. 
Who's Got 
The WC Adapter texture conversion utility working on windows 7?

I got it working ok on Vista 'run as administrator' but the same doesn't work on 7, it just throws the most enlightening error message ever 'no log exists'.

I could convert the textures elsewhere and pass them over but its a pain in the balls and bad practice. 
Icky Fleshy Textures 
Can anyone recommend a wad with some nice flesh textures in it? 
Ogro 
 
 
cheers, looks like a fun set :) 
 
zerstorer also, and of course doom :) 
Yeah 
I tried a few times to make something out of the organic room tex' but couldn't put anything together that worked. I mean the ones that have the door included. 
 
i'm not a fan of ogro textures because they are way too dark. you basically miss out on cool shadowing because the textures are nearly black to begin with.
the textures are very cool, but just don't allow lighting to look good on them. 
DP Recorded Demo Does Not Play Well On FitzQuake 
Spirit recorded a demo using DP of my latest map last week, but it does not play at all on FitzQuake..
I really would like to avoid DP install on lmy computer, so is there any converting tool/method/whatever that would allow to play the demo on FitzQuake ?
Thanks a lot in advance... 
Still No. 
 
 
Just make a second quake directory and put darkplaces in that. Not like Quake is particularly big these days :P 
"DP Install", Give Me A Break 
All you need is the exe, just like most other engine ports. 
 
Doesn't it share config files though? 
 
Yes, but DP-specific cvars are ignored/removed by the others. 
 
ZealousQuakeFan my Quake directory is 7 gb :p of course in a 500 gb disc is very few... 
Cd Play 
I disabled the startup demos and added "cd play 11" to my autoexec.cfg but the track doesn't play.

When I tried any other track, they work.
I typed in "cd info" to see what was happening, and it said that the track is paused 
Don't Be So Shy With Information 
What engine?
Do you actually have a track 11?
Does it work if you load it while a map is loaded?
CD or files? 
Overlapping Brushes...again 
So I understand the general wisdom is never do it, however I would like to know if there are any particularly instances of it that can be okay or must be avoided and such... the BSP I'm trying to put together atm is doing my head in :E 
Overlapping Brushes... 
it's not inherently bad.

Example: you want to make a cross shape. You can do this with only two brushes, keep everything lined up to the grid. no problems. The only potential weakness to this example is you won't have control over which brush will determine the texturing on the intersection -- so the wood grain may end up going vertical or horizontal on that spot. (in actuality i think qbsp always uses the brush face of the later brushes in the map file, when two brushfaces are coplanar and overlapping like that.)

Main thing to avoid is things being off-grid or sloppy on the part of the brush that is inside other brushes. You should still keep things clean and on-grid even if they are buried. 
You Can Overlap Brushes 
It's fine. I do it loads! id software did it loads. It's a good way of saving brushes. 
 
what metl said. if you have two brushes intersecting and their faces are sloped, you have to remember that the intersection will create vertices, and if those vertices (which are generated at bsp time) are not on the grid, they will be snapped to the grid and this is usually what causes all those weird problems like falling through the world or just plain bsp failure. 
More Cd 
What engine?
-
JoeQuake

Do you actually have a track 11?
-
Quake sees track 11 as track 10/the last track;
try "cd play 2" in the console - it plays the Q theme

Does it work if you load it while a map is loaded?
-
Yeah the song plays if I'm ingame (both menu & loaded level), but I have to type in "cd play 11"

CD or files?
-
CD 
Really? 
BSP snaps vertices to the grid, e.g. uses integer coordinates? That's ludicrous - why does it do that? 
Lol - I'm No Coder 
But is it because Quake .bsp doesn't support float? 
It Does 
But the hull system doesn't, which is where it all goes to pot. 
So 
bsp.exe does work with float coordinates, but rounds them to the nearest integer? And what do you mean by "the hull system doesn't"? Could you explain that a little more? Thanks! 
Texture Application Trouble 
long story short i used the quake converter for worldcraft 3.3 , and was wondering why is it that when i use the texture application for a paticular face of a brush, or when i click the 3D window in general, it doesnt select anything at all? im sorry if this question was asked/answered before but it seems to be so obscure of a problem in terms of google. :(
any help is appreciated guys :D 
Sleep 
i think i might have been wrong in my post.
on reflection, perhaps bsp is not snapping vertices, but hull expansion just has a very hard time dealing with the off-grid vertices. 
Iluvquake 
Question:

Whent he error has occurred (you can select brushes) does the mouse cursor turn into a hand shape when you move it over the 2D frames?

If this is the case then all I can suggest is re-booting the computer, re-starting the editor sometimes works, try a different driver version for your graphics.

Its a known bug :( It used to happen to about 1 in every 10 times I opened the editor. 
Texture Application Bug 
no. whats weird is i can select brushes from the non 3D brushes, but it will refuse to ever select a brush or face of a brush with any tool in the 3D view window making it near impossible to do some things feasibly. i really wish i knew how to fix this bug. i wanted to get back into mapping so bad and actually finish a map but this is a pretty showstopping glitch. 
Ave You Tried Messing With The 
"filter textures" setting in the options? This essentially enables/disables hardware acceleration. Did I already say to try a different driver version for your graphics? 
Texture Application Bug 
I tried selecting brushes/faces of a brush in the 3D window with the setting obth checked and unchecked. I really didn't want to start messing with my hardware drivers though so I guess I'll just have to take the hint that mapping isn't for me. Thanks for the help though. :) 
 
<quote>obth</quote>

WTF?!?!

What kind of graphics card do you have? 
Necros 
Aren't hull coordinates short integers? That would explain that. I remember reading something about it, but may be wrong. 
 
<quote>obth</quote>

i'm guessing both? ;)

I really didn't want to start messing with my hardware drivers though so I guess I'll just have to take the hint that mapping isn't for me. Thanks for the help though. :)

that's pretty rash. why not try a different editor? 
Sleep 
i have no idea. everything is from observations i've made and from what i recall reading from other, more code minded posters.

i've just found that when you have a bunch of sloping areas intersecting, you're tossing the dice as to whether it will be fine or not. sometimes you can have the most obscene brushwork and have it compile perfectly and sometimes the simplest junction, perhaps even just two faces, will explode.

this is where, i think, the whole 'don't overlap brushes' thing comes from. 
Yeah 
The same - it just tends to muck stuff up, but I haven't built a compiler so don't know for sure.

Where's AguirRe? 
 
what ever happened to aguirre's q2 work? he was doing an engine i think? 
Texture Application Bug 
rj/#10404

i really wouldn't even know what would be the next best editor or how to get it setup :( i thought hammer might but im not even sure. 
Yeah 
Haven't spoken to him in a long time. Last was to give notice of Willem's multi thread version of 'the' compilers. 
Iluvquake 
It sounds like you've got hardware troubles - don't give up. Everyone on the board has suffered them at one time or another. 
Ijed 
well there isnt really any way for me to get any dif hardware, and id rather not muck around with installing dif drivers for my video card :/ i could go with a dif editor like hammer if i knew how to set it up for quake :( some people said quark but they say itd be really hard to learn coming from only experience with hammer/worldcraft. they say its too different to learn once youve gotten to used to one or the other :( 
You Can Drop 
"Hammer.exe" straight into your "Worldcraft" folder, and run it like that. Work for me :)

QERadiant is meant to be a very good editor for windows. I have never tried it, but people keep telling me it's as good or better than Worldcraft.

I dont know which version is the best to use for Quake1. Anyone? Link please? 
QERadiant 
From all the editors I tried, this had the steepest learning curve, but once mastered, it felt the most natural. I was a LOT faster using Radiant than other editors, esp. WC, where you have to constantly change modes. I also gradually stopped using the vertex manipulation tool in favor of clipping brushes into shape, which is much faster and precise IMHO. 
There's Also 
BSP editor, though I've never given it a try.

The modes in WC don't bother me tbh since there's the hotkeys... 
Radiant 
 
i could go with a dif editor like hammer if i knew how to set it up for quake :( some people said quark but they say itd be really hard to learn coming from only experience with hammer/worldcraft. they say its too different to learn once youve gotten to used to one or the other :(

yeah i wouldn't go with quark anyway; i'd stick with either the WC or radiant series. hammer could be worth a try if it's as simple to set up as alluded above but failing that, WC1.6 still works - i personally swear by it :) 
Wc1.6 
its funny you mention it. most of the download links to it are dead and i've been having a hard time trying to find a copy of wc 1.6a :P 
It's On Quake Terminus 
useful site. just tried the download on here and it works: http://www.quaketerminus.com/tools.shtml 
Crap... 
i have vista... wc 1.6a is not compatible for this OS :( and a virtual box wouldnt exactly be practical for mapping :( 
Hm 
is that the program itself or just the installer? 
I Use 
WC 3.3 with Vista no problem. I also had the dodgy 3D window issues until I found a patch - it was a .dll file that had to be dropped into the WC folder and then disable the texture filtering option...

Too tired to find the link just now but if you search in this thread it should be here somewhere. 
I Tried... 
the patch. the dll file ur talking about, atioglxx.dll but it crashes worldcraft 3.3 on vista for me as soon as i open up a map or a new map window.... so i guess that fix doesnt work :( 
Bah 
Sorry, can't help then... I'm on Vista and it runs fine, it was just the 3d window problem.

Stupid question - drivers up to date? 
I Believe 
i believe my drivers for my ATI video card are up to date, evne tho the card itself isnt the greatest but yeah. i even tried using hammer , and dragging the hammer 3.5 exe into the folder and running that. even it had the same issue.. :( 
 
I tried lots of editors and the easyest for me was Quark :\ but few people like this editor in here... 
Missing D3DRM.DLL Might Be The Problem 
Microsoft took it out of Vista and Windows7. I know because I had the same problem. I found a copy of this file somewhere and put it in the Worldcraft folder and the problem went away. It might work for you. The version of the .dll I have is dated &#8206;Monday, &#8206;July &#8206;14, &#8206;1997, &#8207;&#8206;11:00:00 AM.

That said, I recommend trying gtkRadiant. It only took me a day of fooling around to get used to it.

http://kneedeepinthedoomed.wordpress.com/tutorials/ 
All These Problems 
Would go away with an open source version of WC.

Once I've got modelling tasks out of the way I'll probably give BSP editor a proper try. 
BspEditor 
Gets my vote and having used it for so long, I find it difficult to understand what it is about it that stops more people using it (Quake1SP)? 
BspEditor 
No Undo function brakes it for me. Otherwise I found it very good. 
 
No Undo function O_O

for me, it's not so much that anything stops me from using bsp editor, but that i have sikkpin's qe3 which i already like.

but yeah, if i was changing now, the lack of an undo would probably make me not consider it too. :P 
No Undo? 
Can you use the mouse or is it arrow keys only?

Ahem.

No undo isn't that bad, but its such a basic feature that if it's not there then there's most likely a load of other stuff that I'd want and isn't there either. 
Lame... 
not even dropping that d3d DLL file fixed the problem :( quake hates me right now 
BspEditor 
Not sure if you are looking for multiple levels of undo but it certainly has CTRL+Z, and it has Save For Undo.

Without wishing to sound pompous (but it will do so never mind) I have never really found a need for undo except where I have moved several hundred brushes and then changed my mind (this is typicaly when handling large areas of terrain). If I think I am going into dodgy territory with something, I generally save a new version.

Have a look at http://www.bspquakeeditor.com/doc/ 
Ijed 
Yes, mouse driven. It is also very configurable all round e.g. for keyboard shortcuts.

For example: with mouse in right hand - select a brush's face in the 3D window with a left-click, select a texture in the texture window with a left-click, then with the left hand ALT + F to apply that texture to the face.

Then: left-click and hold + LSHIFT to stretch the texture or maybe CTRL+SHIFT and left mouse-click to rotate the texture. Perfect for aligning textures to angled trims. 
 
I'm not that good at making architecture so I often end up going back with what I have just changed. One level undo isn't enough then. I have learned how to use bspeditor some time ago and made few rooms with it. At the moment I'm using qe3 and hammer.
The point is people have made beautiful maps with all kinds of editors.

@Iluvquake - did you try to enable/disable the "Filter Textures" option in 3D View configuration tab in WC/Hammer? 
Mike 
took a quick look at the link... the face extruding looks interesting. i've never seen that in a quake editor before.

also, Save For Undo sounds like 3ds max's hold/fetch command where you can save the file in the ram and then 'fetch'/load it later. 
Yeah 
That sounds ok. Face extruding sounds like an odd feature to have in a brush based editor since it would seemingly promote convex (illegal) brushes.

Something to look at since I doubt that's the case. 
Extruding From A Face 
Basically adds (extrudes) a new brush to the selected face, so nothing illegal. If you check out the link above, it explains it in pictures far better than I could in words. It works, so building fancy shapes is a doddle. 
Ok, 
Finally got to skim it - seems good, there's a lot of useful features in there after all. 
And 
Mdls in the 3d window - nice. 
Just 
Having a look. Not used to this amount of automated stuff - when it was introduced to 3D packages I avoided using it.

Not that its bad, most shapes in Quake are simple enough, until you get to the detailing - rooms, stairs etc. 
Huh 
It even allows you to configure the font.

Not going to, but that's one step beyond in terms of genuine user-friendliness and not windows user-friendliness. 
BspEditor - Automated Stuff 
Nowadays, I hardly ever use it. In fact the only time I can remember is when I want to do a quick check on something I am building and quickly drop a large 'room' around the map: create room, compile (I have created a large number of differing batch files to call from the editor), review in Quake, and then back to the map with a CTRL+Z to remove the 'room' I created earlier.

I doubt that I use more than 75% of the editor's capability and regularly discover new things, especially shortcuts. 
Gtkradiant Problem 
just installed radiant on win7 and got 2d and 3d windows showing nothing like this:
http://vondur.net/images/wotrad.jpg
any idea if it's fixable? (got it ok on other machine with win7) 
Yeah 
Disable the desktop theme (Aero) in the compatibility settings for gtkradiant.exe. 
Thanks Negike 
:) 
Np 
but please... there is no i
Oi Sorry, Mister Negke 
:> 
 
should take out the e's too, so it's just unvocalized tougue mashing. ^_^ 
Cthulhu Fhtaghn? 
 
Nieigikiei? 
 
Hah 
 
LOL Moment 
So, I'm just doing a bit of tweaking and decide to build an extra corridor. I do a fast Qbsp and see there's a leak. I stop the compile and load the .pts file into the editor. Sure enough, there is my yellow line going straight to the area I have just built.

Follow the line, careful now, it's moving around some complex geometry. loose sight of it for a moment but then pick it up again right where it goes through a solid wall. Oh no!

Carefully review what I have just built, can't see anything wrong. But there is the line, straight through a solid wall. Oh buggeration!

Follow the line again and notice it has an arrow-head on it. Strange, I have never noticed that on a pointfile line before. Anyway, keep looking for the leak, it's got to be here somewhere.

Suddenly notice that the line I'm following is not yellow but purple. Ugh! Scratch head several times. Ah jeez, I'm following an entity link line that, surprise surprise, goes through solid walls.

LOL, goes bright red, looks around to see if anyone saw me (fortunately, like most mappers, I'm on my own) picks up the yellow line again, spots the short brush and un-leaks the leak.

I enjoy mapping. 
Bad Brushes 
Mike, that happened to me a while ago and the guys here told me that I have corrupt brushes. Try to delete those walls and create them again. It helped me. 
Yeah 
good solution raverx 
Sorry 
I'm a dick. 
 
That's a good one. At least it was an easy fix in the end. I just got my first HOM ever with a

Leaf portals saw into leaf near (x y z) error.

Turned out it was just the wads I was updating for the map. I was switching texture names around with different sized textures. The fix was deleting the .vis file (aguirre) for the map. Nothing was wrong with the brushes. 
A While Ago 
Someone made a hacked version of Tyrlite which had the entity limit raised. Anyone remember that? I was gonna test it but I didnt get round to it till now, and now I cant remember where it was........?

Whoever it was that tried to help me - Thanks!! :) - but please help XD 
Enhanced Tyrlite 
Thanks 
Awesome :) 
Levels Have Custom Gravity 
how can I make a bsp have a differnt gravity? like e1m8? 
Ranger: 
unfortunately the original quake progs.dat only hard-coded the gravity for e1m8, so no other map can use that feature. You will need to make a mod (or find an existing mod) that provides this feature.

I think Custents has it. Also, Hipnotic mission pack might have it. Anybody know about Quoth? 
Yep ! 
Or The REALLY Cheap Way.. 
call it e1m8.bsp and put it in a different mod directory. quake -game yourmod +map e1m8 
Or The REALLY REALLY Cheap Way 
Have a centerprint telling the player to change sv_gravity manually. 
Now That's Just Silly 
 
Have We Implemented This One Yet? 
 
Depends Who And Where 
 
 
Hipnotic's info_command and trigger_command I think. At least Quoth, RMQ, and either Custents or Extras also include that one. 
Broken Ambient Sounds 
hey, has anyone actually figured out why some of the ambients in quake don't work? Specifically, thunder1.wav and fl_hum1.wav. They play fine in standard sound apps. 
 
fl_hum1 works fine in light_fluoro and ambient_light_buzz. IIRC the thunder doesn't work because the wav is missing a loop marker (a looping thunder would sound silly anyway - maybe they wanted to add some randomize code but forgot). The ambient_thunder entity still precaches the sound, though, so one can play it with a hack. 
Hmm... 
my mistake, fl_hum1 does work, it's just very quiet :) 
Portions Of Maps Disappearing. 
Hey, I'm fairly new to this mapping thing. I'm having trouble with a room in my map, it's only visible when you walk into the room.

I had this problem in the same room earlier, I aligned some walls better and it seemed to fix the problem. However, I've just added some walls in a completely different area and it's re-occuring.

Is the reason why this is happenning because I've overlapped some brushes somewhere? Or am I off track?

Is there an easy way to find these errors prior to compiling?

I'm using Quark, txqbsp, rvis and arghlite.

Thanks. 
Level Design Perforating My Mind 
Hi all, been working on a Quake 1 singleplayer map for some time and have a couple of questions.

When I began working on my map, I decided to finish all the brush- and texturework first, not bothering to seal the map so it would compile fast, and then move on to entities like lights, monsters and doors and sealing it. However, when I last tried compiling I had reached the max clipnodes, so I'll have to seal up the map anyway and perhaps simplify some architecture, convert details into func_wall etc...

Anyway, I was wondering how you guys build your maps? Do you design it room by room, finishing each completely with lights, brushwork and entities before moving on to the next, or complete aesthetics first before moving on to entities?

And when it comes to compile tools, should I use txqbsp or treeqbsp? What's the main differences? How does your compile setup look like, what command line parameters would you suggest for soft, high-contrast lightning (i.e -soft, -extra etc)?

I'm using QuArK 6.6 Beta if that matters.

Thanks! 
Firstly Hi!!! 
Always awesome to hear of new mappers.
First suggestion, use AguirRe's modified Vis tool, its the best. The only vis tool which is better is WVis which is just a modified version of AguirRe's tool which supports multi-threading (its faster if you have Hyperthreading in your CPU and/or more than 1 core):

(AguirRe's tools)
http://www.quaddicted.com/tools/bjptools-090908.zip

(His Vis)
http://www.quaddicted.com/tools/visbjp.zip

(WVis modified by Willem)
http://www.quaddicted.com/tools/wvis_20100119.7z

This might fix the problem.

Another issue might be that you are using the ORIGINAL GlQuake client or WinQuake client. It has a console command to increase the draw distance, I cant remember what the command is, but you would be better off using a more modern client like Fitzquake:

http://www.celephais.net/fitzquake/

The other explanation would be that you are having a portal error which causes this to happen. This could be caused by a number of things, but basically its "poor mapping technique". The only real way for me to guage this is to have a look at your map source, or atleast a screenshot from Quark of the area which this happens. Preferbly a screenshot of a 3D view, with textures.

Looking at your mapsource is the easiest way.

Anyway it might be crappy vis program or bad client causing it, so try the new tools and engine first :) 
Also Berntsen 
Hi!!

See the above post for a link to FitzQuake client, this will run a map quite happily which is over the limit for clipnodes.

I use TxQbsp, Im not sure the difference between that and Tree. I use the command -hilimit because my current map is soo big that if there was a leak it wouldnt even compile at all, because the compiler can't take it without that command!

I use AguirRe's light tool, also linked to in the above post, with the command line -extra4 (for a final compile) and nothing else.

I also use the Vis tools mentioned in the above post.

When using coloured lights I used to use Tyrlite with the command line -colored -lit -extra, because it was the only tool which I could get to work with coloured lights, but there is a modified version of AguirRe's light tool which now supports coloured lights which is not far from a release (infact i think it did get released in the General Abuse thread a couple of days ago!

As for how to build the map - well it depends. Some people like to block out the map first, with simple rooms, then work a little into the architecture, then put the monsters in, and THEN go through the map detailing it heavily. This is probably the best way of doing it.

I personally make most of my brushwork on the first pass, but I am starting to do blocking out first nowadays, just because it seems to be quicker.

Hitting limits of the original engine is not such a crime anymore. Fitzquake 0.85, AguirRe's modified GLQuake, Darkplaces, Quakespasm are all engines which will run maps far bigger than the original limits allowed. And FitzQuake is pretty much the standard for a Quake client. So if you wanna make huge maps, I say DO IT!!!! 
 
enliten work with grid 16

I think you are working with low grids that make map full of leaks because of the alignment

welcome enliten and Berntsen any help you guys need with Quark just sent me a email or add me in msn!

Email in the same just check my profile! 
 
Thanks for the quick replies guys.

I think I'm going to go with simple brushwork first and finish the entire map layout before moving on to more advanced stuff like entities and small details... until now I've been focusing on detailing every room before moving on, and have hit mappers block many times already, coupled with the fact that I'm indeed working on a large map, hasn't exactly been great for motivation.

But seeing some of the great maps you guys put out (like Vondur's new map, which was made in four days!), and knowing that there's still a thriving community for ol' Quake 1 really helps! 
Thanks 
Likewise, thanks for the quick replies...

I tried the different vis / light and am using darkplaces... It seems to be working ok now.

I've put the errors down to poor mapping skills, I seem to have found and eradicated the leaks. I still get errors in the compile, however they don't seem to be affecting the map in game.

I've done 50% of the geometry, then I'm on to the texturing, entities and polishing. 
There Is No Best Way 
Each one has benefits and disadvantages on various stages of the building process. I usually map in a room-for-room manner, sometimes doing lighting on the fly, sometimes making the entire map and only then add lights. Brushwork and detailing are my favorite part.
Laying down the basic layout first is useful for DM maps; for SP maps one presumably doesn't have a 100% clear picture of the end result until later. Let SP maps grow or evolve as you work on them. Though I got to admit it's also fun (less demanding maybe) if you have a basic map where you don't have to worry about layout/gameplay and can go bezerk on the details.

enliten: Doesn't sound so much like a portal error as Ricky explained than a simple case of 'too many polys visible in a software engine' - assuming you're using Winquake. It's hard to give you a proper tip in this case, it depends on a couple of factors. You might just need some geometry for visblocking (e.g. L-shaped corridors). 
Going Well 
Hey guys, the map is going really well. I've discovered and fixed all but 2 warnings in the 'compile'. All I have to do is add lights, spawnpoints and then polish it a little...

However I've now encountered a new problem... One of my teleporters doesn't teleport to the correct destination. I've checked the target name and it's correct. Any ideas?

Thanks again for all the help. 
Ignore Previous Question 
human error...

had a brush running through it which was difficult to see in the view i was using. 
 
:)

normal noob error we all do then all the time :p 
BengtLightColoured New Light Tool : ) 
http://www.quaketastic.com/upload/files/tools/windows/BengtLightColoured.zip

Fast,Fast,Fast.
Tyrelite extra 39sec
BengtLightColoured extra 21sec

Found 1 thing using Quoth 2. It will stop on error about missing 3 values for color. If you use things like func_togglewall or light_marsh and set the color. Just add two zeros and all is good.
Thanks MH 
BengtLightColoured New Light Tool : ) 
http://www.quaketastic.com/upload/files/tools/windows/BengtLightColoured.zip

Fast,Fast,Fast.
Tyrelite extra 39sec
BengtLightColoured extra 21sec

Found 1 thing using Quoth 2. It will stop on error about missing 3 values for color. If you use things like func_togglewall or light_marsh and set the color. Just add two zeros and all is good.
Thanks MH 
Double Click On Submit BAD Sorry 
 
Light Speed 
Another way to speed up the lighting process is to add -gate 1. This will make it finish considerably faster, without any visible artifacts or downsides. 
Mechtech 
That is not the final version!

And it is always nice to tell the developer about such problems.

I guess those entities use a single integer to determine a "distinct" index (eg 1=red, 2=blue)? Don't those entities use "color", not "_color" though? I wonder what would be a good way to allow this too. 
 
after using mh's version of aguirre's light for a while now, i've noticed it seems to be less prone to that ugly washed out colour effect that used to happen in the old coloured light utils.

is this something mh did or is it just a side effect of aguirre's new lighting (delay 5 vs delay 2)?

either way, it's very nice. i'll probably be using it from now on.
i have noticed it crashes if you try to do a -onlyents update for switchable lights though. 
I Mailed MH Both Those Error Reports Now. 
 
 
Fixed. :)

I guess I really should release this now; the final (I hope!) version is *MUCH* improved from the one you've currently got. Gimme a few minutes... 
 
> is this something mh did or is it just a side effect of aguirre's new lighting (delay 5 vs delay 2)?

It's mostly from the original code being pretty damn good to begin with. 
 
Here we go: http://www.quaketastic.com/upload/files/tools/windows/BengtLightColouredR2.zip

Hopefully this addresses all the problems with the first version. Please check out the readme for release 2 (included in the zip) as it contains some important info about why the timer display is the way it is, by the way. 
 
1:52 for 2.6G (billion?) casts. (-soft -gate 5.0)
http://necros.quaddicted.com/temp/oranges.jpg

it's pretty much perfect right now. i can't think of a single thing wrong with it atm.
and on top of that there's coloured sunlight too (which i totally wasn't expecting, so a nice surprise! :))

if anyone's been holding off on coloured lights, there's literally no reason not to use this now. combines aguirre's great lighting tricks with multicore and colours.

n1 man. :) 
Mh 
Nice work. But I think it would be better to credit Bengt Jardrup rather than aguirRe in the readme, as his tools and engines are more immediately known under that name while hardly anyone outside the dev boards can make the connection to the nick. 
Help With Ambient_sounds 
Hi.. it's not clear to me if ambient sounds in Quake must be triggered to start looping !?

And why the hell there's no an Ambient_generic as in Half-Life ??
so what about if I want a custom music play allthetime in my map?

Please answerme 
Ambients 
In id1 start on and can't be removed.

There are mods that add additional functionality for custom sounds like Quoth or RMQ, although only the former has a devkit document so far. 
Thanks Ijed 
"ID1" you mean the folder under quake folder ?

I've got so many ideas for my maps(I'm using Worldcraft+adapter) but coming from ValveHammer/HalfLife editing I'm facing with many limits here in Quake.

And Ijed where are in Quake entities such "multimanager,trigger_auto,etc.." ?

Oh poor me! 
 
Futur4, Quake is much older than Half Life. Half Life is based on Quake engine, but it has a lot of new features. So it's normal that a lot of fix cannot be found in Quake.

But that's a part of Quake charm, it doesn't have coloured lighting, translucency (except for water), etc, etc.

So you'll have to compensate those with a strong feeling. It's very easy to create a nice map when you have detalied textures, fancy shader effects, etc.

It's a lot harder to do it with simple textures and a basic engine. If you can't do it or you don't like the limits then move to other game - no offense. UT3 maps looks stunning (visually), but they lack the Quake feeling. 
 
If you can't do it or you don't like the limits then move to other game - no offense.

if everyone thought like this then there would be no mods or custom engines! there is plenty that can be done to improve the technical side of quake without affecting the 'feel', including improved trigger entities

"ID1" you mean the folder under quake folder ?

basically when people refer to 'id1' they mean standard vanilla quake, with no mods. it might be worth giving quoth (http://kell.quaddicted.com/) a try for some more advanced options, or if you're really feeling adventurous then you can read up on some qc tutorials here: http://www.inside3d.com/gettingstarted.php and play around with adding your own entities 
What Rj Said 
 
 
> But that's a part of Quake charm, it doesn't have coloured lighting, translucency (except for water), etc, etc.

Of course it does have those. 
 
gb - standard Quake does not have any of those.
tweaked engines - yes, but that's something different.

This way you can say that Quake supports displacement mapping, a very neat feature. But that's in darkplaces + special textures. So it's a NEW engine + new textures.

I enjoy a lot more standard Quake - the moment you start adding hi res textures, fancy lighting, etc - that moment it's not Quake - not the dark, scary Quake that we love (at least I love that feeling) 
RMQ Engine Is Up For Testing 
http://kneedeepinthedoomed.wordpress.com/2010/11/17/engine-test-release/

And, all engines are tweaked now - hirez stuff is always optional, if you don't like it you can just turn it off. 
Trigger_camera In Quake ?! 
Hi is there in Quake a trigger_camera such in HalfLife for in-game movies ?

maybe info_intermission ?

How can I in Worldcraft/Quake build simple intro/outro for my maps ? 
Info_intermission 
It's the camera for the stats screen after exiting the map.

Open WC's entity def file in a text editor to see which entities are there and what they do. 
Thanks Neg!ke 
Can info_intermission camera be used for mini ingame movies ?

If not is there a way to do so ? 
Ambient_sounds Don't Work / Vanilla Quake 
Another "simple" question worrying me:

I'm using Worldcraft+Qadapter and in my map ambient_sounds(drone,wind,...) cannot be listened !

-they need to be triggered ?(already tried :()
-try with another engine? (I use WinAguirre)
-what's "precache sounds"?

..i'm putting off with Quake mapping 
You'll Need 
A custom progs for in-game minimatics again.

The ambient sounds thing is strange. Are you sure the sound isn't just being masked by other sounds playing nearby?

Alternatively, if you've got a lot of things making noise nearby the ambient might just get dumped as not important. For example, 20+ burning torches in earshot + the player + enemies would probably do it. 
Sound Overload 
shouldn't be apparent in aguirre's engines. at least i'd have thought...

futur4: if by 'mini ingame movies' you mean cutscenes :P then no, they aren't available in the standard quake progs. surprisingly not in quoth either. but they do feature in some mods if you really want them, for example zer - give it a download and have a look in devkit.txt. scroll down to where it says * Overview *</a> and it details all the new ents you need to add to worldcraft's fgd file to set up cutscenes. you can then run quake with -game zer to play your map. the downside is that other people will also need zer to play it, but everyone should have it anyway, it's awesome 8)

no idea why ambient_drone or ambient_suck_wind wouldn't work.. if you just put them in without any extra fields anyway.

'precache sound' - precaching is what the engine has to do for any sounds or models before they are used 
Fucking Tags Again :Z 
sound overload shouldn't be apparent in aguirre's engines. at least i'd have thought...

futur4: if by 'mini ingame movies' you mean cutscenes :P then no, they aren't available in the standard quake progs. surprisingly not in quoth either. but they do feature in some mods if you really want them, for example zer - give it a download and have a look in devkit.txt. scroll down to where it says * Overview * and it details all the new ents you need to add to worldcraft's fgd file to set up cutscenes. you can then run quake with -game zer to play your map. the downside is that other people will also need zer to play it, but everyone should have it anyway, it's awesome 8)

no idea why ambient_drone or ambient_suck_wind wouldn't work.. if you just put them in without any extra fields anyway.

'precache sound' - precaching is what the engine has to do for any sounds or models before they are used 
RaverX 
I enjoy a lot more standard Quake - the moment you start adding hi res textures, fancy lighting, etc - that moment it's not Quake - not the dark, scary Quake that we love (at least I love that feeling)

how can you assume that something cannot be 'dark and scary' if it uses coloured lighting and hi-res textures? o_0

there is still so much about quake that makes it what it is regardless of new features that have been added. it has a pretty unique atmosphere that certainly isn't lost when the light from a wall-torch has a slight yellow tint to it, or if slime emits a green glow, or if you come across a pane of glass you can see through... etc.

most of these things aren't exactly 'new' either and are in pretty much every presently-maintained engine there is. darkplaces is admittedly pretty far removed from the bunch though as it has gone on to be more than just a quake platform... 
RJ.. 
..you explained very well.. that's exact my problem ! I dont want people need another mod to play mine! could it be enough to just add Zerstorer progs with my mod ?

With Hammer/Halflife set-up cutscenes was a breeze but in Quake ...

tell me.. info_intermission could be used to set up simple intros(with text,different frames) ?? 
Ambient_sounds Still Not Work 
I simply put ambient_drone,wind,.. entities in my Worldcraft map 4 times at cardinal points around the player.. compiled and.. NOTHING

-Do I have to "precache" them ? And how?
-what's the command line for launching them manually in Quake ?
-Maybe do I have to trigger them(already done)but.. as you know ambient_ entities have no keys/flags .. 
 
could it be enough to just add Zerstorer progs with my mod ?

you could do that, but then you'd need to include all the models and sounds for the progs to work correctly. at that point, you're just bundling the zerstorer mod with your map so it's easier to just link to a download of zerstorer at that point. 
Quake Is Not Half-Life. Period 
If you want to add cutscenes to your mod, you can incorporate the code from the corresponding qc files of course, or better yet, refer to the CCK from the level Vision of Hatred (at Quaddicted).

The ambient_ sounds don't have to be triggered or anything. Just place them and done. If they don't play for you, there must be something wrong on your end, accidentally spawnflagged out, possibly a modified pak0/wav, or something you're not telling us. Note that the ambient sounds can't be heard throughout the map, only when the player is relatively close to the source. 
 
could it be enough to just add Zerstorer progs with my mod ?

i don't think that would be a problem in all honesty. it was free in the first place and i doubt any of the team would mind (not that they'd still be about in the quake scene anyway!)

info_intermission is unfortunately a pretty simple entity that can't be configured much. it just shows the engine where to look when the end screen comes up

as for the sounds... i can only suggest uploading a .map so i (or someone else) can see what's going wrong. the precaching is done in the entity code in the qc, so isn't something you have to worry about unless messing with the qc yourself. again though, they can't be triggered.. you plonk them in without a targetname and they simply play continuously. this is really where a mod like quoth comes in handy, as you can have play_sound_triggered, which enables you to set any sound at any volume and have it triggered on & off. zer has something like this too though i think.. check the devkit file

also i don't know of a command for playing sounds manually in-game. there might be one but i can't really imagine a practical use for it... 
I Must Add.. 
If you want to add cutscenes to your mod, you can incorporate the code from the corresponding qc files of course, or better yet, refer to the CCK from the level Vision of Hatred (at Quaddicted).

^ this is the best way when it comes to adding stuff in general. it just involves getting familiar with quake c, even if it does just involve copying & pasting bits from other mods :) 
 
Of course you can also ask yourself if the cutscene is really that important for the level, crucial to the story etc., or if maybe the introduction could be done by other means, a few centerprint text messages, for instance. Because the thing is, setting up cutscenes in Quake is huge pain in the ass, and probably a waste of time if it's not going to be a real cinematic event or anything substantial. 
Rj 
Command to play sounds: "play" 
Well I'll Be Goddamned 
 
Thanks To Ya All 
Negke: yes you're right but what entity should I use for multiple text messages ?
My goal is to link/sync plot text-messages with different frames of my map while the player is frozen.. so I hoped info_intermission be handy : )

..anyway I guess I'll stick with Quoth 
 
why freeze the player? they'll stop to read the messages when they come up anyway :)

for multiple messages you just want several different trigger_relay ents with the same targetname but different 'delay' values on them, eg. one with 0, the next with 3, then 6, etc... 
Yeah 
Just have message scripts at key positions and the player will stop to read them, as rj said. You can even make centerprints with linebreaks by putting \n between the lines - not recommended, though, unless the second line is very short. You could `freeze` the player by putting such messages in front of locked doors or bars that only open afterwards. 
Yes & No 
Yes.. I agree with ya all, but :
1)in Quake there's no a game_text entity
rj: trigger_relay ?! can you explain me better?
2)my maps are sp not multiplayer so there's only 1 player to be frozen (anyway frozen is not so important)

Point is I want to create some intro for my map.. also static pictures could do the trick BUT I don't want to touch qc code if possible :)
----------------------------------------
If I got it right you say only Zerstorer and Vision(DarinMcNeil) have attempted to do cutscenes ?
-------------------------------------------
Is it possible to start my map with a
non-playable demo(Nehahra style)exiting to my playable map .. so I'd have a damn intro ;)
---------------------------------------- 
Futur4 
You really should experiment with each of the available entities first. Then you will see all of their lovely limitations ;)

Trigger_once contains a (centerprint) message that you can set.

Check out the intro to Vondur's new map for an example.

Keeping the player 'frozen', however, is going to be more trouble than it it worth, IMHO. 
Zerstorer Progs 
That's the answer. There are some speedmaps....

http://www.celephais.net/board/view_thread.php?id=60162

I wonder how easy it would be to get some zerstorer mapsources? 
Generic, Rickyt23,.. 
..What is max length(characters) of a message with trigger_once ?
-------------------------------------
How do I implement cutscenes portion code from Zer or Vision in my mod? Copy/paste in the progs.dat? Or need to modify other files ?
-------------------------------------
Why nobody has created a simple camera entity for Worldcraft/Quake yet ? (eheh) 
They Have Created The Entity 
info_camera. And if you do want to create your own mod then there's inside3d.com. I have zero QuakeC ability. You can map for Zerstorer (it's very similar to Quake, just a few entities added!
The mod comes with documentation and the source for the progs.dat! Inside the .zip you will find DEVKIT.txt and DEVKIT.zip. There lies the key! 
 
Read And Understand 
 
Visions 
 
 
i feel i should warn you... even if you get the camera thing working, you will not get good results from panning the camera. stick to a still camera or at the most slide the camera itself.
if you must pan the camera, do it quickly.

low angles resolution means a slow pan will be very jerky. 
Good Luck 
 
Aderlass Source 
 
trigger_once max characters is just under 40 I think, with 3 lines and 2 linebreaks (/n)

I remember seeing good panning results on newer GL game engines, not sure though. Always worth watching for me. 
Ok I Got Vision By DarinMcNeil 
..actually I've just completed my big dvd(9gb)with all(I mean all!) Quake single-player stuff(but also dm)ever created..all sorted by author! a 4 years work! :(

..I know I'm crazy.. now little by little start playing ! 
Relays 
1)in Quake there's no a game_text entity
rj: trigger_relay ?! can you explain me better?


trigger_relay is your standard generic point entity trigger. by point entity i mean it doesn't have a brush; it cannot be activated by touching; only by another entity targeting it.

so for a sequence of messages on the screen, you would have a trigger_once (or trigger_multiple) that the player would pass through, then that might have a target of 'gametext1'. you can then have three trigger_relay ents, all with a targetname of 'gametext1' but with different delay values like i described before. then you would simply edit the 'message' field in each one to display your text on the screen. you can even use the trigger_relay ents to target other things, which makes them far more useful than a plain game_text trigger :)

for alternative intro ideas without cameras or demos, you could have the player suspended in an invisible clip box above a special area, or moving slowly through a trigger_push, before being teleported to the start location... 
Also 
If you give a teleporter a name then it won't teleport the player until you activate it. 
..nice Idea ! 
Oh interesting .. the player suspended, so one could create sequences such when Gordon was captured in HL..
though free look is a problem for an intro..
----------------------------------------------

Thanks for all suggestions..
Someone can explain(I'm a novice of qc code) step by step the implementation of camera code by DarinMcNeil ? -i've read the .txt-
What files specifically do I need from it?only the progs? Cutscenes must be configured in Worldcraft or not ? 
Carefull With Parms 
The included level show most of the noted parms. I've extruded the vision.bsp to a mapfile with winqbsp. Then you can see the chosen entities, and how they act.

I tried out some of the events, and most are usefull. But the options are somewhat tricky so I copied parts of the map file to my own to identify the different use of the info_script.

If you're not familiar with quake.qc it's easier just to use the included progs.dat.
At least it is not as heavy as the whole zerstorer progs. 
..MadFox (or Others) 
I know the entities involved.. but I need help with the progs:

example: so I have to put Vision progs in my mod folder and create cutscenes editing the code in it ?? or camera entities can appear in Worldcraft ?
----------------------------------
what about camera code included in CUSTENTS by generalWart ? 
 
You put the progs.dat in your mod folder and create the cutscene in Worldcraft with the new info_camera and info_script entities as per the instructions in cck.txt. 
Fgd File Entries 
If you load your fgd file into a text editor, you can add the new entities there, then you can use the smartedit feature to set them up. The fgd is the "forge game data" file, and you will find it's location by looking in the options menu in Worldcraft. The syntax is fairly easy to understand, I would just make the info_camera entity based upon copy and pasting the entry for an "info_notnull", then changing the necessary info. 
Thank.. That's What I Needed To Know 
One last thing..
from the Vision.zip(DarinMcNeil) I need progs.dat only? cause he included many files.
-------------------------------------------
So I copy entities code from Darin in my fgd and the new entities should appear in Worldcraft ? Is all that simple ? 
Urgent ! Sorry For So Many Posts But.. 
My other issue was with ambient_sounds..

..Atlast I got them to work! But in order to be audible ingame I had to place these ambient sounds really close to the player!
My error was to place them at the 4 cardinal points(as in HalfLife) of my map.

So now they work.. but useless! cause my goal is to have a looping ingame music constantly audible wherever player is !

..suggestions ? 
Use Quoth Mod... 
.. or die ;) 
Ambient Music 
This map has something has it.
http://www.quaddicted.com/reviews/fmb_bdg.html
And you can even start/stop the music using buttons in the map.

But I think you need a custom engine for it - fitzquake works (from what I remember) 
 
from the Vision.zip(DarinMcNeil) I need progs.dat only? cause he included many files.

that's all you need to play the map with the cutscene entities. but you will need the qcs (as well as the rest of the source - available from inside3d as linked by me above) if you want to modify the code any further. say, to add ambient sounds...


So now they work.. but useless! cause my goal is to have a looping ingame music constantly audible wherever player is !

..suggestions ?


modify the qc code ;)

if you open up misc.qc and bung the following in somewhere after the normal ambient entities...

void() ambientsound_start =
{
ambientsound (self.origin, self.noise, self.volume, self.distance);
};

void() fx_ambientsound =
{
if (self.noise == string_null)
objerror ("fx_ambientsound without noise!");

precache_sound (self.noise);

// Default volume to 1.0 if not specified
if(self.volume <= 0)
self.volume = 1.0;

// Default to ATTN_STATIC if out of range
if(self.distance < ATTN_NONE || self.distance > ATTN_STATIC)
self.distance = ATTN_STATIC;

if (self.targetname)
self.use = ambientsound_start;
else
{
self.nextthink = time + 0.1;
self.think = ambientsound_start;
}

/*
// start right away if not triggered
if(self.targetname == string_null) {
// Need to start on the second frame since that's when entities not called in world_spawn are created
self.nextthink = time + 0.1;
self.think = ambientsound_start;
}
else// wait for trigger
self.use = ambientsound_start;
*/
};



then paste this in your fgd:

@PointClass base(Sound)= fx_ambientsound : "Ambient Sound"
[
targetname(target_source) : "Name"
noise(string) : "Sound"
volume(string) : "Volume"
distance(choices) : "Attenuation" : 0 =
[
0 : "Play Globally"
1 : "Large Radius"
2 : "Medium Radius"
3 : "Normal Radius"
]
]


then you *should* have a new entity capable of playing the sound file of your choice at the volume of your choice, with distance set to 0 if you want it playing throughout the map. hopefully anyway...


So I copy entities code from Darin in my fgd and the new entities should appear in Worldcraft ?

well not exactly as FGD uses its own code/format as i'm sure you are aware. have a look in the fgd and figure it out; you should be able to add the entities yourself based on the information in cck.txt 
Ah 
Ambient sounds in Quake are just used for that. Custom stuff is needed for ingame music.

Some mods, like Qouth, let you set attenuation -1 which means they're heard globally, but only while you're looking in their direction. That's where putting them at the cardinal points comes in. 
 
..Atlast I got them to work! But in order to be audible ingame I had to place these ambient sounds really close to the player!
My error was to place them at the 4 cardinal points(as in HalfLife) of my map.


Ah... yes, you mentioned this earlier but i think we assumed you meant you placed 4 in the same room as the player. Quake ambients are localized, you have to scatter them through out the rooms and hallways of your map.

NOTE: you only can have 116 of them if you are using a standard quake engine. And torches/flames count towards this total too. 
Like I Said 40 Posts Above.... 
As for the soundtrack, the easiest solution would be to supply an mp3 which people can play in the background while playing the map. Or not, if they don't like it. 
..ok Negke, Rj(your Verbosity Appreciated), Ijed, Metlslime 
Thank for all suggestions.. now my brain is melting..

As I stated I'm a not too bad mapper and musician.. but ignorant in qc code

I got my own songs ready but maps are not done yet.
------------------------------------
ps: I tried MikeWoodham "ThisOnion" it's really a nice work but soundtrack is the real winner! 
I Dont Think Making 
your own progs.dat will be so hard. People here have done similar to what you are talking about, if you try as much as you can and keep asking here you will succeed :) 
Yeah 
i'm no coder at all. but qc is pretty simple once you try and familiarise yourself with it, especially seeing as all you need to do is copy & paste the right bits in the right places. definitely worth looking at 
It Is Simple 
But save it for the next project. One step at a time :) 
- Request For FuncMsg Regulars - 
1)Please somebody could upload a Quake progs.dat complete with cutscenes code and in-game music code ?
2)And the suitable *.fgd for Worldcraft/Qadapter ?

ehm.. I feel embarassed, but I really need those for my projects(I know nothing of qc!)

Bye 
Your Options 
 
Gb 
i have a feeling your advice is kinda wasted on this guy... 
My First Map Used Custents. 
good times.... ^_^

looking back... man, i had like no idea what i was doing. it was also the least quakey of all my maps. :P

hm... i believe nostalgia mode has been activated... 
 
Making mistakes is a required step of the learning process. Let this guy make his. 
Rotate_objects With Mismatched Vis Connection 
don't know the exact terminology for this, but essentially, bmodels are attached to vis areas to determine whether they are visible or not. if the player can't see any of the vis areas that the bmodel it attached to, the bmodel isn't drawn.

essentially what happens is that the rotate_object is somehow linked to the vis area at the origin and not with the vis area that the bmodel is actually located in.

so you get a rotate_object that flickers in and out of existence (or just plain isn't there if the '0 0 0' vis area is never visible).

i've learned a little more since the last time this happened to me and i know that using setorigin() on an entity 'links' it back into the world visibility or some-such.

so i open up the code and add a new line to the rotate_object function:
setorigin(self, self.origin);
this should link it in.

didn't work.

the other thing that plays a part in visibility is the bbox of an entity. so i put in:
setsize( self, '-512 -512 -512', '512 512 512' );
an arbitrary, very large, bbox.

ok, so it works now. yay!

but WHY?

rotate_object already sets it's size to self.mins and self.maxs. this works for 99% of rotate_objects that are made. why is it that occasionally i need to reset the bbox to some other value to get it to work?

is this a qbsp problem maybe? how does the engine first load up things like mins/maxs? it it precomputed or does the engine figure it out the first time? 
Noob 
about coding, but could this bigger setsize not be the total of the start and end position? 
 
Could be it has a huge bbox and touches too many vis leafs, this plagues large func_walls also. This problem has not been fixed in fitzquake yet as I don't know which numbers control that behavior. 
 
Could be it has a huge bbox and touches too many vis leafs, this plagues large func_walls also. This problem has not been fixed in fitzquake yet as I don't know which numbers control that behavior. 
Necros 
I would suppose that in order for the object to be visible one of the two must be true:

A) The bounding box must be large enough to fit the object at every point in its rotation.
B) The original bounding box is visible from every place that you can see the rotating object

B is what happens most of the time - although what might be termed a bug in the code is present, it doesn't manifest itself. In B I'm using visible in the sense of 'being in the engine's PVS', but 'see' in the sense of it being rendered for the observer.

For example, if you create an hour hand pointing to 1:30 in it's rest pose, the bounding box might be a square running from 12 o'clock to 3 o'clock. Then imagine you load it in game and move the hand to 7 o'clock. The bounding box does not rotate, so the hand is now completely outside the box, in the opposite quadrant. However it is still likely that in most places where you can see the 7 o'clock mark of the clock face, some part of the original bounding box is in the 'potentially visible set' that the engine gets from VIS.

I'm sure that in any case where the visible object can leave the original bounding box entirely, you can construct a point on the map where you can experience the bug. However, in most circumstances the rotating object is almost off-screen itself, and so it isn't apparent. Objects where their info_rotate lies some way outside their bounding box are much more susceptible to this. It's also worth noting that rotating your viewpoint can change what the engine deems visible.

So B is basically the usual situation, the bug is there all the time but by-and-large we get away with it. Setting the bounding box to some very large size moves us into category A - the rotating object never leaves its bounding box so no rendering bug can occur. We might ask how small can we make the bounding box and avoid the bug, both to keep overdraw down and to ensure that we do catch the entire size.

If we calculate the maximum of vlen(self.maxs) and vlen(self.mins) and call that x, then set the size of the bounding box to be '-x -x -x' to 'x x x'. This is sufficient and necessary, since we've found the furthest point from the rotation origin our object could be, and then created the smallest cube which contains a sphere of that radius.

Of course, this is only as optimal as a static bounding box can get. If the engine were to recalculate bounding boxes based on rotation then we would be home free. Since the engine doesn't bother, I wouldn't want to begin considering doing it in QC... 
Splash Damage And Bboxes 
Can someone please explain to me how that works - I'm getting a little frustrated here. I have a shootable button in a recess on the upper part of a wall small room. Shooting rockets at walls and floor doesn't affect it. However, there's a monster in front of it which somehow transfers the rocket's splash damage to the button. Or at least doesn't block it. What do I have to consider here? 
 
> Could be it has a huge bbox and touches too many vis leafs, this plagues large func_walls also. This problem has not been fixed in fitzquake yet as I don't know which numbers control that behavior.

I think this is it. I'm pretty sure that was fixed in RMQ, probably DirectQ, Proquake etc. a while ago, I remember it being called the flicker fix or flickering bmodels fix. 
 
What do I have to consider here?

Splash damage against BSP objects is meted out based strictly on a traceline between {the midpoint of the entity's mins and maxs} and {the origin of the blast}. Monsters (strictly things with FL_MONSTER) are ignored by the traceline. If the trace_fraction equals 1 or the trace_ent is the BSP object in question then damage is inflicted.

I'm guessing that normally the centre of mass of the button can't be traced to, but that when hitting a monster the explosion gets a clean line of sight at it (ignoring the monster itself which doesn't count for these traces). 
Ok 
Makes sense. Moving the button further into the wall fixed it. Maybe I just expected too much of Quake's physics. 
Oh How The Bsp Tree Taunts Me 
Oh why, oh little cuboid light fitting, oh why do you taunt me so? How can there be 300 more vertexes when you are a func_illusionary, oh why? 
 
Could be it has a huge bbox and touches too many vis leafs, this plagues large func_walls also. This problem has not been fixed in fitzquake yet as I don't know which numbers control that behavior.

i can confirm this has a high likely hood of being the problem as i just ran a quick test with the rmq engine that was release a few days ago and the problem isn't present.

thanks for helping clear this up for me. :)
the actual bbox dimensions that the engine was generating for the bmodel must have been even larger than 512^3. 
 
ditto for DirectQ. 
 
Check it with sv_showboxes 1 if you're curious. 
Static Ents Modelindex 
How does the static entity handling work? On mapstart things like illusionaries, ambient_ and flames are moved to the static roster and then removed from the entity list or something like that. Now how can I find out which modelindex they have, the flames for instance, without trying every single value? 
Oh, Of Course 
DP's "modellist" command!
(Thanks Preach 2005.) 
Random Thought 
if you were making a custom progs, you could create a new lightstyle, let's say #12 that was the same as #0 (always on).
then, every single pointlight in the map you would set to style #12 (instead of leaving it blank).

now, set up your sunlight which would be lightstyle #0.

you could make a map/mod where you started at dusk, with sunlight and an appropriate skybox, then mid-way through the map, have your qc change lightstyle 0 to off, making your sunlight disappear and swap to a nighttime skybox, leaving you with a full dark exterior wtih only pointlights still showing.

not ground breaking or anything, but it'd be cool to see... 
Question 
is the maximum map size/grid in worldcraft/Hammer reflective of any limit in Quake itself and if not, is there any way to make the map size/grid bigger? 
 
not quite sure what you are asking.

the maximum map size in glquake/fq is +-4096.
you can build beyond that range, but only the visual component will be correct. entities passing beyond those ranges 'loop around' to the other side of the map like pacman.

extended engines like DP allow you to build beyond the 4096 boundary. 
Yeah... 
the +=4096 boundary is purely a network protocol limit, not a limit in the quakec interpreter or map/bsp format. 
 
If your editor has the 4096 limit hardwired into it, then that sucks. Both Quest and Radiant let you build wherever you want, so I'd be amazed if an editor actually limits you to that area o_O

hack the editor?

oh wait, would need source.

RMQEngine has that limit removed, too, and is Fitz-based.

One thing to remember with engines that use floats for coordinates is that when you have something very far away from (0 0 0) you can have floating point inaccuracies, or so ISTR. But ask a real engine coder ;-) 
 
i don't think floating point inaccuracies will be a problem unless you are very far from the origin. Regular quake protocol precision is 1/8th of a unit. To reach precisions that low in floating point, you would need to be about 1 million units from the origin.

(reasoning: 23 bits devoted to the floating point value, 3 bits are fractional part if we want 1/8th unit precision, leaving 20 bits, 2^20 is about 1 million.) 
GTKRadiant Ubuntu Crash Fixed 
Would anyone know off hand why Gtkradiant wont work under Ubuntu 10.04? When I run it I get this error:

Gdk-CRITICAL **: gdk_window_get_window_type: assertion `GDK_IS_WINDOW (window)' failed

(process:1680): Gdk-CRITICAL (recursed) **: gdk_window_get_window_type: assertion `GDK_IS_WINDOW (window)' failed
aborting...
Aborted

Any ideas?

Also can anyone suggest any alternative map editors? (Ideally one that will run under Linux.)

Cheers!


This is the solution:

http://ubuntuforums.org/showpost.php?p=9919688&postcount=9

Compile Radiant manually after doing an SVN checkout.

Find the file in the sourcecode and switch these two lines around in a text editor. Then build.

There is a file COMPILING included with Radiant that lists the dependencies and tells you how to use scons to build it.

It works now (switched to ubuntu recently and had same problem).

My Radiant is hack'd anyway, so this wasn't a big problem. 
 
and the explanation: It seems like a problem with Gnome, possibly a Gnome update b0rked this, not Linux as a whole. 
Help With Camera Code ! 
I'm still in trouble with creation of a DAMN CAMERA for cutscenes !

A static camera would be enuff for me so I studied info_intermission code from client.qc

..this is my (wannabe)(not working)cam.qc:

// CAMERA BY MIK //


float cam_running;
float cam_exittime;

/*QUAKED info_cam (1 0.5 0.5) (-16 -16 -16) (16 16 16)
This is the camera point for the intermission.
Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw'
*/
void() info_cam =
{
};

/*
============

FindIntermission

Returns the entity to view from
============
*/
entity() Findcam =
{
local entity spot;
// look for info_intermission first
spot = find (world, classname, "info_cam");
if (spot)
return spot;
}


void() Exitcam =
{
// skip any text in deathmatch
if (deathmatch)
{
GotoNextMap ();
return;
}

cam_exittime = time + 1;
cam_running = cam_running + 1;


self.view_ofs = '0 0 22';


}

/*
//
// run some text if at the end of an episode
//
if (cam_running == 2)
{
if (world.model == "maps/e1m7.bsp")
{
WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 2);
WriteByte (MSG_ALL, 3);
if (!cvar("registered"))
{
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "As the corpse of ");
}
else
{
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "As the corpse of t");
}
return;
*/


/*
============
IntermissionThink

When the player presses attack or jump, change to the next level
============
*/
void() camThink =
{
if (time < cam_exittime)
return;

if (!self.button0 && !self.button1 && !self.button2)
return;

Exitcam ();
};



void() execute_cam =
{
local entity pos;

cam_running = 1;



pos = Findcam ();

other = find (world, classname, "player");
while (other != world)
{
other.view_ofs = '0 0 0';
other.angles = other.v_angle = pos.mangle;
other.fixangle = TRUE; // turn this way immediately
other.nextthink = time + 0.5;
other.takedamage = DAMAGE_NO;
other.solid = SOLID_NOT;
other.movetype = MOVETYPE_NONE;
other.modelindex = 0;
setorigin (other, pos.origin);
other = find (other, classname, "player");
}
};


void() cam_touch =
{
local entity pos;

if (other.classname != "player")
return;

};


/*QUAKED trigger_cam (0.5 0.5 0.5) ? NO_INTERMISSION
When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats.
*/
void() trigger_cam =
{
if (!self.target)
objerror ("cam trigger doesn't have target");

InitTrigger ();
self.touch = cam_touch;
}; 
Well 
It's quite hard to diagnose your code if you don't describe the problem you're having with it, but I'll start with this:

void() cam_touch =
{
local entity pos;

if (other.classname != "player")
return;
};


This is the function that is run when an entity touches the trigger. It returns if that entity is not a player, which is sensible to prevent monsters or rockets setting off the camera. The problem is that this is the end of the function, so it doesn't do anything when a player does touch it.

Before you can start fixing the rest of the code, you need to call execute_cam after that if statement. I hesitated to recommend this though, because you've still got a lot of work to do for a feature that already exists in mods like custents... 
Thanks Preach 
Problem is: I put info_cam and trigger_cam entities in my map but when I touch trigger nothin happens !

Do I need to edit other qc files beyond my cam.qc ?

Can you explain me better how much additional work is needed ?

ps: I know custents, zerstorer,... but since I've already successfully added things in my progs I'd really like to insist ! 
Amazing ! Now My Camera Works (..partially) ! 
..With my cam.qc code above I obtained this:

When player touches "trigger_cam" the view moves to "info_cam" (as I wanted) BUT still there's player weapon, crosshair on screen and mouse-look active (I don't want these for a camera view obviously !)

..SoMe HElp ?? 
Camera Code 
Some bits here may help (from custents code)

/* This routine short-circuits player turning movement while
in camera mode.
*/
void() look_ahead =
{
self.angles = self.enemy.mangle;
self.fixangle = 1;
self.nextthink = time + 0.01;
};

void() go_camera =
{
// Change the player into a camera
self.classname = "camera";
self.velocity = '0 0 0';
self.view_ofs = '0 0 0';
self.angles = self.enemy.mangle;
self.fixangle = 1; // turn this way immediately
self.movetype = MOVETYPE_NONE;
self.takedamage = DAMAGE_NO;
self.solid = SOLID_NOT;
self.weaponmodel = ""; 
Yeah 
Mike's code will help with disabling mouselook and the viewmodel. You need to set each player's think function to look_ahead for the duration of the cutscene. Make sure that players cannot attack during a cutscene either - that would be bad in it's own right but also resets their think function so breaking this section of code. Alternatively move the code from look_ahead into PlayerPostThink to be run only during a cutscene (this has the bonuses of allowing player entities other think functions and also working even if the player exceeds 100 frames per server second - which is possible if you start applying slow motion)

The crosshair is not possible to fix in a way that won't annoy some players. You could use stuffcmd to send "crosshair 0" to a player's console, but then if you blindly turn it back on you've reset the variable for players who want the crosshair off normally.

If you use cvar to try and read the setting, you'd run into trouble with players in co-op - cvar reads the server setting instead of the clients. I suppose you could compromise and use that method in single player so the crosshair disappears and is restored, then disable that code path in co-op.

The next problem is that you need to restore the player when the cutscene ends, which the code from info_intermission does not make provision for(since players go to the next map afterwards). This may be some work, or it may be simple depending on what state the player will be in after the cutscene.

I mentioned co-op in the crosshair part above - it's a corner case a lot of people forget about when coding things that affect the player - sometimes there are more than one at once! So you may need to review your code for other places where this assumption might break down. For instance, do you want to trigger the cutscene for all the players when one of them touches the trigger? If not, what does a player who's viewing a cutscene look like to players outside the cutscene, etc... 
Oh? Coop ? 
I'm a beginner with qc and my maps are singleplayer only so probably I'll pass on that :(

After cutscenes how can I change level ?
..maybe with stuffcmd's ? 
Intermission 
If you want to end the map straight after a cutscene then you've saved yourself lots of work. You can adapt the original intermission code for that - just trigger the level change at a signal from the end of the cutscene rather than when the player presses fire. 
Thanks Preach.. 
..What kind of changes are needed in qc if I want to restore player position/view after a cutscene ? 
Write A List 
You need to run through your code and write a list of everything it changes about the player. So you mentioned position and view angle in your post, add them to the list. viewmodel was reset by the code, so that needs to be included too.

When you have your list, you need to decide which of these things you need to remember the previous setting of, and which you can just recalculate. For instance, you probably can't know where the player used to be standing without storing it in some variable. But you know that the player's viewmodel can be worked out based on the weapon he currently has (stored in .weapon).

For the former category, you need to store the value in another field on the player for the duration of the cutscene - for instance create a new vector field called .prior_origin. Once this is defined, go to the place in your code where you first trigger the cutscene, and store the origin at this point in your new field. Repeat for all the other fields.

Finally, when you end the cutscene you need to restore all of these fields to their pre-cutscene values. One in particular to take care with is the origin - don't set it directly as this will cause bad things to happen in the engine. Instead call
setorigin(self.prior_origin);
which will do things right. For things like the viewmodel, recalculate it based off the player's weapon.

That's probably enough to be getting on with, so come back when that's done and I'll start throwing some more stuff to think about. 
I've Studied First Half Of QuakeC Manual By D.Hesprich.. 
..problem is I'm not sure on going on with 2nd part !

I'm indeed a better mapper than coder.. eheh

-My first idea was to use Nehahra progs.dat because of fog support, script actors,.. but I dont want people need another mod to play mine.

Question: if I mod for Nehahra what files I have to include in the final ".pak" for people to play it? Nehahra progs only? 
You Dont 
You just say "Nehahra Required", then the person can download Nehahra, install your map, run Nehahra, then run your map :)

You tell them to run Quake with the commandline "quake.exe -game nehahra +map yourawesomemap" 
Fog 
You don't need an external progs, just set a key "fog" on worldspawn with the value "density r g b" where the density/r/g/b values are between 0.0 and 1.0. Most modern engines should recognise this.

I don't think anyone will object if you make a Neharah map :-) (e.g., a lot of recent maps require the Quoth expansion pack.) 
I Understand.. 
..but I liked the idea of having my mod requiring nothing else..

-Since my mod is a partial conversion I was thinking of make it standalone(selfinstalling .exe )

But I dont know how to do it.. suggestions ? 
Don't 
 
What Jt Said 
in all my years of downloading and playing quake mods i have never come across one that required a self-installing exe. it just isn't the done thing. everyone should know how to install it manually from a zip file by now!

if you want to use the nehahra progs you MIGHT be able to get away with just requiring the progs.dat file depending on what features you use. try copying it into its own directory (eg. c:\quake\mymod\progs.dat) and running quake -game mymod, then whenever something like a sound or model is reported as not found, you can move it across from the nehahra dir to yours. but ask mindcrime's permission before distributing it! 
Please Help 
..my idea is to have in my map many different skinned monsters per class (4 or 5 soldiers with different colors, 4 or 5 knights, ..)

Easiest way to achieve this ?

-I'd happily skip the creation of every different skinned monster in qc code(since I want to change only clothes color for each!) 
It Id Possible To Do This Using Qc 
You will have to make an mdl with several different skins included, and edit some qc so that you can add a different flag to each differently coloured monster.

Lol - I'm no coder, but a (very) long time ago I managed to make a mod which had painskins in it. inside3d.com will have necessary tutorials :D 
Oh Thanks Ricky 
I know of your fame.. though I haven't played any of yours yet..

actually I've just finished with a giant dvd(8gb) full of whole Quake maps goodness, all sorted by authors(!) that I'm going to play in the ..next years

Back to my question:
yes what you say is right and I'm sure having seen somewhere a patch like that
but I'm trying to stay away from qc afaic :) 
Skins 
As long as you do not want different action (AI) for different skins, just ensure that your mdl has skins and set "skin" "1" (or 2 or 3 or however many you have) from the editor. The default skin is "0".

If you set an incorrect number you will see the monster with a black/cyan patern but it will behave as normal.

There are many standard Quake monsters already out there with several skins per model. 
Q3 Editor Under Win 7 
It's been a few years.. Anyway.. What is a good Q3 editor to use under Win 7? A quick serch on google for GTK gave me some limited results.

Thanks 
NetRadiant 
 
NetRadiant Shaders 
Awesome! Got the editor now. However, It cannot find the shaders. I get this error when starting editor and flushing shaders.

Parsing shader files from C:/Program Files/Quake III Arena/baseq3/scripts/shaderlist.txt
Couldn't find 'C:/Program Files/Quake III Arena/baseq3/scripts/shaderlist.txt'
Loaded Texture: "C:/Users/jstenkvist/Desktop/netradiant-20100214-win32/bitmaps/notex.bmp"

Any ideas? 
Q1: Triggered Explosions 
Looking to create some explosion effects around something (ie in thin air). Using Quoth at the moment, and Breakables are nice but I'd like to have explosions without the object in the centre.

Any suggestions? 
Info_rubble 
The Imp 
Time dulls the... err...

Anyway, I used the Imp in FMB_BDG and I can see that I made a couple of changes to the code. I can also see that I have got left and right handed throws for the missile launch. Trouble is, I cannot see any frames for a left-handed throw. In addition, I can see a set of 'swoop' frames but no related code.

I guess I have a bastardised imp.qc. Is there a definitive code out there anywhere - I do not know now where the Imp first appeared, or where I got the code from.

Anyone able to give some pointers? 
Zealousquake 
@tzealousquake - the extra mod has exploding barrels and sprite_emmitters, rather a lot of explo experiences.

http://www.quakewiki.net/quake-1/mods/extras-r4 
Mike 
The Imp is from "Marcher" from Kinn, I just found.
I was a little curious, first though Quoth, but then I read your post again.

There's no qc included. Recompile the progs.dat or ask Kinn. 
Q3 /map Command 
Ok, so the previous question turned out to be a non issue it seems like. I had some problems finding the corrct shaders but moving the Q3 folder from D:\Games to C:\Program Files\Quake III Arena\ fixed that.

Now, next problem. And sorry for being a total noob here ;) but I cannot load any level in Q3 that I've compiled. I've also tested the id example levelsl. The compiler creats a .bsp file but I cannot load the level with /map or /devmap command. What am I missing? Again sorruy for the noob question. 
 
Set sv_pure 0 first. 
 
Yeah if pure is on then Q3 will only load assets from pk3 files.

iirc was a surprisingly successful anti-cheat thing for quite a while :p


--Explosions--
info_rubble doesn't have an explosion flag. It's cool that you can re-trigger it but it was the explosion sprite I was looking for :E 
 
explosions in quoth

there's a hacky way to do them.

add an info_trap with the following keys:
'speed' '1'
'style' '2'
'dmg' '1'
'duration' '0.01'
'noise1' 'weapons/r_exp3.wav'

this creates an exploding grenade with a fuse only 0.01 seconds long (it will explode the next frame).
set 'dmg' higher to create explosion damage and change 'noise1' to any sound you'd like.

further hackery:

create a func_rotating_train and target it at an info_trap like the above. the func_rotating_train will drag the info_trap along and you can retrigger the trap repeatedly creating a trail of explosions, like a falling meteor or something. 
MadFox 
Strange. I know I did not rip the code so it must be out there somewhere. I'll dig out my old hard drives, maybe something on those.

Thanks anyway. 
Imp 
I now know that the one with the swoop code comes from Soul of Evil: Indian Summer. But that is radically different to the code I have, and the contained comments suggests it comes from Hexen 2 originally.

I can't believe I wrote all of the code for the one I have as I have my changes notated and I would not have done that if i had written everything else.

Strange. There must be another version out there. 
Imp 
I searched for Hexen and ended up on Inside3D.
There is a site for compiling hcc.qc for Hexen and contains a imp.hc

Although the compiling for hexen is somehow different, it has simmilar ways.
I'm trying for a compatible qc.

here's the link at:

Therefore, we have put up an archive containing only the HexenC files here

http://www.inside3d.com/h2tut/h2started.htm 
Hexen Versus Quake Qc 
I transcripted the imp.hcc to a imp.qc
For sofar I have no attackmoves, but things like throwing a lavaball isn't that hard.

If you have a left/right throwing attack mdl of the imp, apart from the code, you can copy the right throwing one in Quark4.07 to make a left throwing one.

It's a little tricky to get the jumping up and down. I used the standfunction for fixed, walk frame for rising up, and the run function for fly. I can't make it land. Also things like the swoop and swpend pose are sitemoves that I still can't stand trigger. 
 
There's an imp.qc posting in the beginning of the coding help thread, iirc. 
MadFox 
The imp.qc code was released in the SOE dev kit so unless you really want to re-code everything, might be worth looking it up. 
Thanks 
I didn't want to recode it, just got curious after finding it on hexen2, then the code in hcc. And finally a half quake qc. 
Thanks Necros :) 
Looks like playing with this will be a giggle :E 
Zqf 
i noticed in that test map you posted, you can hear the grenade launching sound before the explosion.

to remove that, set 'noise' to 'misc/null.wav' which is a "silent sound". 
 
Ooh, thanks. :)

I've yet to try your trick of attaching it to a rotate train, but will soon. 
Please: What Happens If.. 
..I add worldspawn fog in a map and then a user play it in a no-fog engine ?

or much better if a user play it also adding a 2nd fog from options/menu in engines such TomazQuake/Telejano ?? 
Tell Them In The Readme Not To 
 
 
In the first case, nothing will happen.

For the second case, ask Tomaz or Tei. 
Glass And Windows 
So, please correct me if I'm wrong:
To create a window you use a blank water texture and something like a quoth command trigger to set it to the right alpha yeah?

A few little questions:
1 Looking for a wad that has a blank texture like that in it :p

2 What's the performance hit for having a large surface like this? Thinking of having two large rooms which have a huge glass wall between them. 
There Is No Performance Hit 
None whatsoever! Not by modern standards.
As for a good texture, well you could try looking in some .bsp's. You just open the .bsp in TexMex and you can export it to .wad. I think there must be one in Than's last map ;)

http://than.quaddicted.com/files/apsp2.zip

http://http://than.quaddicted.com/

Spirit: There doesn't seem to be a link too this in Quaddicted's SP maps list. 
Also 
To make a window you make a normal waterbrush, and you set r_wateralpha to be 1. And on top of the brush (to make the window solid) you make another brush, which you then make into a func_wall. And you give the func_wall the texture called "skip". Doesn't matter what the texture looks like (but there must be a texture in your wad called "skip") and then you have to run the tool "newskip.exe" after compiling ("newskip mapname" in cmd).

Some modern engines support alpha on func_walls. I believe the key is "alpha" the value represents how transparent you want the func to be from 0 to 1.
The first version works in any engine which supports wateralpha, and you need the info_command entity to make the water transparent. 
 
I think most modern engines support alpha, actually. Including Fitzquake.

Some even support alpha on entities, ie monsters etc.

I use some of the window textures from Quake 2. 
 
hmm, okay, so I was almost there :)

Question for people using Quoth: is there a way to use triggered sounds but not make them loop? or to kill them after looping for a certain period? Retriggering or killtargetting doesn't seem to stop them playing once they've started :p 
 
The looping is a feature of the actual sound file (from what I know). People use some ancient version of Goldwave to toggle the looping flag if they want it. 
 
Dang, okay :( thanks. 
ZealousQuakeFan 
you can still edit the .wav sound and remove the loop markers.. then it will be one shot playing ;) 
 
Or killtarget it before it reaches the loop position. 
 
I wanted to get it to start up, loop a few times then stop. guess I'll have to look into removing the flag then manually loop it with relays. 
ZQF 
How are you triggering your sounds? If you are using qc just trigger the null.wav on the same channel when you want the sound to stop. 
 
I wanted to get it to start up, loop a few times then stop.

play_sound_triggered

use the 'toggle' flag
'wait' to length of the soundfile to loop
no need to set 'impulse', with the toggle flag on, impulse defaults to 7.
set up target/targetname

when you fire the play_sound_triggered, it will play the sound repeatedly until you trigger it again.

if the sound loops on it's own, set 'wait' to 999999 to retain toggle functionality. 
Help!?!? 
Ok so Ive been using worldcraft mapping for a few months, on and off for a little mod im working on. Now bare with me, im not a huge mapper or anything so this may be some really easy fix that I dont know about but here goes: I power up worldcraft and all is normal like usual, I start mapping for a good 3 hours, and then I try to compile my map. Now I left the room for a little because I know that the map takes a little bit to export. But I come back, and it says in the command line:
* Could not execute the command:
"C:\Program Files\Worldcraft\qbsp2.exe" "C:\Users\nick\Desktop\game\game\new"
* Windows gave the error message:
"The operation completed successfully."

** Executing...
** Command: C:\Program Files\Worldcraft\quaketools\vis.exe
** Parameters: "C:\Users\nick\Desktop\game\game\new"

---- Vis 2.31 ---- Modified by Bengt Jardrup

************ ERROR ************
Error opening C:\Users\nick\Desktop\game\game\new.bsp: No such file or directory

Elapsed time : 0:00

** Executing...
** Command: C:\Program Files\Worldcraft\quaketools\light.exe
** Parameters: "C:\Users\nick\Desktop\game\game\new"

----- Light 1.43 ---- Modified by Bengt Jardrup

************ ERROR ************
Error opening C:\Users\nick\Desktop\game\game\new.bsp: No such file or directory

Now I cant compile any map, Ive re-installed wc + Bengt Jardup's quake tools a million times, but it still wont work =[. Has anyone gotten this before? 
Yeah 
Its just the WC compiling GUI (the process window) seems to have a problem with moving the files around.

The solution:

1 (not vital but it helps) Use a windows command prompt to run the compiling tools. The WC process window will freeze sometimes, even if the tool is still running in the background. A windows command prompt is what the tools are designed for.

2 (will fix your prob.) Put all of your tools, all of your .rmf files and all of your .map files and EVERYTHING in c:\quake\id1\maps.

HTH 
This Might Be Stating The Obvious But 
Windows command prompt:

start > programs > accessories > Command Prompt

The type:

CD c:\quake\id1\maps

Then you can run your tool, i.e.

qbsp yourmap

then

vis -fast yourmap

then

light -extra yourmap

Also, use this QBSP tool, it is by far the best:

http://www.quaddicted.com/tools/txqbspbjp.zip 
Put 
All of your tools in the c:\quake\id1\maps directory first

(txqbsp.exe, vis.exe, light.exe) 
 
yeah the way WC acts like it's crashed when compiling through it's interface is pretty annoying, but when constructing certain areas I find the cordon function pretty useful, and I hop map versions a lot especially when planning trigger sequences and such, so I still use it a lot, but never for full compiles.

myself I have WC using tools inside a worldcraft/quaketools folder, and a seperate clean copy of quake on c:\ (no mods/maps other than my own and only one exe). Seems to be fine with this :E

For proper compiles Necro's utility is cool imo :) 
 
I tried to put all my tools and map files into the maps folder, didnt work. then I tried command prompt, didnt work. Should I just try Necro's utility then? 
Play_sound_triggered 
is the 'toggle' flag a spawnflag? I tried setting a key/value of 'toggle' '1' and it didn't do anything. (each triggering of the play_sound_triggered causes another instance of the loop to start). 
 
yeah, 'flag' is spawnflags (not 'flags', which is also a var, but used internally by qc).

as for the compiling gui, it's just to save you time from making batch files. 
Er 
Will you please explain exactly how you tried to use a command prompt? There is no way that a command prompt wouldn't work if you are using it properly.

We need to start off with the basics here I think.

Copy your .map file into a new directory on your c: called "qbsp".
Put your TxQbsp.exe in the same folder.

Open a command prompt (click start, then type cmd in the search/run bar at the bottom of the start menu).

Then type in the command prompt:

cd c:\qbsp

then type

txqbsp yourmap


Then report back here as to what happens. 
 
everytime I put in:
...desktop\maps\txqbsp.exe test

It says, there was an error.
There error says that there is no such file or directory. 
 
when the test.map (as you called it) is in the same directory as txqbsp is, it should work.

when you try to test qbsp with the command "test" it won't.
Just giving the qbsp command without a map of string compiles a qbsp_log.txt with all possible commands one can give.

So if there's an error or file mising at least you can try to see if qbsp compiles a log.txt
then you can try to search for your map and see if it is there in thre same directory.

As winxp and higher don't use dos commands anymore, you might try to make a sublink to qbsp file, and there specify your argues like

program > txqbsp your map. 
 
now its telling me "No world brushes on line 1" though im hoping thats just the map problem now?? Sorry for being so bad at this kinda stuff but im new to it 
Well Dont 
Do what I tell you! Put it in either c:\quake\id1\maps

or

c:\qbsp\

and then type either

cd c:\quake\id1\maps

or

cd c:\qbsp\

and then we'll talk 
 
I got it working. It turns out I guess the compiler I was using was screwed up or something, but I replaced it with the one you gave me Ricky, thanks guys. 
You're Welcome 
you heard the boss.
do what he tells you.

and be glad he didn't gave you qmap.


Hah! 
Snow Textures 
any wads besides rune.wad that have any? 
Burmal Quest, I Have Some Hexen Snow Textures 
You'll have to use texmex to get the burmal quest textures afaik. I'm working on some custom snow textures, based on some hexen 'german medieval' textures. 
 
i'll have to look over hexen textures i guess, i didn't remember there were any. thanks!

looking at the screen, that looks like the hexen textures right?

don't really tile all that well, do they? :S
will have to experiment. 
... 
looking at the screen
referring to the screenshot of brumal quest (alk15) on quaddicted. 
 
Daikantana has good snowfiles. I can remember there was a daikantana.wad on quaddicted. 
Actually 
There are 4 daikatan texture set, one per episode.
You will need DKT3.wad for snowy texture ;) 
Thanks! 
forgot alll about dkt! :D 
Osnow.wad 
ogro + snow

it was in a dm map a while back. long while back actually. i can't remember for the life of me who it was by or what it was called though :( 
There Are Some In Here: 
Found It! 
 
looks like that map was made for glquake clients... fullbrights on the snow kind of ruin the look now. :P

still, not too hard to palette swap a few pixels around. thanks :) 
Rj 
Still need those Ogro textures fixed for fullbrights? 
Ooh 
yes please! do you have them or need sending? 
Send Me The Ones You Need Fixed 
and I'll give them a try. 
Rotating Entities Again Again 
Cause they're everyone's favourite. Hipnotic ones of course.

So I'm trying to trap the player in what is essentially a rectangular room that's rotating on a point at one end, and after a lot of fiddling I've got it down to just having a lot of narrow movewalls. The problem is it works for the longer walls sections, but if they run all the way to the end (furthest from the point of rotation) they easily push the blocks out of the way and fall out. Any thoughts? :E 
 
hmm okay I've done a bit more investigating, and it seems like the problem is corners. As soon as the player is pressing on two walls on opposite sides they push them apart... guess I'll have to rethink this sequence :E 
 
in my experience, it's best to stay away from what you're describing because func_movewalls are just not that reliable when implemented that way.

as you've noticed, if two movewalls are pushing the player, the collision can't be resolved properly which allows the player to sort of wiggle through between them.

the best you can do is to make them insta-kill, either with straight up high damage or setting the movewalls to damage on touch rather than block. 
 
Yeah I'll have to just bin the sequence, or rather, use it later when I can just place it over lava so there is no need for walls anyway. With the area it's set I can't really just kill the player if they touch it :(

Oh well, the section should be fun as it is anyway :E 
Uh 
There is a way of doing it without movewalls. Never used it myself (yet), but;

http://kneedeepinthedoomed.wordpress.com/page/3/

Scroll down. You'll need to do some legwork and use a custom progs though. RMQ will work, but the gameplay changes maybe aren't what you're after.

What you're describing sounds like the opening bit of The Pit and the Pendulum... 
Using Quoth... 
...so can't really use any different progs.

I'm over it now though, it's just another thing to add to the 'do in a later map' pile, which is getting pretty big now :E 
Messages In Fitzquake 
Just trying out different engines at the moment, and Fitzquake throws up a fair list of exceeded warning messages when loading my current project. Nothing is crashing or glitching, but I'm curious as to what a couple of them are:

marksurfaces
signon buffer 
Signon Buffer 
I'll answer the latter:

The signon buffer is the first real message message that gets sent to the client. It tells the client the initial state of the world, which means it must contain all of the static entities in the world. It also contains a list of all the visible entities that exist once worldspawn has been run.

The most common reason that people exceed the signon buffer is adding too many static entities to their map. So getting rid of some is one way to fix this issue for old engines. For other trick I'm going to be lazy and refer you to an old post I made:
http://www.celephais.net/board/view_thread.php?id=4&start=8227&end=8227

Have fun... 
 
hmm, cheers. Doesn't sound like something I'll worry about too much :)

Also have to giggle at myself. Map is full of trigger relays, at lot of which I could bin... cough I forgot Quoth allows multiple targets cough 
Marksurfaces 
It means the amount of triangles in the mesh of the world model. Including bmodels. You can go up to 32767 before you break the limit. You can actually go slightly over this limit without breaking older engines, but only by a very few. 
Bmodel Skirting 
If you do want to overcome the marksurfaces limit, and you would be under the limit without the bmodels in your map, I have an idea which I have not yet tested (I don't have a large enough map to try it out on).

The idea is to move the bmodels into external files. You'd need some way to create func_ entities which can have external models, which is a very simple QC job if the mod you're using doesn't support it. The hardest part is probably making sure the new models are properly aligned with the position of their original counterparts.

I admitted that I haven't tested this as a way of getting round the marksurface warning. The uncertainty I have is whether marksurfaces are truly limited per bsp file, or whether they are actually a global resource in the engine which cannot be exceeded by the sum total of all bsp models loaded. So if you try it then report back! 
 
well, it would definitely help with clipnodes. but external bsp models like that would only be helpful for rotaters since they'd loose their collision. :(

of course, you could just clip the areas. 
Solid Foods 
External BSP models work fine as long as you make sure the corresponding entity is also set SOLID_BSP. It takes more effort to light them correctly though... 
External Lightmaps 
In Q3 you can extract the lightmap and insert it into a bsp, so if the Q1 tools had a similar feature, it would be good here. But, of course, seeing how often external bsp models are actually being used in Quake, it would be a wasted effort. 
 
External BSP models work fine as long as you make sure the corresponding entity is also set SOLID_BSP. It takes more effort to light them correctly though...

ORLY?? shit... i think i may try that out then! 
Marksurfaces 
The last map I made was struggling with these marksurface error.
When I really try to understand what was happening, I rejected the subject, because my small brains couldn't get where it's at.
Sometimes I could add entities at the 32767 limit, and sometimes changing b_models into sprites (which lowered the marksurfaces) added the marksurface_limit error.

So if you look for a maxlimit brush map, take venividifuzi. 
Question 
is there a built-in way to do weather effects (ie rain, snow, etc) in modern engines, that's cross-engine (ie if it works in one it'll work in another)? 
 
Nothing that looks remotely acceptable. Zerstorer had some ugly qc rain or was it nehahra?

Darkplaces has gorgeous effects which you can try eg with dpmod. Tomazquake and its derivates have good effects. 
Func_emitter From Extras 
at least i think it's from extras (someone else may have to provide the link). it's in the remakequake progs anyway.. all you need is a little raindrop or snowflake mdl and you can make it fall pretty much however you want and control the density too

one thing rmq added was an 'alpha' field to allow transparency, which makes for better rain. i'm not sure whether that's cross-engine though 
Or I Could Provide It 
http://quake.chaoticbox.com/downloads/extras_r4.zip

check the docs for how it works :) 
 
RMQ has partice rain I think, just not used in maps yet. The emitter method for rain is probably not the best one. Most people don't get the raindrops right.

As for "every engine supports it", well that's always the problem. The emitters are qc, so that'd work. 
So Quoth Command Triggers Can Fire Saves 
...do people have any strong opinions about having forced quicksaves like checkpoints?

My map is pretty much linear so it's not a problem regarding saving at a bad moment (also avoiding triggering when the player is balancing on a platform or in the middle of running and gunning), but on the other hand I'd like to keep options open for making something more open ended.

Thoughts? 
 
If you think it's necessary, do it. But only in key positions, not in every room. And make sure to use a unique name for the autosave, e.g. the map name. If you want to keep options open, you could make the autosaves button-operated. Though then it wouldn't be much different from regular quicksaving. 
Yeah 
I think it is nice to put a *couple* of savepoints in a map nowadays. As maps get bigger people are less liklely to find the willpower to start a level over from scratch if they died and forgot to save. 
 
hmm, I was planning on fairly regular, since the map's combat is fairly nicely broken up. There are plenty of Half-Life style moments of just moving to the next area... 
 
I tend to forget to quicksave and then I curse when the game has no checkpoints. Then I quit the game out of frustration.

Checkpoints are a good thing. Use them in a sane way and I doubt players will come to your house with torches. 
Yeah 
We've got them. A quicksave is also created on map load, which is very useful.

I'm placing them now in one level, and as a rule of thumb I'd suggest after every key door in a medium sized map to be a decent checkpoint.

For big maps maybe picking up a key or other pertinent moment when there aren't enemies or traps around.

Random idea - in a tech map you could add computers with a button on them throughout - whenever the player presses the button it quicksaves.

In terms of good idea or not, I don't think anyone is ever going to complain about making the game more accessible / less frustrating to play. 
 
Please find a way to make the player not notice them. It is breaking immersion or hinting at "death ahead" otherwise. 
Yeah 
That's why key doors are good. 
Spirit++ 
Also, before hard fights would be useful. 
 
Well it's hard to make the play avoid noticing them, since they will always cause a slight jerk when they fire.

I plan to release a beta soonish so if I've put in to many I'll find out then I guess :) 
Suggestion 
use 'save autosave' and then have your trigger command bind f8 to 'load autosave'. that way it doesn't interfere with standard quake saves. 
 
The saving jerk might be minimize-able. 
 
umm, and about placement, basically make sure the player doesn't have to re-do difficult or time consuming tasks, like a puzzle, a trap gauntlet, a jumping / platforming thingy, or a larger fight.

The #1 reason for frustration is "Oh no, now I have to do all that crap again just to get back to where I was." So after the player did "all that crap", ie beat a challenge, give them a savepoint / checkpoint.

In complex, Half-Lifey maps the checkpoint density is going to be higher than in DOOMish maps, naturally. 
Autosave 
Did you guys see my autosave engine patch? It saves when you pick up health (with certain restrictions, like no more frequently than every 30 seconds).

http://www.celephais.net/board/view_thread.php?id=60172&start=320

I've been playing a lot of maps with it over the past few weeks and it works pretty well; the slight pause is only noticeable on really big maps. I couldn't go back to manual saving again! 
Gb 
The #1 reason for frustration is "Oh no, now I have to do all that crap again just to get back to where I was." So after the player did "all that crap", ie beat a challenge, give them a savepoint / checkpoint.

The #1 reason for frustration is the crap itself. Make good maps, then there is no need for holding the player's hands. 
Wrong 
I love czg03, but if I died in the middle without having quicksaved I wouldn't be willing to replay it from the start all over again. 
Woo Another Limit Warning Yays! 
MAX_MAP_NODES

Only came up with it during a compile with a leak, after fixing that it hasn't, but again, curious as to exactly what it's refering to :) 
You Might Find This Very Interesting 
Zealousness.

http://qbism.com/index.php?topic=12.0;wap2

Written by AguirRe (Bengt Yardrup who wrote TxQBSP and TreeQBSP, and the core of the lighting and vis tools which most of us use) the above linked document contains a lot of explanations for a lot of the errors and warnings. 
 
i agree with otp over spirit re: replay frustration. just because something is fun when you first play it through it doesn't mean that being forced to imminently repeat it all will be fun too. and even if it isn't a particularly *fun* section, getting through it the once will probably feel rewarding. erase that reward and then it just becomes frustrating..

so this is a positive development 
 
Thanks Ricky :)

Also, I'm finding some ideas where a single map probably isn't enough to fully demonstrate and tutor the player. You want to have a unique sequence, but it may just be impossible to fully equip the player before they go in. This is particularly true if you are making something trap infested.

Although it's bad practice to expect the player to need to repeat something, I think it is unavoidable in many places. It's also a very easy situation to reach if you want to challenge the player. Showing the player exactly what's going to happen and when, AND giving them a really tough challenge (which I want to do for skill 2) is very very difficult.

I think it's an issue for skill 0 and 1 which are the skills I'm most worried about getting wrong. If you don't have thick skin then skill 2 isn't for you period. 
 
Plus I happen to think that if you aren't dying at least a bit you aren't *really* being challenged. Thinking how much I died trying to get through the mega hard WADS of Doom 2. You do get a sick satisfaction out of it, even if you did quick save a lot. 
Re Rain 
http://www.quaddicted.com/stuff/koohoo_lightning.avi

No actual rain there, I don't really remember why. Anyways, i love the atmosphere of that. Used Quoth and samples from the freesound library iirc. 
Spirit 
nice! 
 
that is really really awesome looking (and sounding!) spirit.

i actually remember when you first posted that like... a couple of years ago, and it's still great. it's amazing what a few sounds and flickering lights can do. 
Hammer 3,3 
anyone got a dl link handy? I seem to have lost my installer :P

Also, I just upgraded to an i7 system at Christmas so if anyone has any vis-killing maps they want compiled feel free to throw them my way and I'll throw them at it :) 
Quakeone.com/qadapter 
I think it's there. 
Thank You! 
 
 
I'm having a really strange and annoying problem with a particular section in my map. The player won't step up the third stair step in the image, even though it's the same height (16 units) as the other steps, but when hugging the wall it works, otherwise the player has to jump up the step. Weird thing is this staircase was copied from another area, and the other one works just fine. I even tried making it from scratch again, deleting the curved walls and trim surrounding it to see if that would fix the problem, but no luck. No thin faces/microbrushes/etc shows up in error searches either.

http://img199.imageshack.us/img199/9302/tmpquark000070.jpg

my brain 
Obvious Clipping Issue 
The way the stairs is build certainely create a clip that prevent the player to move forward.
It happens generally at the junction of 2 polygons... It happens sometimes.

What you can do is to add a very tiny clip brush onto the faulty are in order cover the stair and prevent the issue....
You can also check the polygon corner coordinates to check whether it is still on-grid after copy-paste... and correct it if it is not the case... 
Armour Missing 
I have some armour resting on a 16 unit wide bar. When I load the map, it is not there and I do not see a 'bonus item fell out of level' message. Is there a minimum amount of 'support' that is required to hold armour in place - I tried a clip brush and that had no effect.

I have a horrible feeling that this is one of those things that everyone else knows about except me! 
Spiral Stairs 
Maybe try making the stairs a func_wall, or even making each stair a func_wall? Spiral staircases are pain :-/ 
Mike 
I think the item needs a ground that's at least four units wider than the bbox - 40*40 in this case. No "fell out" warning suggests the armor only falls through the bar and ends up on the floor below. If you don't want to make the bar wider or make it two, you could use one of those self-removing func_walls to make the armor float on the bar. 
Ah, More Armour 
And the armour needs at least 32 head-height 
 
@JPL: I understood it was a clipping issue, but I didn't get why it was occuring. As I said, I removed the copied stairs and remade them from scratch (and yes, on grid), removed the brushes surrounding the stairs in case they for some reason caused the issue, but it still didn't work. And it only happened to that particular step, no others. Turning them into func_walls did nothing, so I ended up doing as you said and made a small clip brush in front of the offending brush, and that seemed to do the trick. Still have no idea why it occured in the first place though... 
Bernsten 
Glad you found a solution ;) 
Mike 
All items need a total height of 60 (4 higher than their bbox). So maybe the 16 bar wasn't the problem, just the low ceiling? This my editors that only display the models are counterproductive and the reason so many maps have missing items and stuck monsters. 
 
*This is why 
Berntsen 
Which wall did you have to hug in order to walk up normally?

The fact that you could jump up them makes me think it's not a clipping issue with the geometry in that shot, but with something else intruding into the space.

That the stairs were copied and working elsewhere is suspicious as well.

The clip brush is a slope?

Also, I can't tell from the shot, but it looks like on the right the interesection of the brushes might be off grid. I doubt that'll cause the problem you were having, but its worth bearing in mind that on grid doesn't just mean the corners but also where the edges of brushes cross each other. 
 
 
Negke 
Yup, you're right. Raised the ceiling and the 16 wide bar is fine. Thanks for the (tee hee) heads-up. 
Hrm 
items could really have used a 'nophysics' flag. most of the time, they will never ever have physics run on them; they could have just been set to movetype_none. 
Silent Teleport 
Quoth entities etc.

Possible to teleport the player but make it completely silent? (Removing the particle effect would be a plus) 
Nope 
 
 
@ijed: Could hug both the concave wall on the right and the convex on the left. I as well thought it could be someting other than the stair in question that caused the issue, that's why I tried deleting the step to see if the issue persisted. And nope, as soon as it was gone nothing blocked the player's movement. Again, the error occured even if I remade the step from scratch.

The clip brush is not a slope, here's a picture of how it looks in the editor: http://img339.imageshack.us/img339/1210/quarkclipping.jpg

With the intersecting brushes, I take it you mean where the curvy white walls meet? They are in fact on grid, both the corners and the intersection.

@negke: So as the amount of detail in maps increases, so may issues like these? If I block out certain details with completely square clip brushes (such as lightning fixtures or computers dug into a wall) throughout the map, would that help eliminate such errors? I was thinking of doing this after I finished up the entire map's brushwork, but maybe I'll do it earlier.

Also, my map is now fullbright because I haven't bothered sealing it yet, the outside areas have no sky for instance. Could the amount of faces (i.e the ones pointing out towards the void that would otherwise not be rendered when the map is sealed) contribute to the error at hand? 
Is That Quark? 
That looks like Quark. Doesn't that editor use fractional coordinates for brush faces and thus needs its own BSP compiler? Maybe that compiler simply has more bugs than the more evolved versions that we have today? 
 
Yeah, it's Quark. I don't know if it needs to use a different BSP compiler, I use Txqbsp and I've had no other problems than these stairs so far. 
Berntsen 
The issues may potentially come up, but they really seem to occur quite arbitrarily. Blocking off geometry with clip brushes will not fix them. Sealing the map may. Ultimately, what you did with the extra clip step is the way to go. 
Hm 
Then it seems Negke is on the right track then. I've not come across this type of error before although I use WC.

It's possible that the additional brushwork / faces outside the map are affecting the hull creation process, I spose.

The player is basically a box, so could be that there's just weird collision clipping. 
Continuing My Adventures... 
...into asking about stuff that isn't possible.

Can you spawn monsters with less or more health than normal? Or a possible way to change it once they've spawned...

A further question (much more answerable I assume :p ) is how does Chthon actually work, the entity guides I've found just mention something to do with event_lightning but no details. 
 
Ooh, Cheers 
 
Monsters Spawning With Less Health... 
trigger_damage them :)

for more health... you can use the armorvalue/armortype hack in post #19 of the thread spirit linked to, or alternatively just a trigger_damage with a negative value)

the chthon question is probably less answerable :P it's messy. i did it once but ballsed if i can remember how; if i had to do it anyway i'd probably just dissect the e1m7 source and work from that 
Less Health 
= negative armorvalue 
It's That Simple? 
Nice.

Someone make a mod where poison works by giving the player negative armor. 
Sweet, Thanks Guys :D 
Got a killable via conventional stuff chthon working. Would still be interested how he's supposed to work however :) 
If You're Using Quoth 
use a trigger_hurt with 'cnt' '1' and set 'dmg' appropriately.

note that players can still hit these triggers too, so you'll have to be careful how you do it.

as for chthon... fuck, if i know, and i've been mapping for quake for like a decade. >_< 
Newbie Mapper Having Some Issues 
Hi. I was told I might get some help here with a mapping issue I have (Quake 1). I've just started and I'm using QuArK. I tried to make a small single player map, but I'm only at one room and a short corridor and I already have two problems. One is a leak I can't find no matter how hard I look, which I "fixed" by encasing the entire map in a giant box for now, but the other is something I don't even understand.

For some reason the wall at the end of the corridor looks like a weird hall of mirrors unless I'm hugging it, in which case, some of the other walls look like that. This only happens if I compile the map with lights and vis. If I do it without, it looks like ass, but it'll look like textured ass at least. Here's the map, could someone take a look at it for me and tell me what I did wrong and how I could fix it?
http://www.sendspace.com/file/9c3m3i 
 
A common issue with Quark is its habit of using float coordinates which often results in tiny leak or portal errors (the HOM). I'm not familiar with the editor unlike some other people here, but there should be an option to turn it off and/or to snap all brushes the integer grid.

If you get a leak, QBSP will create a .pts files. Put it in id1/maps along with your .bsp, load the map and type "pointfile" in the console. There will be a dotted line that'll help you determine where the leak is (search for the spot where it goes outside).

You'll also want to use the compiling tools from here (qbsp, light and vis) - the ones that come with Quark are probably outdated. 
Dang 
I didn't realise Chthon would be quite such a big deal :E nm using him with conventional weapons is fine, or I can fake it by just giving him a squillion health. Shame he auto-spawns at the start really :)

Would love to get the hack Preach mentions about targetting monsters to attack each other, but doesn't seem to want to play ball :E 
Solarn 
In order to solve your HOM issue, you need to read this: http://user.tninet.se/~xir870k/tooltips.txt 
Solarn 
I would recommend rtying another editor. If Worldcraft 3.3 works on your rig, you would probably be sorted. Then theres BSP editor which is meant to be quite current. And some people have good look with Radiant. 
ZQF 
What are you trying to do anyway? I thought by conventional you meant the lightning method.
The hacked shootable Chthon needs to spawn on map start, yeah. You can delay it by giving him a higher nextthink value, but that's not really helping. However, you can do it like I did in my Chthon map and simply have him spawn in a remote room. Then teleport him into place when the player reaches the area. 
 
Just playing around with monsters and decided to try making something cool using Chthon, but I couldn't get him to die the iD way.
By conventional I meant using conventional player damage :)

Having a little play using chthon like a large normally enemy like the lava giants in Serious Sam :) 
 
all id maps have their sources released, look at the e1m7 source to see how the entities are set up. (i think they are on quaddicted, or maybe quaketastic, or at least rome.ro) 
RickyT23 
I've downloaded Worldcraft and BSP, but I haven't been able to do anything but create rectangular brushes in either so far. I can't figure out the controls. 
Solarn 
OK, well I had a peek at Youtube and found this video showing how to make really simple geometry in Hammer (which is almost identical to WC3.3 which I use) and it does show the clipping tool and the vertex manipulation tool, as well as how to hollow a cube (which i tend not to do)

For geometry all you really need is the clip tool and the vertex tool, as well as knowing how to use the brush tool (to make a solid brush). The great thing about Worldcraft is that in version 3.3 the texture lock will work properly if you enable it, which can really save time. 
Oops (forgot To Put The Link In The Post) 
RickyT23 
Oh god, that guy rambles so much. But it was informative when he finally got around to explaining things. I guess it makes sense. In QuArK, all that stuff is done by simply clicking with the mouse, so I was confused when it needed separate modes in Worldcraft. 
 
Oh god, that guy rambles so much

the main reason i wish video tutorials would die in a fire. :\

most of the people who do them know what they are doing but they usually have annoying voices or can't seem to string more than 3 words together without saying 'um' or somesuch, or their mics suck or all kinds of things that make them irritating.
i remember having to put up with tons of that when learning D3. 
You Can Cycle Modes 
by clicking the buttons in the toolbar (i.e. the ertex button, the clipping button), rather than learning the key combos. I click the buttons ;)

And yeah, the guy rambles, I just picked the vid from random really, just wanted to find one which explained the vertex and clipping tools :) 
There's A Tutorial On Using Wc 
At the qadapter page. http://quakeone.com/qadapter 
Well 
there is a great tutorial about WC included with the program. Just klick help or so. 
 
Then teleport him into place when the player reaches the area.

Actually that is something I don't know how to do, trigger teleporters like that. 
Eh? 
You just place him (or any other monster for that matter) inside a regular trigger_teleport and have a trigger_once or any other entity target it to set it off. 
Yep 
Teleporters start off if given a targetname. 
Make Your Teleport Brush 
Tie it to the entity "trigger_teleport".
Position your monster inside the trigger_teleport.
Give the trigger_teleport a key "target" with the value "yourNastyAmbush"
Give it another key "targetname" with the value "triggerYourNastyAmbush"
Make a trigger_once trigger and put it where you want the player to be when the monster appears.
Give the trigger_once a key "target" with the value "triggerYourNastyAmbush"
Put an entity "info_teleport_destination" where you want the monster to appear, and give it the key "targetname" with the value "yourNastyAmbush".

So now when the player touches the trigger_once, it will fire and trigger the tigger_teleport to send the monster to the info_teleport_destination.

Nne of these entities will be visible in game, except for the monster!

This is the way it is done using original ID progs. If using Quoth you can just give a monster the flag "spawned", and when triggered (when a trigger_once has a key "target" with a value equal to the monster's key "targetname") the monster will appear.

If you noclip outside some of the original Quake maps from id you will notice that there are dark rooms outside the map, and if you go in them you will find they are full of monsters waiting to be teleported into the map. 
Ah 
I thought spawn rooms were used slightly different, didn't know teleporters could be targetted like that.

I'm just being dumb again, okay. I should have done more with regular progs :) 
 
So yeah, I figured out how to use it, but I can't compile my map with it. What do I need to do to? 
 
That was me, I had a brainfart, sorry. 
Save To A .map File 
Run your qbsp, vis and light from a command prompt.

Make dir on c: called "mymap"

Save your .map file there

Put all your tools (TxQbsp.exe, WVis,exe and Light.exe) in the dir.

Load a command prompt (in windows click start, then type in the "run" or "search" bar:

cmd

Press enter.

Command Prompt appears! :)


type:

cd c:\mymap

then type:

txqbsp yourMapName

then type (eg):

vis -fast yourMapName

then type (eg):

light -extra4 yourMapName

Your compiled map would now be in the c:\mymap\ DIR. 
Links For Tools (the Best Tools IMO) 
The Manual Way 
The build menu is customizable, but I never bothered with it for Q1. Just do it the oldschool way by opening a command prompt and run the compile tools manually. This way it's also easier to catch warnings and error messages.

And remember to add the texture wad path to the map's worldspawn entity.

Which version are you using anyway? 
Hm, I'm A Slow Typer 
 
 
I'm using 1.5.0, since that's the latest version. 
Ok (so Am I) 
I recommend getting the latest nightly build (2007-04-26) from the SVN then, in case you only took the installer. 
This One 
http://zerowing.idsoftware.com/files/radiant/nightly/1.5/GtkRadiant-1.5.0-2007-04-26.msi

And check out the key shortcuts in the manual. They will make your life A LOT easier. 
 
I did. They do make things easier. It's still not as simple to use as QuArK, but on the other hand, it doesn't habitually corrupt a brush every 20 minutes or so. So all in all, it's a good trade-off. 
Might Want To Try Netradiant 
It's pretty much just a version of gtkradiant, except that it's actually still being updated. 
 
on the other hand, it doesn't habitually corrupt a brush every 20 minutes or so. So all in all, it's a good trade-off.

Thanks for that :) 
 
It's "Jardrup" dammit. Stop raping a good Danish name. 
Swedish 
Like that Tom Green song... 
 
sorry 
While We're At It 
I hate if English-speaking people misspell foreign words with e and i according to their pronounciation, e.g. Weiner or Einstien. Fucking jerks. You hear that, Ritschert????? 
Oh Go And Fuck Yourself You 
jumped up european prick, you think I give a fuck if my english isn't good enough for people who havent got anything better to do than take the piss from people who speak the language natively? Atleast my name is pronouncable, Neg-ke? 
OUTRAGEOUS!!!! 
We shall settle this with a deadly exchange of platitudes in the High Brow thread!!!!
Or maybe not - we might both lose. 
Fight! 
 
I Think I Already Lost 
I cant be bothered. But still, what's wrong with Weiner and Einstein? Is that not how you spell those words? 
That's How You Spell Einstein 
Wiener is spelled like <---. 
Holy Fack 
 
 
Poltregiest kinnduhgarden blitzkrooeek. 
Swinehundt! 
 
Bable 
fish 
Just A Pet Peeve 
Those are fairly common loan words, so one should expect people to be able to spell them correctly. Oh well. 
Neggers 
I agree. But then, I dislike all kinds of spelling and grammar errors, esp. when they are made out of neglect or ignorance. People should take more time writing and re-reading their posts. 
Ecially... 
What I find even worse is (usually) US Americans using abbreviations and acronyms everywhere. Not only is that often obfuscating the actual context but they also don't seem to realise that the world does not revolve around them and that people from other countries (who use the same internet...) might have no clue what they mean.

On that note the auto complete and auto correction on my android phone makes writing even complicated words fun quite fun. Even "ridiculous" which I will never learn to type. Seriously, I use a dictionary every time I write it. Bier let's see what happens is I type really fast and fyi not spellchwvk the result... weeee 
 
ueh dems poples naught noh how spelt word dems luike ijeeuts 
What Now? 
I habitually mispel words with e and i. I also use colloquialisms and make typos. Sometimes I don't even use the spellcheker.

Sometimes, I can't be arsed setting my spellchecker to UK as opposed to US English.

Y de repente puede hablar puro guea.

If you're wanting clear and impeccable use of language then I'd suggest maybe that the internet isn't the best place to go.

Oh, and get over yourself. 
 
Achtung, Polizei! Grammatik bitte! 
Yeah I Know 
I'm just saying that I prefer proper spelling and grammar to internet speak. I have nothing against colloquialisms though. 
 
you can use ones language
but not ones intention. 
Fair Enough 
I know what you mean - 'w00t lulz aw1sme!' pisses everyone off. 
Spirit 
What I find even worse is (usually) US Americans using abbreviations and acronyms everywhere.

at least you can appreciate irony though, right? ;) 
 
Haha, ouch. I fell into the same trap as SleepwalkR. 
Stopping Rockets 
I see that Clip brushes don't stop rockets - is there any 'invisible' way of stopping them? 
Skip Wall 
Or that oldschool shootable trigger trick. 
How Goes The Map? 
 
Ijed 
If that question was for me, the additional maps (both) are finished. Just piling in the monsters at the moment and playing with game-play, which I have sort of lost the hang of because I don't play shooters anymore. I am also constanly tweaking lighting as I want it to follow the theme of FMB-BDG - dark and scary. In fact, I will probably release the whole thing again as one package as it did start off as one, interlinked map but at around 20,000 brushes blew apart all known limits.

Going to be skiing for the next couple of weeeks so I suppose 6 - 8 weeks to a tentative, possible, maybe, release date proposal subject to prevarication, willpower and getting sidetracked on other projects.

But if that question wasn't for me, just ignore the above. And remember, mum's the word. Shhh... 
Cool 
That's good to hear and don't worry, will keep it under my hat.

Good, uh, skiing. 
Negke 
Yeah, skip brushes do the job. Thanks. 
Help Needed Please 
Hi guys,
1)sword weapon model needed for my mod.. I'm not satisfied with mine:

http://www.quaketastic.com/upload/files/screen_shots/quakery_test.png
http://www.quaketastic.com/upload/files/screen_shots/quakery_test2.png

maybe some of you can contribute/join the project ? 
Sounds Like A Job For MadFox! 
 
Take The One I "did" 
Sword 
replace the axe into a sword.

http://members.home.nl/gimli/v_axe.zip 
Madfox 
 
 
I still have the feel the sword's too high and clean compared to the axe.
At least it's thin enough to keep view. 
Yes.. It's Difficult To Balance The Sword Size 
if you make it too big it obstructs everything else..
making it small looks pathetic

And the color is another issue.. better avoid the clear white.

Thanks ya all, If I use one of yours I'll be able to concentrate on levels/gameplay cause it's really a big project(at least in my mind) 
I'd Make A Sexual Joke Here But 
I think what was implied was intentional. 
<ijed> 
thank.. but I didn't find your sword..

is it included in Warpspasm ? 
Yeah 
Inside pak0 I think. I'm on a 64 bit machine here so don't have Qme installed to check it though. Will post a more direct link tonight.

It's also in Drake if you've got that. 
Ramp Jump Issue Under Different Engines 
Hi, so I have that small 45 deg rotated ramp. When I use DarkPlaces, I can easily use it to get to RL level, but somehow can't do it with WinQuake or ezquake. I thought there shouldn't be any physics differences between engines, am I right?

http://shadowsdomain.files.wordpress.com/2011/02/jump.jpg 
 
There are a few physics differences in DP. Notably, check if "sv_jumpstep" is set to "1". This allows you to go up a step/ledge while you're airborne, which you normally can't do in other engines. 
..help With .lmp Files 
Hi.. what's the best way to edit .lmp files/gfx.wad ?

I already know adquedit and frikac fimg.. but they have no image editing features to paint 
Yeah 
You can't really edit them natively. You need to use one of those tools to covert them to a standard image format like pcx. Then use your most beloved image editor to make the adjustments, and finally convert back when you're done. 
 
Building a level where the idea is it's abandoned and everything is off, thus no light source other than some moonlight (the player switches the power on later and everything comes on).

With 32-bit colour this works okay. 16-bit colour this just makes everything black with specs of green. There many people who run stuff in 16-bit colour these days, and is it bad form to keep something like this? :E 
 
geez, if they have to play in 16bit, i think they're happy they can play quake at all... :S 
Dust2.. 
Anyone know how I can get a maya or sketch-up version of dust2 for Counter Strike Source? 
Thank Preach 
..I really want to create a custom hud for my mod.. something that I'd like to see more from Quake mappers

Can I change status bar shape/aspect without messing with C/quakeC ? 
No 
 
FrikaC-FIMG Issue 
Please I'm (trying) using Fimg for gfx editing

I've created a custom conback.lmp but the program saves it flipped up/down no matter what I do !? 
Flip It Then Save It? 
n/t 
 
it's like... complete lack of problem solving skills. 
Re: FrikaC-FIMG Issue 
Some source image types are misreported as being flipped by DevIL (origin bottom right), when Fimg attempts to save these files as Quake format it does a flip to correct it. You can try using another souce image type. If you're currently using targa (the one DevIL is most confused about) try converting it to bmp with another tool then saving that directly to lmp. Also, make sure you are using the latest version of fimg -- version 2.0 
I'm Using 0192 Ver.. 
..the last version gave me a intialize error
and what is Devil you're talkin 'bout?

Fimg would be a very useful program if only more stable

I spent all afternoon with that flip issue 
Yes.. I',ve Solved 
..with some trial & error messin' with flip/mirror options.. I was obtaining some unexpected results with "save as.." option 
Question 
can trigger_hurt be toggled? 
No 
But it can be killed.

I think. 
Well 
it can be created and killed. soo *technically* you could call that toggling. but if you wanted to toggle more than once, you're out of luck.

you'd use that info_notnull trick with a bmodel to create a trigger_hurt and then killtarget it again to turn it off again. 
 
Or QC. Pretty sure in Drake or RMQ it could be made toggle-able. 
Maybe Toggl-able.. 
..in Quoth ?


maybe no... :/ 
No 
not without the info_notnull trick. 
Yeah 
One of the first things I looked at after the release was was a proper toggle system (for everything), but it's not the kind of thing you'd put into an interim release... 
So.... 
... when Quoth3 will be released ? ;) 
Um 
As soon as Rubicon 2 is...ah no...right after Duke Nukem is...er... 
After Rmq? 
 
Q3BSP???? 
Alright, im new here so please accept me.
Now to the point -
Ive heard that the Q3BSP format is better for many reasons comparing to Q1BSP. My intend to use Q3BSPs in darkplaces. Is there a way to convert .map files into Q3BSP? I downloaded Q3map2 but have no idea what commands to use with it or even what it does. Thanks :D 
Try This 
http://prdownloads.sourceforge.net/industri/mapcon_java.zip

it says it converts q1 -> q2 but q2 .map format is identical to q3 .map format. 
Multi-toggle Hurt Workaround 
You could probably place a flat trigger_hurt on the floor (or three units below) and cover it with an invisible (skip) toggle door. Something along these lines. 
 
another solution, if you're using quoth, is to make a func_rotate_train with a trigger_hurt as the target (no rotate_entity or func_movewall).

remember, rotating entities will still set relative origin of all non-static entities targetted by it. (remember my wierdo speedmap with the droles attached to the rotating plane).

so you just move your func_rotate_train in and out of position and it will drag the trigger_hurt along with it.

roundabout, but it should work. 
WC3.3 
Is there something you can do to stop the VisGroups list being random?

It wasn't a problem initially but with 40 odd Vis Groups it's getting constantly searching the list. Making the window bigger would also be nicer :(

Guessing not but hey :) 
Nah Sorry 
I never had that many visgroups so I dont know! I tend to mostly use that feature when the editor says "WARNING: Too many visible objects", so I hide half of the map and carry on. I know that you CAN use it to really organise your map, but i never really bothered with it that much. 
Skybox Rotation 
Is there any good way to make a skybox rotating in order to give the effect that is the center that is moving ?

i.e: I'd like to make a spatial base floating in space... hence my question...

Any idea ? 
Impossible 
Maybe only in some very hacky way. Like turning the skybox graphics into a large func. Or making a huge animated texture. Fitzquake085 has proper animation on sky-textured funcs, but this still doesn't help.

If your intention is to simulate a space station orbiting around a planet or some stars, you could try cutting out the corresponding bits of the skybox and use them for the rotation while leaving the actual sky black or with stars only. 
Negke 
I was rather thinking making the complete skybox rotating... giving the impression this is the space station that is rotating... like a lost stuff in space...
Sounds difficult.... :/ 
Yeah 
i don't think that type of effect is possible. i tried for a while to do something like that for the ne_doom map.

anyway, even if you did do it, if your skybox had a sun or some other light source you were trying to simulate with _sunlight settings, they wouldn't match up if the skybox rotated, so it's not a full win, even if you could. :S 
Like Q2 
You need engine modification for that AFAIK and yeah, the sunlight wouldn't move. 
Necros/ijed 
I agree with the sunlight issue... I just thought about it a little bit late ;)

and even trying to make the complete map rotating except the skybox will not work either, as the gravity will become the issue then... the risk is to fall, except if you play the map with zero gravity... and remains the problem of being able to fly over without issue....

Anyway, I can deal with this... no problem

Thanks a lot for the support ;) 
 
It's possible, but the sunlight would only move with fully dynamic world lighting. Darkplaces etc.

However, Darkplaces + huge open maps = slow motion. 
Asd 
sad 
 
been playing a lot of q1 episode 4...

there must be over 20 quad damages in that episode but i never seen them in custom Q1SPs.

how come no one hands them out anymore? 
Digs05 Has A Couple Quads 
 
 
digs05 is an anomaly. to me, the fact that digs05 had quads just shows how weird they are to be present at all. 
Lol 
digs05 is probably one of my favourite maps. Damn disappearing pents. 
 
It's hard to manage them imo, and possible that different people react to powerups in different ways. The limited duration element makes it such a bitch to plan around, a super weapon like a BFG is much easier to deal with I'd say :E

It's also hard to get a balance between cake walk and impossible when the player has the quad because even shamblers are just creamed by it. You have to throw a lot at the player and assume they will just mow it all down before it manages to gank them.

Having said that, using a quad with the respawning trick works well in an arena fight, you make the quad come back at the start of each wave. Or just make it come back after a few seconds so whilst the player is in that area they essentially have unlimited quad :p

Useless figures time: By my count, Quad + Pent + LG can murder about 40 or so Shamblers before the quad runs out, although my technique might not be perfect :E 
 
Useless figures time: By my count, Quad + Pent + LG can murder about 40 or so Shamblers before the quad runs out, although my technique might not be perfect :E

LG -> 300 dps, 2 seconds to kill a shambler.
quadded is 0.5 seconds a shambler.
30 seconds / 0.5 shamblers is 60 shamblers before the quad runs out.
if they were all in a line or something.

anyway, i was just wondering if it's only because of fear of 'too easy' gameplay or if it's that mappers fear players blasting through too quickly without seeing the map or appreciating the intricate monster ambush they set up.
i'm pretty sure i'm in the latter category. :x 
 
Well, I said by my count, but it was more that I just piled a load of shamblers into a room and tried it. You actually run out of ammo really quickly hehe :P 
 
Also following your thoughts, the ideal time to put one in is when the player is returning to a previous area, or perhaps even better, specifically backtracking.

You could imagine a player muttering to themselves that they have to backtrack, but then the relief of getting a quad and enjoying the thirty second dash as they mince everything on the way back:P 
 
Oh and cause it's currently fashionable to triple post, Tribute ale is really nice. Bottoms up. 
Nice Idea 
You could imagine a player muttering to themselves that they have to backtrack, but then the relief of getting a quad and enjoying the thirty second dash as they mince everything on the way back:P

Thought I'd quadpost it :D 
Ring Of Invisibility + Quad 
You could always fill a room full of baddies, give the player the ring to wander around unnoticed until they could find the quad.

I see the ring being offered less often in maps these days. 
Hypothetical Ring Situation 
Give the player the RL, 100 rockets, and a bunch of health and armor. Upon taking the ring, he is teleported to a multi-story maze full of Shamblers, which he must navigate upwards by rocket jumping before the ring wears off - otherwise the player is as good as dead.

Then you can reward him by giving him a Quad + LG. 
XD 
I love it! Someone should do that. 
 
it's the damn binary nature of the ring which makes it suck. otp's shambler maze scenario is interesting i guess, but only as a one time gimmick.

or well, maybe a fully stealth map where you have to go from ring to ring before the last one wears out and you get mobbed by millions of monsters or something. 
That 
Works, but only with respawning ring points and weaponstrip. 
 
what are you talking about?

the point is that you'd have to make it to the next ring before the last one ran out. basically like an artificial timer. 
 
tbh if you put in enough enemies to make using a quad to kill all of it your only option you don't have to worry too much about weapon stripping. Your trouble would probably be making sure the player knew to not bother trying to fight at first :) 
 
ah ok, he was talking about generic's post.
at that point though, i'd lean more toward a true gimmick method of killing them instead of just a quad. it'd be more dramatic i'd think.

bah, it's just that damn ring. :( doesn't even protect you from voreballs. 
Creating A Sun Effect? 
So, i want a sun effect, resemebling the sun. I use QuArK. Also it would be nice to have a sun without the textures getting white from the light, but still remaining colour like in real life. I need it for my outdoors map:D 
You Need A Skybox 
You need to name the skybox images YourNameOfChoicert
YourNameOfChoicelt
YourNameOfChoiceup
YourNameOfChoicedn
YourNameOfChoicebk
YourNameOfChoiceft

Put them in quake\id1\gfx\env

Put a key in your Worldspawn "sky" with the value "YourNameOfChoice"

:) 
Necros, 
I was replying to your concept - the rings would respawn, but only in specific places, maybe 29 seconds apart, and the level would be full of, say, Shamblers and the player weaponless.

To allow for exploration and to be less frustrating the rings would respawn, so the player could come back at any time, but would have to find the next ring location without being seen in order to progress.

Ideally getting seen would be a lose condition, unless the player managed to speedrun to the exit (or better yet, the weapon cache). 
Hm 
Additional exploration before the weapons cache could be included by having no ammo in the cache, only in the level itself.

Would probably have to destroy all rings once the cache was raided as well. 
 
Shamblers and the player weaponless

Hence my idea of giving the player RL and full ammo - it'd be useless against the Shamblers anyway. 
The Idea 
Is from Ricky's remix map of e4m1 which had the biosuits respawning and all the water as slime. 
Could Be 
But it suggest to the player that they can go gung ho. Better to take away all their stuff and leave them crippled - like that level in MaxPayne 1 where you escape from the gangsters, or that Riddick game.

By the time they reach the cache they feel immensely overpowered from being in such a weak starting point.

Downside is the level will have to be relatively small so as not to get frustrating. 
 
Nobody would try to kill a horde of Shamblers with the RL in Quake, though.

Level size - a speedmap would work (there was a timelimit themed session once), or just as a section in a bigger map. 
 
Nobody would try to kill a horde of Shamblers with the RL in Quake, though.

i've often had thoughts like this when making maps, and invariably, there's always someone who does.
sometimes you get lucky and it's your testers. :S

in the case of such an atypical gimmick, i'd be in favour of the heavy-handed approach: take everything away (or provide nothing) so as to leave no question about what you're expected to do.

hl2 intro maps have you running away, ostensibly for your life.
sure, some, maybe even most, players would RP those maps and run away, but you know if they had enough guns and ammo they'd clear out a citadel's worth of metro-cops before deciding to go away. 
RL Vs Shamblers 
It takes 11 rockets to kill a shambler (three with quad <-fun with enough space) - same amount as 11 DBS shots (=22 shells). The RL is obviously not favorable in close combat because of its splash damage, but for sniping shamblers it's fine, especially if there are other monsters around that can take damage from it too. People seem to be stuck on the notion that shamblers are immune to rocket damage altogether. 
Of Course 
But it's still a waste of rockets, that could as well be spent on a bunch of HKnights instead. 
Random Sigh 
There's mapping for Quake. And then there's mapping for DarkPlaces... 
Creating A Sun Effect? #2 
Well having a skybox does'nt make it so theres a realistic sun that shines. I do use darkplaces.
So if a have a skybox in my darkplaces mod, how would a create a realtistic sun that shines and casts light over the map. I use QuArK! 
Also 
I use real time lighting. 
 
neg:
There's mapping for Quake. And then there's mapping for DarkPlaces...
?

re: 10890
Well having a skybox does'nt make it so theres a realistic sun that shines. I do use darkplaces.
So if a have a skybox in my darkplaces mod, how would a create a realtistic sun that shines and casts light over the map. I use QuArK!


since you're using darkplaces, put a super long range dynamic light then? 
Uh 
Durr? How would i do that :D 
Hurr Im A Durr 
 
Vertex Limit 
people have been mentioning. Does this include all aspects of the map's geometry, or is it just 'solid' geometry and excludes func_wall/func_illusionary? 
It Includes Funcs 
You can get past it by making .bsp files and inserting them with an entity. It works for illusionarys. Wait until you get near the limit then make your illusionaries into extrnal .bsp files. The entity will be the center of the external .bsp. I believe that you can use this feature in Quoth. You need to bear in mind for lighting. Unless you want your external .bsps to show as fullbrights in the map, you need to light them, so they need the lights which are casting lights on them to be there in the external .bsp, in the same positions. So it is something you should do towards the end of your cycle. 
 
hmm, okay, sounds like this could get painful as you say :p 
 
"57774 vertexes"
Fun...:E 
I Assume You Are Using Txqbsp As A Compiler 
You might have to start using the command -hilimit if you are not already ;) 
 
i'm not sure, but isn't the 65k vertex limit a 'hard' limit, in that, you can't change it without messing with the actual bsp format?
but yeah, vertex limit isn't fun. had to split my current map because of it. 
 
Well, my map has an intro with a lot of detail in it, I guess that could be split off without trouble :E

After that it gets very hairy. Removing some of that lovely trim perhaps :( 
Split The Map! 
 
Heh - You Can Squeeze More In 
Trust me. Just keep going, get some details onto the really plain areas, try and work with a lot of illusionaries.

I think that the map is very imaginative and deserves to be done properly. I have faith that you can get a lot more details in. Re-thinking the railings is a good idea though, you could probably get something which looks better and saves on verts (and fixes that short cut issue ;) 
Zqf 
r_showtris 1 is a great way to find problem areas. 
 
new bsp format ++ 
Rotating Objects Not Lighting Correctly 
I have a rotate_object with two of the brushes at right angles to each other; one lights ok but one does not light at all, and appears black to the player.

I have moved lights closer and lit the floor but it is still black.

Any ideas? 
Spinning Through Time And Space 
The problem is that the brushes making up your rotate object are actually moved by the compiler. The compiler measures the offset of the info_rotate entity from the origin, then moves all the brushes that distance in the opposite direction. So from the point of view of the lighting tool your brushes are hovering very close to the origin of the map (the origin of the map aligns with your chosen centre of rotation).

In your case I think what must be happening is that there are lights near enough to the origin to light one of the brushes but not the other. It's a little bit like toggling the flag on doors that sets whether they are lit in the open or closed position.

So there are two options available. One is to bear this restriction in mind and modify your map to account for this. You might be able to displace the entire map such that the lighting state around the origin matches the lighting you wish to have on your brushes. Or you may be able to displace the map so the origin is in the void, and you can set up a special room to light the rotate_object correctly.

The other option I can think of is to create the rotate_object models as separate bsp files, with all world brushes and no info_rotate. Instead, you position the world brushes so that their centre of rotation is at the world origin in this new map file. This allows you to light the entity entirely independent of the rest of the map. You then modify the rotate_object qc to precache and set an external model, and finally add a point entity rotate_object at the current origin of the info_rotate, with the corresponding external model set.

Whether the second method is more effort than the first depends on how fiddly it would be to pull off the first way... 
My Head Is Spinning, If Nothing Else 
Thanks Preach.

OK. After playing around this is what I have:-

- the origin is in the void and the map is completely sealed
- there are no lights near the origin
- if I remove the existing lights from around the rotate object, the object is unlit in game
- I have now set up a room around the origin and lit it with eight lights (each corner top and bottom)
- with the original lighting back in, there is still one piece unlit
- if I remove the lights from around the rotate_object again, and leave the lit room around the origin, the object is still unlit

Due to the size of the map, moving the whole map to get the object to the origin is not practicable. The centre of the rotate_object is @ -2056 3840 748

I'll post some screen shots later - game and editor. 
 
preach, are you sure of that? that doesn't really make sense to me at all. rotate_xxx entities are supposed to be lit where they are in the editor. if you make a map with two rooms, one room that is on the origin and is fully lit and a second with a rotater that is completely dark, the rotater should be dark as well. 
 
In my experience Necros is right. I have few large rotate objects and I created special isolated rooms to put them in to light them up.

http://www.zealousquakefan.com/wp-content/uploads/2011/01/zqftest03_construction32b.jpg

(I wouldn't make the texture sky now I'm using a skylight :p )

Texturing is different, that does involve it mis-aligning them due to moving to the map origin :( 
Texturing 
Sorry, I could be wrong about the lighting, I thought that it would be affected in the same way as the texturing is. The second way of fixing it would still work in this case, you would have no problems with texturing or lighting - just a possible headache getting the QC to support it (and maybe a logistics problem of spreading the map information over more than one file). 
On Investigation 
I have mocked up a simple level to test this, and have come to the conclusion that the light tools are all unreliable when it comes to lighting rotate_objects. Necros is right that rotate_objects are affected by nearby lights, but I believe the code contains some kind of bug. My test map contains a brush entity whose lighting can be changed by toggling its classname from rotate_object to func_wall. In func_wall mode the lighting is identical to the world brush lighting, for rotate_object it looks off.

What is particularly worrying about this situation is that in Fitzquake some of the incorrect lighting is showing up as coloured even though there is no .lit file for the map. This seems to indicate a memory offset error - the light program is setting the pointer to the lightmap data incorrectly and so the lighting appears offset - and in the edge case escape the lightmap data segment completely to read random memory instead.

This is supported by replicating the coloured light effect - which can only occur on the last brush entity in the map, and then adding a func_wall to the map. Compiling with the func_wall added makes the colours go (although the lightmap is still incorrectly shaded), and then removing it restores colour again. All of this is consistent with a bug setting the lightmap offset too high for these rotate_entity objects - I assume that the lightmaps are stored in ascending order in the bsp.

I've never really looked into the source code for the quake compiling tools, so I might not be the best person to actually nail this bug. But if anyone thinks they could, I'd be happy to send them the maps that reproduce the problem in the way described above. 
Fucking Hell 
that is all 
..a Question Not Too Smart 
Hi folks, I got this eternal doubt:

-If I create a Q1 sp episode changing all textures/sounds may I charge for money(a small fee) those who download from my website ?

-I guess a standalone project is out of question.. but simple levels ?

* I've read all ID legal blah-blah but I'm more confused than ever ! 
For Those Who May Be Interested 
 

-I guess a standalone project is out of question.. but simple levels ?


A more important question before that issue would be, how would you convince people to pay for a few quake levels?

That kind of thing was done in the mid-90s but not now :P 
Raytrace Of Hope 
If the next brush entity you add to the map is lit fully on all surfaces, you'll probably find that the unlit surface goes away - it'll start drawing the lightmap from the newly added model. You might even consider adding a superfluous func_wall which is lit on all sides in a box outside the map, just for this purpose. It's a huge hack to work around a compiler bug, but better than nothing. 
Sunk Without A Trace 
Unfortunately, no joy.

Nevermind, the rest of the map is of such astounding beauty, with gameplay to test and please the most ardent fan, whilst the cognoscenti of fantasy architechture will be in raptures for the entire time. Yeah, right!

Que Sera Sera 
Aligning Textures On Rotaters 
noticed you had texture alignment that got trashed by the compiler.

an easy way i've found is to first build your brush and align the textures. next, make your info_rotate origin entity.
now, with texture lock ON, select both the rotater and the origin and move it so the origin is on '0 0 0' (or whichever axis is relevant).
then turn texture lock OFF and move it back to the proper position.
this effectively does in reverse what qbsp does.
i don't understand why qbsp can't have it's own version of texture lock when it's moving bsp models around. :( 
A Hod's As Good As A Sink To A Blind Norse 
Not perfect, but kilometres better than jet black. It now looks as though the outer ring is oak and the crosspiece is walnut. Nice.

I'll go with that - thanks. 
Door Triggers 
So I have a set of bars blocking an area that can only be opened once a computer is destroyed. I think I need to make a func_button with health set to something, so when the player shoots it, it triggers the door (bar) to open. I think there's some problems with this though:

1. don't func_buttons also move when triggered? Having the computer move when triggered would be weird. Is there a way to change the texture (or if it's an animated texture go to a different frame)?

2. How can I target multiple multiple doors? Setting the bars to all have the same name seems make them all move in the same direction, regardless of the direct I've set them to move. 
 
I figured out issue 2, I should have been using a trigger_once, which I'm doing now and it's working fine. 
 
Trigger once and trigger multiple can have health too.

with a trigger once the collision box is removed once it has been fired too, so it won't block the player either. 
For 2 
check the 'doors_dont_link' spawnflag on the func_doors. 
 
It should be possible to tweak the 'lip' value for the button so it doesn't move. Maybe there's an easier way though.

To get the button's texture to change when pressed/shot, use one with a "+0" prefix. When triggered the button will switch to the corresponding texture with a "+a" prefix. If you have more numbered and lettered textures it will animate in the cycle (+0foo, +1foo, +2foo, etc) and then switch to (+afoo, +bfoo, +cfoo, etc.) when pressed/shot. 
@ericw 
I'll try that later.

This is what I have so far. Requires rmqdemo2. Just unzip in the rmqdemo2 folder and playdemo metaldemo. 
Help With GtkRadiant 1.5.0 Plz 
when ever i create something it can never load the textures (Texture load failed: "textures/"). im doing a trem map.
what do i do? 
 
i have a problem. when i click cs it says:
Wad file gfx.wad doesn't have WAD3 id.

Helllpppp me pleaase 
 
small: Doesn't the Tremolous website have a guide on how to set up the mapping tools? You need the game pack with entity information (trem.game folder) and the game path has to be set correctly in Radiant. If it doesn't read the textures from the pk3, try extracting the textures and the scripts folders into tremolous/baseq3 (or however it's called) dir.

Alban: Err, install HL/CS properly then? The HL engine uses the WAD3 format, Quake has WAD2. 
Losing Weapons 
What are the circumstances for losing weapons between maps e.g. is it automatic, can it be set on/off with a flag.

I have had to split my final map into two (this makes three in total including FMB_BDG) and I will need to to account for the loss of weapons as the maps are continuous.

(This is the map that I released a couple of years ago where I was over every limit so split it into two and only released part of it. The other half was finished some time ago and I am now populating it with meanies and will release it later this year) 
Negative Backpack Hack 
By Preach - its in this: http://www.celephais.net/board/view_thread.php?id=37116&start=201 thread somewhere. 
Mike 
quake only resets weapons if you enter a map called start.bsp. this is the only case.

the alternative is if you use the console 'map xxx' command via a custom trigger entity. 
 
yeh i found out what to do thanks 
Quoth: Info_trap 
Trying to make a trap that shoots lava balls in an arc. Got everything working nicely except it refuses to display progs/lavaball.mdl as the projectile model...

So what am I doing wrong? :E 
Arrgh 
It's because there's a horrible mistake in the documentation which got carried over into the fgd. You need to set "modelpath" rather than "model". Sorry! 
 
Ah okay, cheers. Works perfectly, even leaves the particle trail which I didn't expect.

Rah Catapults ahoy :D 
ZQF 
Sounds awesome :) 
Importing Meshes Into Radiant 
If I wanted to import a mesh into Radiant, to use as a rough base for a Q1 map, how would I go about doing that and with which version of Radiant? 
Wasn't Sure Where To Post This So Putting It Here. 
I threw together a quick description thingy of my Ogre sequence.

It's more just a list of what objects are involved and what they do. Feel free to comment or tell me how badly I laid it out :)

http://www.zealousquakefan.com/2011/03/tutorial-ogre-chainsaw-intro/ 
Awesome 
Awesome, simply awesome. Excelent work Zealous. 
Saw This, Forgot To Comment 
That's fucking great. Introducing enemies is always a good thing to do, but takes some time to get right. 
Yeah... 
that's one area where I think rubicon 2 suffered from not having a linear progression -- without a known map order, I couldn't really create a special intro for each enemy type. I did manage to create first encounters that were limited to just that enemy type, but they had no special buildup or memorable event around them. 
 
I'm compiling a few things to start off that Quoth thread that Negke suggested. I'm not very good at writing this sort of thing but I've got a few tricks with rotates and info_traps I hope people would like.

I couldn't really create a special intro for each enemy type.

I was originally just thinking about how I'd introduce Quoth monsters in a mechanical sense, because despite the popularity of the mod I've read posts of people not really understanding or remembering their behaviour :E 
Zealous 
Ogre is indeed impressive! A pity you spoiled it in that video, would jump on my chair if i'd first got to see him in the actual level :) 
OMG !!! 
It awesome !! 
Indeed... 
...very impressive work.
How about having the player look through a one way glass (hack) and seeing some Pyros testing their flamers. Armour evapourates, health halves and bio suits remain untouched.

On another note, what software/process do I need to turn .dem into .wmv or .mp4 files? 
 
Darkplaces let's you easily encode unimpressed AVI but of course it does look different from stock quake. If jdhack's engine finally was released you could capturedemo only limited by your harddisk's speed... joequake and its derivates also have AVI capture, iirc even with compressor support but I never found them easy to use. Whatever you do, make sure you encode to H264 or webm for good quality. 
Or Simply 
Good old Fraps + compressing to the target format/codec with VirtualDub. 
 
Ye I used Fraps + Virtual dub to compress. H264 didn't work for me, it kept desyncing the audio. Compression with xvid and the bit rate suggested worked great though :) 
 
Fraps costs money or you have that ugly fps counter I think?

I recommend Avidemux for editing/encoding, much nicer to use imo. 
Fraps Doesn't Cost Money 
 
Orly? YOu Made Me Check 
The website says "Registration enhances the program and allows you to record as long as you like. Perform full-size recording with no watermarks on your movie." about the $37 version. 
I Meant You Can Pirate It 
It seems I was being too subtle. 
Ta Much... 
...that gives me options. 
Hi Distrans 
 
Another Limit Exceeded 
"40 dlights exceed standard limit of 32"

What do I need to tone down? Is it muzzle flash by any chance? 
Dynamic Lights 
Flickering and the like? 
Errr 
Large projectile monster hordes and lava balls? 
Negke 
Looks like it. Another notnull trick bites the dust! 
Mike: 
as far as i can tell from the source, excessive dlights won't cause a crash, but the extra ones won't cast any light. 
Metlslime 
Thanks. In that case I'll leave it in as the player certainly won't have time to be counting pretty lights during this bombardment! 
 
i'm excited about this map now. ^_^ 
Was Working On A Speedmap In WC 1.6 
and my computer bluescreened on me.

Now when I try to open it I get the following error message:

" Oops! SerializeRMF () v1.8 tried to load a file v0.0. Aborting"

and then
"there was a file error"

any idea what I could do? 
 
Have you tried loading it in a text editor? 
Yeah 
Its a corrupt text file. They're pretty rare.

You will have lost something though, even if you manage to salvage. 
Shoot. 
oh well. 
Worldcraft Exporting 
Is there anything 'special' that needs to be done when exporting a map from worldcraft (quakeadapter version) to get radiant to read it properly? Just exporting to .map and loading the file in radiant doesn't produce any geometry.

Looking at the source there seems to be some 'extra' stuff in the .map produced by worldcraft. Example:

from my map:
<quote>
( 0 -896 160 ) ( 64 -896 160 ) ( 64 -920 160 ) JF2TECH07 [ 1 0 0 0 ] [ 0 -1 0 8 ] 0 1 1
( 0 -920 96 ) ( 64 -920 96 ) ( 64 -896 96 ) JF2TECH03 [ -1 0 0 64 ] [ 0 -1 0 24 ] 0 1 1
( 0 -896 160 ) ( 0 -920 160 ) ( 0 -920 96 ) JF2TECH01 [ 0 1 0 -24 ] [ 0 0 -1 32 ] 0 1 1
( 64 -896 96 ) ( 64 -920 96 ) ( 64 -920 160 ) JF2TECH01 [ 0 1 0 -24 ] [ 0 0 -1 32 ] 0 1 1
( 64 -896 160 ) ( 0 -896 160 ) ( 0 -896 96 ) JF2TECH03 [ -1 0 0 64 ] [ 0 0 -1 32 ] 0 1 1
( 64 -920 96 ) ( 0 -920 96 ) ( 0 -920 160 ) JF2TECH03 [ 1 0 0 0 ] [ 0 0 -1 32 ] 0 1 1
</quote>

from a random place in rub2m1:
<quote>
( 240 1216 64 ) ( 208 1216 64 ) ( 208 1200 64 ) jf2lite14 0 -8 -90 1 1
( 208 1200 80 ) ( 208 1216 80 ) ( 240 1216 80 ) jf2rust61 15 -96 -90 1 1
( 232 1200 80 ) ( 232 1200 64 ) ( 216 1200 64 ) jf2rust61 96 112 0 1 1
( 216 1216 80 ) ( 216 1216 64 ) ( 232 1216 64 ) jf2rust61 96 112 0 1 1
( 216 1216 64 ) ( 216 1216 80 ) ( 216 1200 80 ) jf2rust61 16 112 -180 1 -1
( 232 1216 64 ) ( 232 1200 64 ) ( 232 1208 80 ) jf2rust61 16 112 -180 1 -1
</quote>

There seems to be some extra junk in my .map, namely, the thing in brackets after the texture name. Are these a side effect of valve's 220 map format? Is there anyway to fix it? 
Map Conversion 
Like a loft conversion but cheaper...

I wouldn't be surprised if QuArK was able to convert between hammer's new map format and the classic .map. 
Thanks Preach 
QuARK did the trick.

New question: I'm making a map using the rubicon2 mod. I have 4 misc_sparks with the same name that are targeted by a trigger_once with 50 health. Afaik, once the trigger_once dies, the misc_sparks should start firing, but they're not. I had this same setup when i was playing with rmq, but with fx_sparks, and it worked fine. I also have a trigger_once behind the first trigger that opens some doors, which still works fine. So what am i missing? 
Jt_: 
I don't have any toggleable lights in the final rubicon 2 maps to prove that they work, but the code does appear to be functional. Do you have the start_off flag set?

(btw, there's no guarantee that they work the same as RMQ sparks, or quoth sparks, or anything else.) 
Er... 
I don't have any toggleable lights misc_sparks 
 
I had the entities with the field 'name' instead of 'targetname.' Heh. The misc_sparks now work.

Another simple question: How does using changing the texture on a func_wall work? More specifically, what field needs to be added to the entity to tell it what texture to change to? Looking at the qc, func_wall_use sets self.frame to 1 - self.frame, but I've tried setting frame, startframe and endframe (like in hl), and texture, but none have done anything. Do the textures to start with +n, where n is the frame number? I've been trying to switch between jf2tech07 and jf2tech08. 
Jf2tech03, Not 07 
 
Yeah... 
i've never actually tried it, but if it does work, it will work by switching between +0 and +a... 
It Doesn't Work 
The func_wall's use is set to func_wall_use, so it's going to always be switching between the textures. I worked around it. 
Radiant Questions 
1. How can i flip a texture? I went through the options for like 20 mins trying to find this to no avail.

2. I don't see anything resembling visgroups, so how does one manage large maps? Invert the selection and hide everything?

3. Is there anyway to search for specific brushes/entities? Either by type (misc_*, info_*) or by targetname? It seems like that would be useful. 
 
jt_ to flip a texture, usually you have to set the scale to a negative figure, i.e. "'x' scale" = "-1".

I don't know if this works in Radiant, but I would have thought so, surely? 
Assuming Netradiant 
Setting the horizontal/vertical stretch to a negative number will flip it.

There are no vis groups, you can try selecting, inverting, hiding to remove unwanted parts of the map from view, or try using regions, which (iirc) basically removes anything not in view from your map. It doesn't delete it, it just hides, without 'hide'-ing it. It should be under Misc->Region. I am not too familiar with it, I never use it, but that's the closest I can give you.

There is an entity list to look through which will help you out. 'L' is the default short cut. You can also search by brush or entity #, under Misc->Find Brush.

Hope this helps. 
Brush Number? 
That sounds dumb. 
Regioning 
It's a little awkward to use at times, but it does the job. Using this, you can still hide stuff within the selected region, so it's better for that purpose. It's also a good idea to make a shortcut for "Region off". 
Brush Number... 
at least some compilers will give an error with a brush number, this lets you find that brush. How else you gonna find it? 
Didn't Think Of That. 
But any other time it seems silly. 
 
that does sound handy. the other way is to go to the given line number in the map file (in a text editor) make a note of the coords and find it that way, which is a bit long winded 
Neg 
sikkpin's radiant has alt+x, alt+y and alt+z to the different axis regions and then alt+o for region off. nothing like that in gtkr/netradiant? 
Regions 
Did I understand it correctly that a region will only display what's already in the view? Is that only a performance enhancement? Or does it reduce visual clutter in any way? 
 
it reduces visual clutter, yes. when you turn a region on, everything outside the region isn't shown. 
But What 
defines a region? How is it then different from a visgroup? 
 
necros: Not by default anyway. Only for turning brushes into a region, not for deactivating it.

SleepwalkR: You select a bunch of brushes (=a certain region of the map) and the rest will not be displayed. For example, if you have a multi-story building but only want to work on the upper floor, you can make that a region so the 2D top view is less cluttered. It's like a negative hide function. 
Cool 
Thanks for explaining. 
 
QuArK's system is the best though. You can organise your map in a "folder tree". You have folders in which you can put your brushes and entities. Those you can then make ignored on building, hide, gray out, make unselectable etc. Could not be easier to organise complex maps. 
 
How Do Those 
get stored? Are they hidden in comments in the map file? Or is there an extra file next to the map? Or does Quark have its own format? 
 
It has its own map format, .qkm (binary I think). When you tell it to build, it saves a .map file. You can also always save as .map but then you lose those groups and some other features. 
Hmm 
I wonder why they don't just save their extra info as comments in the map files. 
Yeah 
quark really has the best way of organizing stuff. from what i remember when i worked on hl2 stuff, the wc visgroups are ok, but they aren't as easily managed as quark groups are. 
 
I use groups only if I really have to. Otherwise I use Cubic Clip. 
Heh - I Just Dont Use Them 
Sometimes I have to grab half of the map and hide it, but there's no control over it really, I just use rectangle select and hide half of the map. 
 
Does anyone know how to compile maps right from the Netradiant menus? Is that even possible for Quake 1? 
 
You need to edit the default_build_menu.xml file in the q1.game folder. 
 
No output in the console thing. Is that possible with hmap2 or any of the linux build tools? 
QC Error In Coop Mode 
I'm stumped here. In coop mode (or to be more precise anything with maxplayers > 1) one of the hacks in Mappi2 causes an error that crashes some engines. The culprit is a customized notnull door entity (of the generator cables - the purpose was to make it nonsolid) which becomes erroneous when more than one player slot is active, because this change in the edict list invalidates the entity's owner field.

I worked around it by changing the entity in question to "use" "func_wall" with "owner" "1" so that it only appears when triggered and is nonsolid at least for the first player. This setup works fine in coop mode.

However, for a reason I don't understand it still causes an error in coop if the berzerker mode (=axe only) is enabled. Not only when the entity is triggered, but already on mapstart. The game displays then a "door_fire: self.owner != self" and the cable doesn't appear.

Any ideas why that could be? Does the removal of the shotgun for the first player mess with the edict list, too? It seems so as there's also a 'walkmonster in wall' warning from a vore inside a func_wall (set to be his owner). But why only with maxplayers > 1?

mappi2tmp.zip 
"owner" "1|2" 
Just throwing it out there. Probably won't work. 
Hmm. 
You've got yourself a tough one there, but the question that I'd want to investigate first is not why it's breaking in berserker mode, but how you're getting away with it in the other modes. There is no way that you can run door_fire if owner is anything but self. Have you assigned door_fire to a particular field yourself? 
 
I didn't use door_fire anywhere. However, could it be related to the other (now only) door hack in the map: the water from the bucket puzzle? For the warning message does not appear on Easy (where said entity is flagged out). When the maps starts in bezerk mode, a script is run that activates and removes a whole bunch of entities including the water door.
Not that it would be any less strange. 
 
Yes, it's indeed related. If the door isn't triggered, everything works as it should. But why? 
Fire In The Hole 
door_fire expects to be called from the master door in a set of doors. Just make sure that the hacked door entity has owner set to itself - you may need to include a copy for each skill configuration which includes the door if the entity number changes in different configurations.

Two comments on setting that field right. Firstly, the higher up the list of entities you can put the hacky door the better, since there's less chance the entity number will change that way.

Secondly, there's a good chance you'll be screwed over for coop by this. Single player reserves only 1 entity for players, but coop has to reserve up to "maxplayers" entities even if that many have not connected yet.

Best thing to do might be to create two version of the door, one for a server with maxplayers 1 (the single player version) and one for maxplayers 16 (the maximal coop version). One door would have an owner 15 greater than the other. Then killtarget off whichever one will crash the game using the coop detection trick as soon as you can. People who want to play coop would have to set maxplayers 16 for it to work - I don't think there's a way to detect server capacity through qc.

Good luck! 
Yeah 
I'll just remove the entire puzzle on coop. Let's see how I can squeeze the additional entities in... on skill 2 the map is practically on the edge of maxedicts.

A reminder that I shouldn't forget to coop test my maps in the future. 
Ah Crap 
As neat as the coop detection hack is, I can't afford it. In fact, I'll have to solve it the cheapest way possible with a simple killtarget trigger. Is there by any chance a way to make a trigger that removes itself after a while if it isn't touched? 
This Message Will Self Destruct In Five...four... 
Yeah, turns out that's pretty simple. Just add

"think" "SUB_Remove"
"nextthink" "60"

to a regular trigger_multiple to get it removed after 60 seconds. The counter will go away if someone triggers it. 
Nice, Thanks 
I actually tried that but with an into_notnull and the trigger touch/use fields which didn't work. I thought the trigger_ entities' think field was locked to InitTrigger. 
 
does scaling up textures on triggers and other invisible things (clip even?) reduce lightmaps?
what about skybrushes?

i do this out of habit, but i don't remember if it actually does anything or not. my gut tells me yes but i've been wrong about stuff like this before. 
 
Hmm I think invisible things are ... immune? ... to lightmaps. At least, that would make sense to me. Not sure about skybrushes, but being fullbright I would assume it too wouldn't matter. 
 
triggers: yes

clips: no

skies: no 
 
thanks!

yeah, in retrospect, it makes sense that clips wouldn't as they are only part of hull1 and 2. and skies are treated as liquid i guess?

but yeah, thanks for clearing that up. :) 
I just gathered my wits and lost them again...
Did recheque my last map and saw I scaled up all skymaps an clips to reduce lightmaps as I was on the 32768 brush limit.

Must I use a toppicname now again? 
Brushes? 
32,000 brushes? That's one mighty big map; mighty f'kin' big. 
I Think He Meant Marksurfaces 
 
Doh! 
Oh well. 
Out Of Orbit 
Yes, the map had 2954 brushes and marksurfaces were at the limit. (about 32768 I think)

But again, does it reduce the lightmap count scaling up clips and skytexture?
Triggers I understand, but after a half year I don't know why I took that much care. 
Skip 
skip doesn't work when it's external bsps loaded from an entity? shit made me very very sad. :'( 
Skip It First? 
 
 
... 
Necros: 
Ah, i see why that fails.

The world model is rendered differently from bsp entities. So, to make skip work on both types, a different trick is used on model 0 versus models 1 and higher.

The problem with external bsp models is, they are model 0 in the bsp file, so newskip applies the trick that makes worldmodel skip work, but the game renders them as entities, not worldmodels, so the trick doesn't have any effect.

It is fixable, but i'm not sure how easy it would be. Worst case is we would need a special command line option to tell the skip tool that it's dealing with an external bsp model rather than a level, and process it accordingly. 
 
aw that's too bad. mostly it would have been great in helping to light the bmodels but you can still do it fairly well by making all the shadow casting walls 1 unit behind the world geometry in the actual map. 
 
hmm... what were you trying to do exactly? 
 
well, i've been replacing some brushwork in my map with external bsps.

at first, i was just replacing 'object' type brushwork, like a pillar or coffin type of thing.

but my map has a lot of high roofs as well, and while they may have fancy precompiled light cast on them, dynamic light should never touch them, so i was planning on replacing all the ceiling zones with external bmodels. unfortunately, recreating the lighting in external bsps means creating the brushwork to cast the shadows. having the ability to make invisible walls would have been awesome for that.

but like i said, i've made do with pushing shadow casters 1 unit behind the map geometry. it's still there, but you just don't see it. 
Train Trouble On Glquake (sv_maxvelocity?) 
I have a set of very fast-moving func_trains to fake an animation (flag in the wind). Their speed is set to 4000 and they stay on their target position for 0.1 seconds. Despite sv_maxvelocity being 2000, the high value does the trick; setting speed to 2000 would make the movement visible.

This setup works suitably well in many engine ports, but not so much in Glquake and direct derivates. In those, there's a visible delay, the trains move out of sync - it looks like sometimes two 'frames' are shown (wait at the target path_corner) at once, then one remains empty. Each of the three 'frames' start at a remote spot, then move to a delayed path_corner (wait 0, 0.1, 0.2 respectively), then to the flag pole one (wait 0.1), then loop with another remote one (wait 0.3) and the pole.

What could be the reason for this different behavior? 
 
I realize it's probably hard to tell without actually seeing it for oneself, so here, in the castle map. 
 
i don't know what's wrong, but i don't think sv_maxvelocity has anything to do with it.

the reason a bmodel warps from one spot the another is because of how it's coded in qc.

when a movement is called, qc determines the time it will take to get to the destination. if it finds the time taken to get to the destination is less than 0.1 seconds, it simply does a setorigin instead of actually moving it.

that said, i have no idea what's going on here... have you tried making the flag frames have a targetname and them triggering them?
might be some hiccup while the map is spawning that the trains have slightly different times? i dunno. really wild guess there. 
 
i watched it for a while, it seemed to start out in sync and then when i had a framerate hiccup due to my antivirus scanner kicking in, that made it get out of sync.

I'm not a quakec expert but I think keeping movers in sync implicitly using just timing like this might be framerate dependant. If so, maybe you can script it so that each frame explicitly triggers the next frame, ensuring that they'd stay in sync (is there a message fired when the train arrives at a path_corner, for example?)

Or maybe they could be func_doors instead of trains, that stay open for 0.1 seconds and have an extremely high "speed", and trigger the next door 0.1 seconds after they are triggered (using delay maybe). 
 
yeah, i'd try out metl's suggestion using doors and trigger_relay daisy chain.
those will be guaranteed to always keep things in time. 
Triggers And Targets 
Should one trigger (a trigger_counter in this case) be able to activate a 'target' and a 'killtarget'?

I am using one to do both but it does not activate both - it will do either/or but not both.

SUB_UseTargets suggests that it should do both? 
Mike... 
I think there is a bug that they can't both work from the same entity.

Create trigger_relay to do the killing part and that should solve it. 
OK, Thanks 
 
Hax Question 
so, clip brushes can't move. anyone got any suggestions for how they... could?
(I have a ladder, func_door, which moves up/sideways, but I want the player to be able to climb it easily (ie normal rapid clip brush stairs) once it is in place. Any ideas? 
I Could Leave It As Jump-up-the-ladder 
but the player is exposed, and would have to be very careful. And I don't want to piss people off or force them to play a certain way. I do that enough already. 
Make Your Stairs 
Texture them with skiptex, and skip 'em! ;) Effectively a clip brush which can be funked. 
Heh 
thanks
that is a very good idea
but, I'm afraid, then the wily (or just curious) player will randomly walk up these invisible stairs before the visible ladder (func_door) is in place? 
Heh 
actualy wait maybe I'm misunderstanding
if I can func_door a skip brush and make an invisible yet clippable brush which can have entity functions that would so solve my problems. 
Yeah You Can 
Just move the invisible 'func_door ladder' into position at the same time as the visible ladder :) 
 
you can totally put clips in func_doors. 
Clip Brushes In Func_doors 
This works, but there are special things you need to do.

The main issue is that only the visible brushes of the func_* will be used to generate a bounding box that is used for physics optimization. So if a clip brush sticks out beyond that bounding box, players and monsters will be able to walk through it. If the player enters the bounding box, THEN they will correctly collide against all brushes, including clip brushes.

So, the thing you need to do is make sure you have visible brushes that extend in all 6 directions (+X, -X, +y, -Y, +Z, -Z), so that your bounding box is correct.

For example, a visible ladder that has clip brush stairs -- the visible brushes are already tall enough and wide enough, but the front of the ladder is the problem -- add another brush somewhere (maybe below the floor) that extends forwards as far as your most forward clip brush. This will force the bounding box to be correct. 
Rumour 
Isn't there a catch with clip brushes - that they don't count for the 'extents' of their entity? So you need conventional brushes to mark the outer edges of the entity.

None of this applies to skip brushes though, so that will work fine. Remember that skip blocks rockets but clip doesn't if that matters! 
P.S. 
For the record, I think this is a qbsp bug, but an engine could theoretically fix the data at map load time. 
Metlslime Got My Back 
That's what I was getting at. I even posted the shorter post this time round and still got sniped... 
Interesting 
so if you had custom progs that let you manually set bbox size, you could have clip brushes beyond what qbsp would set as the bbox then. 
 
Not sure actually... I'd have to check the code to see, but I think the bounding boxes generated by qbsp and used by physics are seperate from the boxes set in quakec using setsize(). But maybe not. 
Cool 
thanks for the help/explanations guys, I think I have it solved (am about to test map).
I imagine negke (side note: negke weirdness rules) could do some interesting stuff with invisible movers (although it seems like a func_whatever can't be ONLY clip brushes and has to have some normal brush component). 
BTW 
I just deleted a giant rant, but if anyone is willing to help me with a map or two, deadline QEXPO 2011, I would really appreciate it. Hell log the hours and I'll pay em back next fall. Once I finish my characteristically-Tronyn-stuff, I'm interested in checking out weirder ideas regarding Q1SP. I've loved the ULTIMATE DOOM ULTRA VIOLENCE view til now, but there are many other views. 
Good Luck Tronyn 
 
It Depends On What Kind Of Help You Need 
I am bad at some things and worse at others ;) 
 
negke would use skip brushes to define the bounds and go nuts with clips within. Remember, it takes only two tiny brushes to make it work.

negke weirdness 101: clip maze!!!

Tronyn: Yeah, what kind of help are you talking about. I mean, not that I would want to help a RANT DELETER... 
Btw. Metl And Necros 
I tried the door setup, but it worked even less. When doors and relays had the same wait/delay, the doors wouldn't move at all, changing delay to 0.2 worked but then the animation wasn't smooth. Or something. Pretty messed up stuff. After three hours I gave up and flagged them out. 
 
tronyn: email me about whatever and we'll see what's up.

negke:
doors have to have a slightly longer time before the next triggering than their waits. 0.1 is enough i think?
you could try adding more frames (doors) to the animation to get that extra time.
also: MOVING clip maze. ha! 
I Don't Know 
Maybe Glquake just sucks ass and should have been banned from every computer years ago.. 
What's That Trick 
to edit finished bsps again? I only need to change a trigger_changelevel. 
 
extract entities from the bsp (which are in plaintext format), save as a .map, edit the .map, then recompile using -onlyents, and remember to also run light.exe -onlyents so the switchable lights will work 
Or... 
you can edit the bsp itself with a hex editor, this works as long as the total number of bytes doesn't change. So if you're replacing a string with the same-length string, it would work. 
 
this does it pretty easily too 
Le Duh 
Hindsight protip: Tronyn, load all your maps on all difficulties with developer 1 and fix the items that fall out. With your newly-learned skill "-onlyents". 
Opening WC Maps In Radiant. 
i've got a .map file that needs to be edited but it can't be loaded in QE3 (radiant) because the brush lines are incorrect.

i'm guessing this is the WC extended texture alignment stuff. here's what it looks like:
( 472 -504 160 ) ( 472 -424 160 ) ( 472 -472 144 ) WM1_3 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1

and a normal line should look like this:
( 32 256 0 ) ( -272 256 -16 ) ( 32 256 -16 ) wall9_8 0 0 0 1 1

is there any way to fix this? or will i need to get WC somewhere and do changes in there? (would strongly prefer not to as i have 0 experience in that editor and it would take me 10x as long to do stuff). 
Piece Of Cake With Regular Expressions 
something like replacing
"\[.*\]"
with
"0 0".

And that's why I love the Linux commandline. String manipulation is so incredibly easy.
cat file.map| sed 's/\[.*\]/0 0/' > newfile.map

Going to bed now, could run your file through this in ~10 hours if you want. Alternatively use a good editor like jEdit. 
Ah Yes 
thanks for reminding me, i had to do something like this before and i already have jEdit!

i'll try out some stuff with it... 
...and It Worked. 
jEdit is crazy good. 
On The Same Topic As Yesterday 
using jEdit to strip out the extended texture info allowed me to open the map in radiant just fine, but is there a way to preserve the texture alignment at all? i think the four number thing is quaternion or something? is there a one to one method of converting that to simple x,y offset?
keep in mind, i don't understand quaternions at all. :S 
Radiant On Linux 
Those of you who map on linux, what version of radiant do you use? I've been building netradiant from git, and it's been very unstable (expected, though, it is the git version). The official releases don't see to be much more stable than the git versions. 
 
I use GTKRadiant 1.5 from svn, and fixed a problem with newer gtk versions manually (popup messages).

Works well enough. 
 
Do enable autosave, of course. 
 
Oh also with the svn version you get some useful plugins, like Polygon Builder or whatever its name was. Comes in very handy for rings etc. from brushwork. 
Help! 
what is the editor more similar to Quark but not so heavy? 
 
want to map again at work... but quark runs to slow in this new system... need a software that record a map file and quit fast!

in case someone shows up :p 
BSP Editor? 
WORLDCRAFT!!!!

BSP Editor i think Trinca ;)

http://www.bspquakeeditor.com/

Has a lot of cool features, and I think its open sourced and in development still (possibly). I installed it the other day to have a peek, and it looked quite cool :D 
Heh 
There is no editor similar to Quark. And for good reasons.
Give the most popular ones a try and see which one you initially feel most comfortable with. 
:\ 
when I tried WC was like starting with chinese language... :| 
Heh - I Felt The Same Way About Quark 
IF you look in the help tab in Worldcraft you will find a really good simple tutorial that will get you started. 
 
i'd stay away from WC if you're new to it. it barely runs on modern systems and it's just really weird to use it.
i find hammer 3.3 much slower in general for general brushwork and i don't imagine WC 1.6 is any better. the constant need to shift+key to switch modes just to add entities or do texturing is a huge time sink.

if you're already comfortable using it and such, then this post isn't aimed at you. i'm mostly talking about people who are considering using a new editor.

i'm of course biased towards sikk's QE3/radiant, so take all that with a grain of salt. :) 
Moore's Law 
Doubling the number of transistors in a CPU makes Quark run 50% slower :P

I'm in the same boat as you, Trinca. Seriously, I never had a problem with it on my pentium 100 in '97, but somehow on a 2.3 ghz cpu it struggles to run. I guess my maps are bigger now.. but it's gotta go after I finish my current project. 
 
Try some editors and see what you like... the worldcrafts, the Radiants, BSP... Toe Tag if you're on a Mac...

personally, radiant made me map 300% faster and better. Like switching from a rusty kitchen knife to a scalpel... 
Yeah - Toe Tag 
I wish there was a Windows port of that. It looked awesome. Anyone still in touch with Willem BTW? I miss him :D 
He Spends Time 
over on Worldofleveldesign.com forums - much less drama over there. Goes by ... I forget what name he uses. 
His Blog Is Here 
Texture Lump Size Too Big? 
Hello all

Been working some more on a Quake 1 mod and I've got an error that crashes Light.exe

LoadBSPFile: Texture lump size 2103368 too big (max = 2097152)

I was wondering what can be done about this, the mod is more a TC so it has a lot of textures, I would be okay ditching all of the id1 textures if it means I can make more textures (I am not done making all of the new ones I need by far)

any info would be helpful.

Thank you all! 
 
iirc, that sounds like you have too many textures in your map. basically you need to reduce the total size to less than the max (~2mb) so just remove/replace lesser used textures with others, or reduce the size of textures. 
Are There Modded Build Tools? 
Ah, thats a bummer

Just wondering since the game will end up using Darkplaces engine, are there any modded build tools that can maybe increase the size above 2mb? Game doesn't have to be Winquake friendly ect.

Thank you for your help so far 
Are You Using Bengt Jardrup's Tools? 
I think they're currently the best. Not sure if it will help with this error though.

txqbsp/treeqbsp: http://user.tninet.se/~xir870k/

There are modded versions of his vis/light with multithreading and colored light support:
vis: http://celephais.net/board/view_thread.php?id=60365&start=93
light: http://celephais.net/board/view_thread.php?id=60480&start=35 
 
use aguirre's tools, his are the most advanced compilers out there. they will compile maps right up to the max that can be done with the .bsp format.

or rather, use his qbsp. for light, use MH's modified version of aguirre's light: http://www.quaketastic.com/upload/files/tools/windows/BengtLightColouredR2.zip
it has coloured light support and multi-threading.

and for vis, use tuna's fixed version of willem's modified version of aguirre's vis (hehe...)
http://www.quaddicted.com/tools/wvis_20100119.7z
which likewise enables multi-threading (and fixes the bug with the vis progress saving) 
 
BJP's qbsps have a -hilimit switch to enable extreme capacity. This may be worth a try, though probably not solve the texture lump problem. If you can't reduce their number/size (considered grouping several similar textures into one?), and are aiming at DP anyway, you can use the Q3 map format and compile the map with hmap2. This way the map will have external textures which should bypass the texture lump issue. 
Wow. 
 
Neg 
aguirre's (BJP) qbsp already has > 2mb tex lump capacity.

also, i've never been able to get -hilimit to work.
i mean, it compiles and whatever, but no engines can load the map. not even aguirre's engine. :P 
I Use -hilimit 
I need -hilimit. Without it my map wont compile. My map runs in Fitz .85 (and its children), Darkplaces, Aguire-Quake etc. When you hit the vertex limit weird stuff happens. The map will compile, but DP and Fitz&co no longer run it, and AguirRe's invincible, un-crashable engine will run it but you get artefacts in the form of giant flickering polygons all over the place. 
Moral Of Story: 
Dont break the vertex limit of 65### whatever it is. 
I've Used -hilimit 
I think -hilimit merely allows the map to compile, it doesn't magically make engines support the resulting bsp. I used it to exceed 32k leafs I think, and it worked for that test. Not sure if you need it even to exceed marksurfaces though. 
Right 
that's really all i meant. i mean, what's the use of compiling a bsp that can't load in anything at all. :P 
 
Probably aguirre hoped that engines would add support once there were bsps to test it on. At least, he added a lot of support to his engine. Sounds like he didn't get to everything though. 
My Map Runs Fine On Engines As Long As I Keep The Verts Below 
The 65thousandish mark. But I started to need the -hilimit command way back when it was only 40'000 or something. If -hilimit wasn't there, really large maps would be a no-no. 
Odd 
i have a map that is right at the 65k vertex mark, but the other things are either below or very close as well, hence why i felt -hilimit was completely useless.

must be in the way the map is made that makes other things balloon up faster than vertices. 
 
How much does the openess of an area affect VIS time? If an area is huge but low on detail does VIS time still get hit really bad? 
 
yeah, detail and 'openness' both affect vis.

for example, i've got a map that is at 65k vertices, that is to say, about as detailed as you can be, and it full vises in less than 4 hours. flat 3 if i let the machine be and not use up the cpu. mind you, this is on a dual-core cpu, so single core, it'd be maybe 6-7 hours, but that's still very fast.

another map is about half that, but is basically one giant open terrain area, and the vis estimate reached 200 hours before i gave up. (since it's wide open, there's no real point running a full vis anyway).


it's not just details, it's also how many different planes there are in an area, because many different planes (for example, tri souped terrain or curves/beveled edges) will force qbsp to cut the area up into many many (many) small volumes which takes exponentially longer to vis. 
 
What would happen if you created an empty box of sky and just placed models inside it? in showtris the sky always looks like it's has less polys cutting it up :E 
That Would Be Fast 
But as soon as there's geometry in, things slow down. I remember a certain coagula map that was the biggest bitch of all Quake to vis which made the author feel stupid for months afterwards.

Modern compilers split a simple sky surface only twice if there's no interference (older ones would treat sky as a regular texture which is why back then it was recommended to scale it up). So, indeed, you can box your whole map with sky and turn everything within into a large func_wall. Bam, VIS trouble solved! 
 
To be more precise, they split it once, so it will have two polys. In a box with flat symmetric walls and no other brushes touching it. 
 
Thanks negke. I was thinking about it's use for adding a bit of surrounding geometry beyond walls in large areas.

And on a similar note: Quoth and replacing geometry with BSP models:

I've got it working, but you don't appear to be able to apply an angle change to it. This just a basic limitation with the technique? 
 
Btw. the func_wall box thing above was a joke in case you really thought it was the way to go. If it's just for additional detail 'outside the window', then it's fine.

Yes, I think external bsps can't be rotated. They always appear relative to worldspawn (angle 0). For angle varations you'll have to create several instances in individual bsps. 
 
If it's just for additional detail 'outside the window', then it's fine.

Yeah just thinking of it has some extra eye candy 
I Think They Can Be Rotated 
Yeah :) Just give the representative entity an angle like any other entity. Seem to recall it working..... I'll check :) 
 
otherwise try mangle: pitch yaw roll 
Trouble With Angles 
Certain entities force angles to be '0 0 0' regardless of the settings from the map. This includes func_wall and func_illusionary. This comes for the standard quake source. Quoth doesn't change this and it probably wouldn't be wise to do so for reasons of backwards compatibility with existing maps.

If you want an entity class with an external model which you can set angles on, I recommend mapobject_custom. It also allows you to select if the entity is made static or not, which might be helpful if a) you're running out of static ents or b) you need to do something dynamic with it.

As a final cool hint, mapobject_custom has MOVETYPE_NOCLIP. While it would probably be of limited use to set the velocity of the entity, this also enables you to set avelocity on one and it will rotate. This is a very cheap and easy way to create rotating fans in base style maps.

If you're worried about the loss of solid clipping because you previously used func_walls instead, I should warn you that rotated bsp model don't provide correct clipping in most engines - so even if func_walls supported it user experiences would range from inconsistent to broken. Luckily you are protected from this by virtue of it not being possible... 
 
hehe giving a custom map object an angle but not setting it as static does make the collision go bonkers :D
With the collision off it's pretty much exactly what I was looking for now cheers :)

ps func_togglewall is almost but not quite the most useful thing ever :p 
BSP Vertex Manipulation In 2d Window 
Hi,

I'm getting back into BSP. Ironically, in the past I knew these things but... Are there users of BSP (Quake Editor) that know how to use Vertex Manipulation in 2d window? Or how to make it easier in 3d?

Basicly, I remember it was very easy for me to create a sword-shape from a rectangle by just selecting the vertex in the middle on the side of the rectangular brush and then just pull it outward, like you can see in this Worldcraft tut @ Vertex Manipulation section:
http://www.quake-1.com/wc16a-tutorial/brushes.html 
Network Packets 
How does that work again. All dynamic entities get sent over the network and having too many of them at once causes overflow. Static entities on the other hand don't generate network traffic. So lots of func_illusionaries are more favorable than lots of func_walls. Does that sound about right? 
Try Here 
Funny Guy 
I did not post the above message #11111

And to that poster: of course I 'tried there', but the info is NOT to be found on that website, nor is it in the manual or readme files. It only mentions how to enable vertex dragging by setting vertex_select_mode "2" in the bsp.cfg but it does not mention the actual process of vertex manipulation....anywhere. 
Negke: 
yes, changing func_wall to func_illusionary would decrease edicts, and increase static entities, and could reduce packet overflows if you convert enough of them. 
Metl 
Does it reduce detail of hull 1 if you convert lots of illusionaries to func_walls? i.e. a reduction of clipnodes and whatever else? 
I Mean Walls => Illusionaries 
not the other way round, sorry. 
Ricky: 
walls and illusionaries are identical as far as QBSP is concerned, so they have no change on the bsp complexity... 
Me = Funny Guy 
"does not mention the actual process of vertex manipulation....anywhere"

...apart from lesson 7 in the tutorials. However, I do not believe it is as advanced as shown in the Worldcraft tutorials as there is no central handle. I have not searched the BspEditor configs to see if there is a setting for that so you might look there if you have not already done so.

But dragging and cutting and shearing will get you any (legal) shape you want. 
Mike 
I know that tutorial and that's not what I mean. I really mean the stuff you see in the WC tut. I know for a fact that BSP can do that, you can have the same handles on the brush and I don't mean those corners but handles that are between the corners, just as in the WC tut.

Basicly, you can already do this in the 3d window in BSP on default, but I remember there was an easier way and it drives me nuts that I forgot about it, because it was way faster then cutting and shearing. 
I Guess 
I should mail the author... 
Wtf Wc 
Could someone see if this map loads in worldcraft? I saved earlier, closed worldcraft, and now it magically doesn't open. WC reports 1456256322345 solids not being loaded because of errors in the file.

:( 
Disregard That Last Post 
I've already recreated what I lost. 
Far Concern 
Sometimes it is handy to know what you've done wrong, before recreating it.

I did a quick search with notepath and concluded you reached an unknown punctuation at line 885.

}
}
{


Here's the corrected map in disregard:
http://members.home.nl/gimli/tl_.map 
 
Ambient sounds. Are there any technical limits or issues with them that would limit you from putting quite a few in, and is it possible to get rid of that wind noise when the player is near sky? 
Ambients 
yes, there are some limitations on ambient sounds. there is a hard limit on how many can be placed in a map. i believe this is 128.
other than that, it's the only way to get ambient sounds in the engine.
remember though, while 128 may seem like a lot, flames and torches all automatically start an ambient sound, so if you have a group of 4 or 5 flames, that's 4 or 5 ambients wasted, pretty much where a single ambient would have been fine.
and yes, you can get rid of the sky sound in two ways.
a) the shitty hack way is to just make the wind2.wav silent. this is not great since it affects all maps, not just one.
b) use the -noambientsky switch on aguirre's vis to disable the sound of sky. (-noambientwater will take off the water sound and -noambient takes off both)
you can even do this after a map has been compiled and full vised. just run vis again (with the completed state file still in the place) and it will update the sound effects. 
 
Ah cool. Pretty generous limit then really :) 
 
MAX_CHANNELS is 128 in standard engines.

But, it turns out you only get to use 116 of those channels for ambients, because there are 4 reserved channels for the hard-coded ambients (water,sky,slime,lava) and there are 8 "dynamic" channels used for pretty much every other sound in the game (gunfire, jump, pain, death, etc, etc.)

So you can have 116 of: torches, ambient_* and light_fluoro_buzz entities before you get an error about "MAX_CHANNELS".

Note, in Fitzquake 0.80+ (and derivatives), and in AguirRe's engines, and probably Darkplaces, the MAX_CHANNELS limit has been raised quite a bit. For example it's 512 in Fitzquake, with 128 dynamics, and 4 hard-coded ambients, leaving 380 channels for static sounds. 
 
If your level has many torches and flames and you're getting into the MAX_CHANNELS warnings, you can turn some of them into point func_illusionaries with a "model" "flame2.mdl" field and use a regular light entitiy for the brightness. This will creats a silent flame. It's useful in areas with several flames in close proximity where one sound is enough; or if they are so far away it wouldn't be heard by the player anyway. 
 
Nobody should need to do that hackery anymore today, unless you're mapping for DOSquake or something. 
This Is True... 
 
 
There're still many people who play with Winquake or Glquake. If you're making a protocol 15 map, this is just another limitation to keep in mind. 
Thanks For The Info 
At my stage it'll probably be barely playable in Darkplaces because of high monster counts in several places, never mind vanilla Quake :)

But it's good to know for future reference. 
Highest Monster Count I've Done 
Was in AguirRe's engine at 666 - which is now fairly old. 
 
Does Fitzquake have a variable to increase the number of particles it'll display? Couple of areas with a fair few togglewall with particles on, which I think is stopping weapon fire from producing particles :E

Directq/RMQ not having the same problem. 
It Does 
I think it's a commandline command. Or a console command. BUUUUUUT....:

I cant remember what it is....... 
-particles # 
 
 
hmm, what's the default value? :/ 
Dunno 
but i always use -particles 20000 which seems to be enough for dozens of explosions or gib trails. 
 
Is there a reason that info_notnull is commented out in quoths fgd? 
Dual Purpose 
Because it allows you to make brush and point entities out of it without worldcraft complaining! It's a concession to hacks which really shouldn't be supported, but it's there now. 
Ah. 
Well, i uncommented it :p. I haven't had a need for any of the hacks that involve info_notnull brushes. If i do, i'll comment it out i suppose. 
WC 3,3 Texture Issues 
so there hasn't been a solution to the issues with texture alignment with WC 3.3 yet right? If I were to open a map file in 1.6 and save it as an rmf, and then open it in 3.3, would that, by any chance, work? I know I should search for my answer, but meh. 
Yes 
It would.

Because 1.6 saves in a basic format whilst 3.3 is the advanced one.

3.3 being a problematic texture format is only because no other editors bought into it. Functionally it works great, it's just not backwards compatible because of the closed source.

A solution would be reverting it to the simpler format. But to be honest, being able to rotate solids and have the textures do the same seems kind of minimal editor function now. 
Basic Format 
Being id1 or 1997. 
 
And that the 'advanced' aspect of the texture offsets probably don't get used by standard QBSPs. 
WC3.3 Broken 
Speaking as we are about Worldcraft anyway... 3D view crashes as soon as you change it's window size (taking the program with it). Kinda annoying cause means I can't maximise the display. Everything else seems okay. Thoughts?

Tried a quick reinstall but didn't help. 
Try Updating Your GPU Drivers 
Also you can try the Hammer 3.5 application, just download the .exe file and drop it into your WC DIR. Then make yourself a shortcut etc....

http://games.softpedia.com/get/Tools/Valve-Hammer-Editor.shtml

The only other thing tat might work is if you go Tools => Options => 3D Options => Uncheck 'filter textures' if present. 
 
Well, using hammer 3.5 seems to work but it's being really annoying about textures. I added them all in and it was fine but on restart it complained they were the wrong type of wad... 
 
Ah, lol, think I know what I did, seems okay :p 
Non-solid Train 
I had this idea for slime trap involving a non-solid mover, and unsuccessfully spent the last two hours trying to make it work.

I used the modelindex trick from <a href=http://celephais.net/board/view_thread.php?id=4&start=5099&end=5099">here</a>. I must have done something wrong, because I couldn't get the thing to appear and/or move. A door would have been problematic for coop anyway, so I tried it with a train. Still no success.

What do I need to set the info_notnull's think field to? SUB_regen? 
From Here 
Rger 
regearg 
Rger 
regearg 
Reger 
gregrgerg 
Sticky Thumb 
I'm trying to get my textures aligned, but the viewer from Quark has the nasty habbit to keep hanging.
Some metal4_4 recktangle walls are clear, but the corners give a blurry appearance.
Hard to trace the texture itself. 
Triggering A Func_plat 
Lets say i have a func_plat that i want to stay in it's unextended position until all the monsters in an area are gone. Would i use a trigger_count for this? Just have the monsters target the trigger_count or vice versa?

I should probably just look at the code. 
If You Want It To Be In The Up Position Then You Can Use 
a func_plat.

BUT

If you want it to start in the down position then you have to use a toggle door, with a trigger_multiple at the bottom and the top of the platform.

ANOTHER PROBLEM BECOMES APPARENT:

"You can't stand on the platform without it triggering, but dont want to have to put bars around the bottom of it to prevent the player from travelling up before the desired time/event"

SO

You could try making an invisible button which is positioned underneath the platform, and the button travels down when pressed. The top of the button is maybe 2 or 4 units higher than the top of the platform. On top of it is an invisible door. When you want to activate the lift, you send the invisible door permanently 'open', where it travels down to below the level of the button and platform. Have the button target the trigger_multiple at the top of the lift, rather then the platform directly. This way when you get to the top of the elevator you will not trigger the platform to move straight back down again. Give both the button and the trigger_multiple a generous "delay before reset" key. 
But 
I thoguht func_plats didn't do anything until triggered if they have a targetname.

And the LOW_TRIRGGER spawnflag starts them in their down position.

I think thats how it works, maybe I'm wrong. 
Low_trigger Eh? 
Sounds a hell of a lot simpler than the way I would have done it/tried to do it. 
Yeah, That Will Work. 
Ijed is right. Ricky is very creative tho, hahaha 
PLAT_LOW_TRIGGER 
What is actually does is placing the trigger volume of the plat at its base instead of making it span over the the whole height. Use this if you don't want the lift to come up when you stand on top of it or jump down the shaft.

I'm not sure if a negative height value would achieve what you want. A door with corresponding triggers (if necessary the activating trigger hack) is probably a safer bet. 
 
honestly, func_door should have been named func_mover it's THAT multi-purpose. 
Arches 
So, what's the easiest way to make an arch without wanting to kill myself? :p I've been trying to make an arch with karch2tr from knave.wad for about an hour and it's been this biggest pain in the ass I've ever experienced while mapping.. 
 
I can send you a map that someone made (gibbie?) with a bunch of different arches at 3-sides and 6-sides. Pretty quick and easy. 
Jt_ 
Some editors have built-in function that allow to create arches from a cube (e.g: QuArK). You just have to select the arch built-in function, and apply parameters such here: http://quark.sourceforge.net/infobase/maped.builders.archcap.html

Well, I don't know whether other editors have this kind of "prefab" features.... 
... And Also ... 
Zwiffle 
That would be great. My email is in my profile.

Jpl: yeah, wc has a arch maker, but its PITA too. :p 
 
I always make a cylinder, fit the top to the gap for the arch, snap the vertices to their nearest grid points and then fit cubes to the outline of the cylinder :E 
I'll Try That Later 
I thought about doing that, actually. Will try when i get home. 
 
Yeah if you're going to make an arch that's just dug into a wall, the way I do it is like ZQF said: make a cylinder and cut it in half at the middle or just fit the top part at the gap, snap vertices to grid, and then with the brush I want to turn into an arch I just cut it vertically at the vertices of the cylinder and then use vertex manipulation to adjust the individual brushes to the vertices of the cylinder.

If you want an arch that is extruded from a wall and not just dug into it, it's a bit trickier. I believe WC has an arch maker, but I've never used WC so I don't know how much it differs from the one in Hammer. But if I want an arch that's gonna cover an opening that's, say, 128 units wide and with the arch gap 64 units high, I make a brush with the arch maker that's 160x160 units and with whatever values for amount of vertices and brush width that applies to the situation (usually 16 vertices/16 width), and make it cover 360 degrees. Then I just delete the lower half and place it over the gap.

At least that's about how I do it when mapping for Half-Life, never used it for Quake so it might not work there, dunno. 
Arches Dude 
Here:

http://www.quakewiki.net/wp-content/uploads/2010/12/c_fig07.gif

And more importantly, here:

http://www.quakewiki.net/articles/curves-for-quake-tips-and-tricks/

That top picture is how I make most curves. Just make a bunch of random cuboids usually, and use vertex manipluation to position the corners.

Useful for lining up textures: - for the angled bits - rotations of +/- 26.5 degrees and +/-63.5 degrees, stretch the texture so that it's height is 1.06 
 
http://kneedeepinthedoomed.wordpress.com/tutorials/

scroll way down, there is a series of images that show the making of arches. Didn't get to writing the blurbs yet, but the pics should be self explaining.

Personally I think the czg curves aren't round enough. This is just my opinion of course. 
I Agree GB, Sort Of 
and he doesn't really explain in his tutorial how to extrapolate for curvier curves, which is too bad. 
Bernsten 
have you released any HL maps? 
 
Nope, I've mapped for years but it's mostly been disconnected experimentation with different build techniques and similar, haven't actually worked on a proper project with a release in mind.

I do, however, plan on starting on a rather large mod sometime in the future, one that I've had in the back in my head for a few years, just have to get all the different ideas concretized and in a fleshed out design document. I also want to have at least a couple released under my belt before this though, like the Q1 map I'm currently working on, to function as a "portfolio" and show that I'm somewhat capable to work on a larger project, and to help recruit other members, seeing as even the basics ideas behind the mod would need a substantial amount of coding, for instance.

Don't know how it'll work out seeing as I have little experience in working with teams, but hopefully having some proper releases under my belt will help gain interest in the project. Also I just realised I went way off topic here, but eh. 
Totally Off Topic 
but I'd definitely play it, I love HL. First things first though I guess - hope your map is coming along, and hope to be considered for testing if you need it - also, make sure you post shots at Qexpo! 
 
Yeah school's just out for summer, so I'll presume working on my map shortly and should have plenty of time. I'll let you know when it's near completion so you can test it, and I'll see what I can do regarding Qexpo. Cheers! 
I Think The Czg Curves Are More Proportional 
Some of your shots look more like a perfect circle, but this one aint so good:

http://kneedeepinthedoomed.files.wordpress.com/2010/08/cylinder7.jpg

The top, bottom, left and right sides are 4 units long, but all the other sides would be much closer to 3 units long if you measure them.

I would never ever do this on purpose either:

http://kneedeepinthedoomed.files.wordpress.com/2010/08/cylinder10.jpg?w=500&h=400

It seems silly to divide the large face. I would just make the incision where the angle is. It would be great if you needed the textures on either side of the join to be different.

This however is a lovely circle, I have never used a 16 sided circle, I stick to 12 or 24, 90% of the time i use 12 sides, but I could adopt this method quite happily:

http://kneedeepinthedoomed.files.wordpress.com/2010/08/ring3.jpg?w=500&h=400

Really nice bit of brushwork that, eh. :D 
 
Nice polygon builder plugin, rather.

I agree that different circles have their uses. In arches specifically I like to see more than 12 sides to the hypothetical circle though. Personally. 16 work quite well there.

The cylinder you criticized was done for demonstration purposes more than anything, that's just how it came out of the polygon builder. I agree that it doesn't look so good. 16 sided circles do normally look good, but the proportions are wrong on that one. 
Bad Surface Extents Crash 
I know this is supposed to be an error that occurs when you have surfaces in your level with textures that are hugely stretched (over 10x)... the biggest that I have in this map is 4x though... anyone know any other causes for this? 
Vertex Count? 
run bspinfo - how many vertexes and clipnodes do you have? How many marksurfaces? Anything over 65000? 
 
Inspect the area around the coordinates the compiler gives you and try to narrow it down to a number of brushes. It could be a back face somewhere that got stretched by accident. It seems kind of strange that a huge texture scale can cause problems (too small is another thing) - I presume this is only the case when one axis is stretched a lot while is other isn't.

If it was caused by vertexes, qbsp should have displayed a warning about the limit being exceeded.


On a completely unrelated note, can anyone check if boss2\death.wav is looped? 
Anyone Have A Link 
to the most recent quoth .fgd? 
Re: Bad Surface Extents 
i've gotten this sometimes, i think, with hugely large brushes. 
That Is To Say 
brushes stretched beyond normal sized, like 999999 wide or something, usually from an editor malfunction. 
24 
Is where its at. I've experimented some, but I'm not that good at the math and also haven't put together any type of tutorial to the effect.

The best I've seen recently was made by Rj - I trisoup double helix spiraling down as a lift shaft. It's an unreleased map and could arguably have been done with a texture, but was one of those things you see as a mapper and have to appreciate the time it must have take.

For a really good example of curve brushwork (the best I've seen personally) look at SPoG's spogsp1 for Quake2 - there's all sorts of amazing brushwork in that.

No link, sorry. 
 
fun fact... the dam in rub2m1 is based on a 48-sided cylinder. 
Yeah 
I was suitably impressed. That was some impressive brushwork. 
Also 
Spog is a wizard. 
Neat 
I was actually wondering how the dam was created with such a smooth, natural curve when I first played that map, and knowing the method it was based on now, it makes a lot of sense. Nice. 
 
if boss2\death.wav is looped?

CoolEdit tells not. 
Thanks 
I had an issue where it wouldn't stop looping. Which is even more incomprehendable now. Fortunately I could work around it. 
Ijed 
The best I've seen recently was made by Rj - I trisoup double helix spiraling down as a lift shaft. It's an unreleased map and could arguably have been done with a texture, but was one of those things you see as a mapper and have to appreciate the time it must have taken.

shame it got ruined by those hundreds of ugly lighting triangles!! 
 
ugly lighting triangles!!

i HATE those! 
Theoretically 
What'd be the solution?

Just increasing the lightmap texture size? 
Forcing QBSP To Split The Face Differently 
By slightly increasing the texure scale on it or changing the offset. If necessary split the face half manually and change one half of it.

I hate those too. Fixing them is annoying and time-consuming. 
Regarding The Dam In Rub2m1 
How were the support beams underneath the walkway created? As seen in this screenshot.

I've tried making beams extruding from the middle of curved corners before, but when working with angles that are anything other than 45 degrees and using vertex manipulation, I find it impossible to maintain the correct width and angle of the brush according to the curves, and rotating it just makes it go off grid. Something like this is what I've attempted to create with no luck.

And how about the sloped curves going along the side of the dam? I checked out the map source and they fit the curve of the dam perfectly while having an angled slope, but when I've attempted this I always get invalid brushes and have to cut each brush into two triangles for it to work. Are there any decent tutorials for any of these methods online? Also what editor was used for the map?

Thanks etc 
Please Help Me :S 
Mans i need help with quark please :(
It says : Didn't Split The Polygon and Build Failed :( please :(:(:( 
Bernsten 
here's what i do:

you have two identically ratio'd curves:
http://necros.slipgateconstruct.com/temp/ed1.jpg

in radiant, and probably most editors out there, edge selection will show the center of a brush's edge:
http://necros.slipgateconstruct.com/temp/ed2.jpg

choose the width of the cross piece you want to add (here, it'll be roughly 32 units)
http://necros.slipgateconstruct.com/temp/ed3.jpg

remember to keep in mind that making a diagonal this way makes the brush slightly thinner. however, that's less important than making sure you choose points that line up on the grid:
http://necros.slipgateconstruct.com/temp/ed4.jpg

skew your cross piece brush so the side that buts up against your curve is parallel.
use the edge handles to align the centers so that your crosspiece sits in the middle of the brush:
http://necros.slipgateconstruct.com/temp/ed5.jpg

now, simply stretch that brush outwards to meet the outer curve, again, using the edge handles to align the crosspiece to the center of the outer curve brush.
http://necros.slipgateconstruct.com/temp/ed6.jpg

boom. done.
http://necros.slipgateconstruct.com/temp/ed7.jpg 
Forgot To Add, But Fairly Obvious In The Images 
i left the brush offset by 1 unit so you can see the relative positions, obviously in ed7.jpg, i slid the edge back the 1 unit to connect it properly. 
Cheers! 
That's quite ingenious. Maybe one of the reasons I haven't been able to do this is because there is no skew function in QuArK as far as I know. Maybe I should just switch to radiant or something... 
 
if you're working with 12 sided curves, it makes things much easier too, because you know that every 1/4 ratio'd vertex will be on the grid, so you have a lot of selection when it comes to deciding where you want to place the crosspiece corners and then the middle bit of the curve that's on 45 degrees is of course simple, because the whole edge is on the grid. 
 
Yeah I figured, been using mostly 12 sided curves throughout my map. As I mentioned I've had to cut slopes into two triangles if I want to place them alongside a curve, otherwise this happens when using vertex manipulation in QuArK: from this to this. I imagine being able to use the skew tool would circumvent this as I've seen sloped curves that are a single brush and not cut in two, again using the dam as an example.

Could you confirm if this works in radiant? If so I'll just switch over immediately as it would make working with such architecture a hell of a lot easier, and QuArK has a few annoying quirks and bugs anyway. Also, how good is WC for mapping with Quake and advanced brushwork vs radiant? 
Ew Yuck No. 
don't do that. :x the outer edges of the brush won't match the curve. then you'll have to manually resize it.

what i do is first make the sloped brush whatever size, but being on large grid makes it simpler.
then i skew the edge so that the inner part matches the curve:
http://necros.slipgateconstruct.com/temp/ed8.jpg

then, i extrude the face outwards so it goes far past where it should end:
http://necros.slipgateconstruct.com/temp/ed9.jpg

with the clipper, i just lop the extra parts off, by following the same line as the curve itself:
http://necros.slipgateconstruct.com/temp/ed10.jpg

to complete the curve, i take the bit i just made, copy it, rotate and mirror it so it fits on the bottom part.
then, i copy the same part, and skew it so that the inner edges match (just like before) but now the leading vertices will be fucked up, so i just grab those and put them where the previously placed vertices (from the first 2 sloped brushes) are.
http://necros.slipgateconstruct.com/temp/ed11.jpg

this took me about 10 seconds? 20 maybe. 
 
Yeah I've used that exact method before when mapping with Hammer, but when I attempt the final step of aligning the vertices with QuArK I always get the fucked up brushes like in the image I posted for some reason, so I always end up having to split the brush in two. That's why I wanted to know if it works properly in radiant. 
Would You Say 
curves are generally easier to deal with using Radiant over WC/ other editors? 
 
maybe there's something i missed, but i don't think WC can extrude a face out/inwards along the axis of it's edges. it can only stretch brushes which is, afaik, completely useless. i don't know why you'd ever want to stretch a brush in that way. what i mean is:
http://necros.slipgateconstruct.com/temp/ed12.jpg
top brush is the original. when you try to resize the brush, note the angled edge's profile is destroyed.
i don't know any way to prevent this behaviour.
i seem to recall czg's curve tut relied on this odd deformation, but since it's completely possible to replicate the curves with extrusion, there's really no need for such a strange method of brush manip.

so yeah, for that alone, i find it much easier to make curves in radiant.
once you've got a curve of one radius, you have a curve of ALL radii, since you can just extrude faces out/in.

in those little clips i posted, the brush for the outer curve was the same as the brush for the inner curve. i just pulled the top edge upwards and then pushed the bottom edge up to match the width-- the length of the brush was preserved relative to the size of the curve. i don't think that's possible in WC.

otoh, if it IS, someone PLEASE tell me how. it'll make my hl2 mapping a lot quicker. i always change my mind about working on hl2 stuff because i dread using wc brush manip. :x 
The One Advantage Of Stretching 
is that it works with multiple brushes selected; i'm not sure radiant can scale multiple brushes like that at once? so taking an entire corridor and curving it round becomes possible (via czg's stretch & skew method)

for individual brushes i just use VM.. just a case of selecting all verts at one end and either dragging or nudging using the arrow keys, like so

of course once you skew the brush it becomes a tad less simple, but seeing as i only ever use this kind of 12-sided curve (ie. flat at the top/bottom/sides) the only diagonals ever needed are either 2:1 or 1:2, which is easy to keep track of when pulling or nudging vertexes around. likewise when you are lining them up round the edges of a curve, the diagonal between the point and the centre of the curve will either be 1:4, 3:3* or 4:1, so nudging vertexes becomes simple. see 1, 2, 3

(in this example however you'd have to clip it at a 4:7 ratio, which is a lot less user friendly (and neat :) ))

for 24 sided curves i use this; again just a case of remembering the diagonal ratios.. 4:1, 2:1, 1:1, 1:2, 1:4, joined from the corners to the middle at 1:8, 2:5, 10:13, 13:10, 5:2, 8:1. bit harder to remember that one admittedly ;p - nudging vertexes can be a bit of a headache. but that's the price you pay for sexy curves, alas

(* - technically 1:1 but putting 3:3 keeps it in scale with the other two) 
 
otherwise this happens when using vertex manipulation in QuArK: from [this] to [this].

that's weird.. i don't know about radiant but in WC, VM would work fine so long as the inner and outer edges end up parallel. even if a user mistake means they don't end up parallel, WC can still render it illegally - it just won't export to .map properly. so you can always correct it later (the vertexes will still be where you left them in the .rmf)

i don't really know how radiant handles vertexes but i remember one radiant user being surprised at learning how lenient WC's VM is when it comes to illegal brushes; so i'd guess radiant's is more strict and less flexible? judging by how most radiant users seem to avoid VM for stuff like this, that would seem plausible :) 
I Knew I'd Mess Up Somewhere In All That Image Linking 
24-sided curve - again flat at the top/bottom/sides 
Mapper 
A texture is scaled (shrunk) too small somewhere. For textures 128 x 128 and bigger, don't scale lower than 0.5 - and for 64 x 64 textures, a scale of 0.25 can be safely done. Test what works and look at Bengt Jardrup's Tool Tips text for more. 
 
Radiant does vertex manipulation fine, but at least GTKR 1.5 doesn't like illegal brushes, and sometimes doesn't quite join vertices the way you'd expect. Using translate sometimes helps, or clipping, or generating a new brush that's closer to what you want (cones and stuff like that).

For general purposes, Radiant's VM is fine, if probably different from Worldcraft etc.

I use it quite a bit, combined with edge manipulation. 
Roblot 
Well i try everything and i see everything and again same problem :( 
Roblot 
Man i delete the Arch and it works fine but how i can do arch's and curves when i try and maps just.....failed 
Curves 
I tried the curves from czg in Quark but the possibiliy for skewing is rather detached.
From the first example everything is right
one
When I start skewing
two
happens and I'm broke. Quark starts warning for leaks whlile WC1.6 compiles well.
So I had to do the thing with substracting and this ends in bad lightning.
three 
Thanks Rj 
good to know at least that i haven't been missing something obvious. :)

for individual brushes i just use VM.. just a case of selecting all verts at one end and either dragging or nudging using the arrow keys

yeah, this is what i do. but it's a lot slower than just grabbing the edge and dragging it. in radiant, it's one step: click anywhere outside of the brush near the edge, and drag.
in wc it's multiple steps
select all the vertices, then click + drag.
also, WC's obsession with control points is annoying. i prefer radiant's 'click anywhere in this area' method of moving. i mean, obviously, vertex manip uses control points too. but you can avoid having to use it by having the ability to simply drag out faces of a brush.

to be fair, i'm still not as familiar with WC as i am with radiant, so i'm sure a bit of 'slowness' or clunky feelings i have for WC is still due to that, but even factoring that in, i still find radiant faster.

otoh, i do like how WC doesn't complain about a brush until later. radiant runs it's 'brush legality' checks while you're manip'ing vertices. it's technically more accurate since it'll never let you screw up, but it also stops you from making a shape that would be legal but requires moving through an illegal form first.
WC will just let you do whatever so in general, it's easier to make super complex geometry out of single brushes.
doom3's radiant is even worse for some reason, because it won't complain, but you can actually rip brushes apart (like, the faces become unconnected somehow). very weird. 
MadFox 
It certainly comes from the "famous" floating point feature support that QuArK is suffering from...
Except if you have some time to waste, you can inspect all polygon corners' coordinates and try to realign it on grid.... but not sure whether it will solve the issue... though... experiment ;) 
:( + Practice = :) 
Mans, you just need more practice. 
:( + Practice = :) 
Mans, you just need more practice. 
Sure 
One of the maps suffered leaks in Quark6.1, while starting it up with WC1.6 gave a good outcome. It only shows that with the same compilers the editor always is the weak link.

I just find it odd to see those examples and trying them out only ends up with peeling out the manual where I can find my purpose to the buttons. Sometimes they're there, others not. 
 
the more i think about it, the less likely i think that the floating point stuff is the issue.

a little while ago, i found that qe3 worked better with floating point enabled. aguirre's bsp was fully able to cope with decimals with even the most complex tri-souping.

i think it might be that quark is mangling the brushes in some other way that may not be immediately obvious. 
 
Is there a full guide somewhere to getting radiant set up and working for Quake? I'm curious to give it a try. I'm very comfortable with WC atm, but if fiddly manipulation is better in radiant it'd be nice. 
For All Quark Users 
It's Quark's export to .map software code that is messin around wit your minds. It does not copy and paste the map coordinates from the .qrk file to .map

I opened func_city_04-13-11.zip in the Bsp editor with all brush coordinates exactly as would be seen in radiant/qe3. Then I opened the Quark revised func_city_04-15-11.zip. If you look at the alpha windows, which were not edited at all in Quark (only exported and saved), you'll see they are messed up. On top of that, Quark basically took quite a few on-the-grid brushes off the grid also. These files are in the Speedmapping Thread.

Wouldn't simple copy and paste code fix it? 
Quark 
seems to be pretty shitty as a level editor. Who uses it? Madfox, trinca -- who else? 
All The Noobs 
JPL, too... Bring on the inquisition!

It seems it's a matter of proper configuring. The established Quark users here seem to have no problem with floats. So it's probably some bad default setting.

Most editors have a snap-to-grid function. This should take care of these things in one quick swipe - selecting the whole map and snap. Though there's still a small change some vertices might snap wrong and invalidate the whole brush. 
 
Quark is the most user friendly and feature rich editor out there. Period.

It fails sometimes on non-cubic brushes though. It is also rather slow and Windows only. 
I Use QuArK 
I actually think it's a pretty good editor with a pleasant and user-friendly interface, and the tree-view is very handy, but because of some annoying quirks I'm contemplating on switching. Tried out WC with the Quake adapter but because of an extremely finicky setup (like needing Quake installed on the c: drive and I already have it installed on d:), I'm gonna try out radiant. Shame though, as the skew/vertex manipulation features are quite easy to handle in WC.

...although I still couldn't bloody figure out how to create those support beam things along a many-sided curve with correct width and perspective, the brushes always end up slightly disproportional and with an odd angle, even when using skew. It's fine and dandy when only working with 12-sided cylinders, but from 16+ it starts getting problematic. 
 
All right, I finally figured out how to skew with QuArK, but how the hell do you skew a single brush? The bounding box with the middle selection handles that allows you to skew (like in this screenshot MadFox posted only appears when selecting multiple brushes. 
Have You Tried Intalling It On The D:? 
Worldcraft I mean. It's not a difficult editor to set up. I deleted the prgram All_wads_To_HLWads.exe in favour of using TexMex to convert wads to Half-Life format. It's worth downloading the Hammer 3.5 executable, and dropping that in place of the Worldcraft .exe.

But as much as the QuakeAdapter makes it easy, fast and convenient to get you started, there is nothing stopping you from running Worldcraft from any DIR. You can easily configure it, and although I'm sure at the time Quakeadapter was put together it's compilers were the best current compilers - well, they aren't anymore. I have long since replaced them with better compilers (with the exception of TXQBSP which is *THE* best compiler. evar.)

I compile my maps from the command prompt anyway. Worldcraft gives the full location of the wad files in the .map file header too, so you can export your .map file to anywhere on your HDD and compile it from there, and as long as you leave your wads where they were when you were building your map, the compiler will find them.

If I were you, I would try running Worldcraft again.....

And there's always .BSP editor........ 
If That's The Case 
would copy pasting the same brush twice at the same spot, skewing and then deleting the spare work? 
Yeah That Worked 
Still didn't make it much easier to work with though unfortunately, as when I'm dragging vertices in one view the editor always seems to compensate for it, like here where I tried to align the vertices along the curve in the top view and the lower edge got dragged downwards. That was just an example image that I threw together to show what happens and not a serious attempt at creating a curve, but this is what happens no matter what I try, and skew didn't seem to work around this either. Oh well, time to try out WC again then I guess, where this is unproblematic... 
 
I think Quark is also a great editor, but has some purposely corrupt coding is in the export to .map - This problem is easy to solve with copy and paste. The arches in func_city_04-13-11 are set at 2 unit resolution, something trinca said he avoided. On export, Quark goes through "extra software mutilation code" to get to it's .map file.

So forget the float precision, Quark doesn't even let you get 2 unit precision on angled brushes. 
So.., 
I work with Quark since it was an early Qmap version in the late 98, so I'm very contributed to it. Skewing with one brush only goes by setting angle of a brushside.
But then you miss gridclipping of course.

My simple outcome is when I make a map In Quark with complicated brushes the leak error grows.
When I import the same map into WC1.6 and it compiles well with the same compilers it reduces Quark in compare to the WC1.6.

I'm doing with QRadiant and it is a RTFM job to get familiar with.
My interest grow to BSP which has an update to 96, since I learned to know it in QBSP94b. 
Berntsen: 
sorry i didn't reply earlier, but it appears necros did a pretty good job of explaining everything you asked. 
No Worries 
Yeah necros got me on the right path (thanks again), just fiddling around with different techniques at the moment.

Also got Hammer 3.5 to work with Quake, had no idea it was even compatible, so thanks for the tip Ricky! Although I did encounter something strange... made a test map, saved as .map and it compiled fine, closed the editor and later when I opened the map again it was completely empty. I guess it's not much of a problem as I can save as .rmf just fine, just found it a bit odd.

And bear with me here, but how do you make the extra parameters for the compile tools work in Hammer? In the advanced compile menu I wrote "-soft -extra 4 -gate1" without the quotes as a parameter for $light_exe, but it doesn't seem to do anything. Light 1.43 by Bengt Jardrup. 
I Think You Have To Put The Commands Inside The Quotes 
I would keep to using the .rmf format rather than the .map format. The .rmf contains a lot more data than is outputted into the .map file, like vis-groups for example, as well as containing the extra texture information generated by the valve 220 protocol. This is a pain if you plan on using other editors to make your map, because the data seems to corrupt when loaded into editors which dont support the 220 protocol.
The good thing is that the Hammer editor's texture lock feature works really well - you can really speed up texture alignment because of it because you can clip, copy, paste and most importantly rotate as much as you like, and the textures stay aligned. 
Correction: 
You have to press F9 to compile your map from the editor, and that is where you add your commands. You have to press F9 then click on the button "expert". 
 
Didn't get around to trying this out before now, but yes, apparently putting the commands inside quotes work. At least, the compiler seems to recognize the parameters "-extra4" and "-etp" as "Extra 4x4 sampling enabled
Enhanced Texture Positioning enabled" appeared in the compile process window, but "-soft 1" and "-gate 1" gave an "unknown option" error for some reason.

Also it didn't seem to make any difference whether I compiled with these parameters or not, here's two comparison shots from compiling with and without:

http://i.imgur.com/IlsWS.jpg

http://i.imgur.com/36dNX.jpg 
 
try compiling from batch files/command prompt, or try my ne_q1spcompiler thing.
i seem to recall running the compilers in the editor console wasn't good for some reason. maybe someone can confirm/refute? 
 
I think the options are -soft1 and -gate1. 
 
Your compiler thing did the trick necros, that's quite a nifty tool you got there! Though I noticed I couldn't choose a map saved as .rmf to compile, and due to the oddity of maps saved as .map in Hammer turning up empty, I'm thinking it wouldn't be a problem if I just save the map (from .rmf) as .map when I'm ready to compile? Or would crucial information stored in the .rmf get lost?

jt_, soft1 and gate1 also gave the "unknown option" error. Guess the in-editor compiler isn't all that.

Also, while I'm at it - know if it's possible to list textures after which wad it appears in with Hammer, like with QuArK? At the moment every texture (1000+) from all the wads I've imported appear at once in the texture browser, which makes it quite tedious to find whatever I'm looking for. 
 
no, -soft # and -gate # are the correct syntax.

as for textures, hammer has a filter where you can type in to just show textures with that string.
you could rename all your textures from one wad with a prefix of some kind?
i don't know much on that score-- hl2 has the filters all set up via scripts as well as filename. so you type c17 and you get all the downtown textures. 
 
Yeah I tried adding a suffix to all the textures so I could just type in the suffix and sort them that way, but I'd have to search and replace each texture I've already used in my map with the renamed ones, which I haven't been arsed to do yet. Eh, I'll probably work it out. 
 
there's a program out there that, i think, will batch import tgas into a wad. you could extract the wad, use a batch file renamer (google) then use the batch wad importer. i think baker made it? i just remember seeing it a while ago somewhere, probably i3d. 
RE #11240 
Yes - work in .rmf format, save in .rmf format. When you want to compile, export to .map and compile. 
 
What is it that scrags are such fucking divas when it comes to the simple task of flying into a teleporter towards the player??? 
 
negke what is your problem specifically? 
 
They are awake and fly back and forth in their closets but they carefully avoid the (touchable) teleport trigger most of the time. And then, when it's too late, they sometimes all teleport in at once. 
 
Are you talking about teleporting in scrags? Why are they awake before they teleport in the first place? 
 
All monsters are woken on map start. They don't have their own teleporter each to save entities and make for a slightly more random spawning effect. I might put a door behind them that slowly pushes them into the teleporter, or just leave it like that as they apprently all do spawn eventually. 
\maps\smqx11_drew1a.bsp: No Such File Or Directory ??? 
** Executing...
** Command: Change Directory
** Parameters: C:\Program Files (x86)\Steam\steamapps\common\quake


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.map" "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.map"


** Executing...
** Command: c:\program files\worldcraft\quaketools\nomapversion.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a"


** Executing...
** Command: c:\program files\worldcraft\quaketools\txqbsp.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a"

TxQBSP 1.12 -- Modified by Bengt Jardrup

Inputfile: C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.map
Outputfile: C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.bsp
------ LoadMapFile ------
Title: "Infiltration"
9818 faces
1621 brushes
515 entities
127 miptex
1569 texinfo
Added 26 texture frames

Building hulls sequentially...
Processing hull 0...
------ Brush_LoadEntity ------
----+----+
1487 brushes read
------ CSGFaces ------
----+----+
9010 brushfaces
7010 csgfaces
6320 mergedfaces
------ SolidBSP ------
7009 split nodes
2984 solid leafs
3888 empty leafs
138 water leafs
14284 leaffaces
13054 nodefaces
------ FillOutside ------
1548 outleafs
------ MergeAll ------
4866 mergefaces
------ SolidBSP ------
----+----+
2636 split nodes
1197 solid leafs
1341 empty leafs
99 water leafs
7706 leaffaces
5761 nodefaces
------ Portalize ------
1440 vis leafs
4711 vis portals
------ Tjunc ------
5582 world edges
20228 edge points
4337 edges added by tjunctions
0 faces added by tjunctions
------ MakeFaceEdges ------
----+----+
------ GrowRegions ------
************ ERROR ************
Entity with no valid brushes or textures on line 15942

Elapsed time : 0:04

Peak memory used : 8.2 MB

** Executing...
** Command: c:\program files\worldcraft\quaketools\vis.exe
** Parameters: -fast "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a"

---- Vis 2.31 ---- Modified by Bengt Jardrup

************ ERROR ************
Error opening C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.bsp: No such file or directory

Elapsed time : 0:00

** Executing...
** Command: c:\program files\worldcraft\quaketools\light.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a"

----- Light 1.43 ---- Modified by Bengt Jardrup

************ ERROR ************
Error opening C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.bsp: No such file or directory

Elapsed time : 0:00


any idea what is going on here? I have done very little since the last compile, when this worked just fine. Added a door with a clip brush. 
 
It needs at least one brush with a visible texture. Clip brushes in funcs only work if the boundaries are defined by visible brushes. 
The Reason There Is No File Or Directory Is Because 
The TxQBSP program failed with the error:

Entity with no valid brushes or textures on line 15942

What you need to do is go to Map => Check for Problems

Then you need to scroll to the bottom and look for something like "entity with no brush". Highlight the error, then click on goto, close the dialogue and press delete. When you press 'goto' or 'mark' (i forget), it will send the 2D view to the middle of the map. 
Thanks Guys, Thought It Might Be The Door 
 
One More Possibly Stupid Q 
I want 6 buttons which will target a trigger_counter. but I want each one to also target an info notnull explosion. I know in Quoth I could simply make target2. Should I be relying on relays here or what? 
Drew: Yes To Relays 
You'd need to give each button a unique target and give the notnull the corresponding targetname. You'd then need six relays each triggered by one button, so that all the relays target the counter. Each relay has a different targetname, but the same target. 
 
Are you using Quoth or not? :E 
2 Unit Brushes Versus Qbsp 
some of the face-coordinates are too close together, and may cause troubles for some build-tools

error Quark6.1 ~ QBSP
If I ignore it compiles fine.
I couldn't find it in ToolTips.

I have some small brushes on lights that are ore only 2 units. If I turn them into func_wall they may be no problem for vis but then I loos my light additions.

What can I change, surround it with a brush clip? 
Muad'Clip (Children Of Duh) 
Re: scrags vs teles
Apparently flymonsters need a little more room to move for said setup to work. The teleport triggers were 8 units wide and placed against the wall. Making the room some 32 units longer, so they are now more in the open, allows the scrags to touch them properly when flying in the direction of the player. Seems they clip differently to the world than walkmonsters or something. 
Thnx 
prbly wont do it anyway though 
Ugh 
this is supposed to be an SM but still having problems here. a trigger, which was targetting a door, is no longer targetting a door. It is set up to do so as any other trigger would be, but it isn't working. any suggestions regarding what could be the problem/questions that might help? 
 
door_dont_link on/off on the doors in question? that will be 90% of the problems with doors. :P

also note, linked doors with a target on each will trigger multiple times, just like unlinked doors.

linked doors with the same targetname will have problems too. i think they just don't open if there's an even number of doors. 
Yeah 
That's probably it.

A normal door without that flag looks for any other door touching its trigger area, and links it's movement to it.

If it's targeted by a trigger then that breaks. 
 
Not its trigger area, only the actual brushes. But yeah, when in doubt always set door_dont_link. 
Door Don't Link 
is set.

I have tried rebuilding the door. I have tried rebuilding the trigger.

I cannot figure out what it is that I changed to make the scenario which initially worked stop working.

there is a trigger once in front of the door in question, meant to trigger it. Aftewards, an ambush is meant to launch. After six buttons have been pressed, the aforementioned door is meant to lower. doors are not set to link, the door revealing the ambush monsters has a different targetname.

This is officially NOT a speedmap any longer. this sucks. 
 
Probably something that's too obvious to easily spot. Check angles, lip, wait, toogle, targetnames, other doors that might reach there in their extended position etc. 
Yeah 
I'm gonna take a break and see if it becomes apparent next time I look at it. if not, fuck it, I will streamline. 
There Are Two Great Scraps From Czg 
czg05 & czg17, maybe we should start some competition to finish these maps? anyone? or negke should look at them, or maybe czg himself could make it. (please czg) :)
i tried to combine two maps into one proper map, but i stucked for lack of inspiration for almost three years now. 
 
i'd sure like to see something made out of czg05 scraps. or even just with lunaran's doom textures. 
Yeah 
that shit would have been incredible. that scrap as it is is pretty incredible, actually. 
SKIP And DarkPlaces 
Skip as a visiblity blocket does not work on DarkPlaces as its traceline hits surfaces, not solids in the bsp like regular engines. It still clips, but monsters can see through it.
Skip should only work if it unlinks the texture from the leafs, which the current ones don't.
There may be a DP gameplayfix (default off), but it's uncertain.

So... once again DP fucks us over. >:(
No doubt it's all logical and technically correct, but as so often incompatible to 'standard' Quake engines. 
Well... 
Current skip tools are built on a hack, which only works if your engine follows closely to how stock engines handled BSPs. (for example, Fitzquake 0.75 doesn't support skips because I didn't know about them at the time. (Fixed in 0.80.))

So it's not really darkplaces' fault that the hack fails, unless LH considered it a priority to support levels that use it (which would be nice, but then again skip is more of a mapper thing, and Lordhavoc lives more in the modder world, and things that are important in one community are sometimes not even a blip on the radar in the other community.) 
 
Yes, that makes sense.

I always consider the old stock engines as benchmark for all things Q1SP and I can't recall a single map of mine where I wasn't screwed by DP in one way or another. But then the response is all "don't use hacks then, use qc" and I'm wtf, mind the roots, even though there's some truth in it. It wouldn't be much of problem if the engine was only popular among the modders, but unfortunately every other newbie uses it as well which can easily lead to confusion when encountering such an issue. Oh well.

Just posted it as FYI to keep in mind the people here if using skip in their maps. 
QRadiant 1.5 
I got the program running, but it can't find my mapfile.
So I took the map that comes with the program but I still receive the error.
What is wrong with the path file?

http://members.home.nl/gimli/donkey.jpg 
 
hqbsp?

use \ instead of / ? 
 
I just used the internal build path from Qradiant. The screen says [bsp] [*.map] 
 
It seems to expect the map in id1. That's crap I think. Try compiling by hand (not using the build menu, but run the compilers in a terminal). That's what I do.

Or change the settings for the build menu. 
Right 
Thanks, I'll try it out.

I placed the map in Id/maps.
When it didn't work I chose the one in C:\Program Files\GtkRadiant 1.5.0\q1.game\id1\qr001.map
It seems the program GtkRadiant/hbsp diesn't see the map 
Spiral Staircases 
Are there any tutorials on making spiral staircases, or maybe just some advice about making them? 
I Would Make A Basic 
Spiral staircase by making a 12-sided circular room, as per the czg tutorial, Then make the wedges for the stairs. There are only 2 actually different shaped brushes they you would have to make, you can then make the rest of the staircase by copy, pasting and rotating those two. My coag3 map has an example of this. 
 
http://rickyt23.com/maps/coag3rickyt23src.zip

There's the source, the spiral staircase is at the origin of the map (0,0) 
Ricky: File Not Found 
 
 
00ps! 
Missed an underscore...... 
Where Are The Vanilla Textures For Mapping? 
Sorry to ask such a noob question, but I've been searching for hours. I just want to get started on a map using the plain vanillaQuake texture set. Quaddicted has a texture archive, but it's just a long file list and I have no idea which files just contain the plain Quake textures.

Where can I get a plain Quake texture set wad? 
 
http://www.quaddicted.com/wads/quakewad.zip.
If you use (Gtk|Net)Radiant, put quake.wad into /quake/id1 directory 
 
http://www.quaddicted.com/wads/quakewad.zip <-- removed the period that got attached to the url. :) 
Eww 
leave your period off Quaddicted please!

Also check out timfixed.wad 
Thanks 
Thanks a bunch guys. 
How Does One Make An Fgd File? 
Eg. for ne_dynamic? 
Blood, Sweat And Tears 
Just kidding. It's not that hard once you get the somewhat clumsy syntax down. There's a page on the valve developer wiki about the general syntax. Take a look at the fgd that czg (afaik) for quake. Just google quake fgd czg and it should show right up. 
Ok 
i'll figure this out i guess. but holy fuck. whoever wrote that parser is a goddamn moron. needlessly complex for something so simple. 
 
http://necros.slipgateconstruct.com/temp/ne_dynamic.fgd

doesn't work though. crashes the editor when i try to add it in the game from the game configurations tab! XD
gotta love the guy who codes up a fancy method of defining stuff, but doesn't code up any error handling.

hopefully someone who knows what to look for will take a look because i have no idea what's wrong with it. 
FGDeath 
I tried to find a way to put this delicately but...you're overflowing the error buffer which causes hammer to hang. If I cut out half of the fgd file I get errors back.

Fixes in the order I find them...

Line 26
Float isn't a valid type in old versions of hammer, you just call numeric fields "integer" and then put floats in them anyway. Change float to that and you get back "expecting identifier" - which means in this case that the colon is missing between (integer) and "search.... Change that and you get back "expecting integer" because quoting the value "512" makes it a string. Lastly I suspect that old versions of fgd don't support long descriptions, so I removed that from the line and it finally loads. Final line 26:

distance(integer) : "Search distance for autoconnect." : 512

Line 37
Mostly same problems, I think you can safely remove an empty string default. as fixed:

target(string) : "The first node."

Line 38, 39
Ditto.

By now you should be able to work your way to line 62 fixing things by rote. At line 62 I think your description exceeds some buffer length because I got a "expecting string" error which went away when I trimmed it to a single sentence. The same problem seems to cause crashes later in the fgd because trimming some longer strings took it from freezing hammer to loading without errors(once all the previous fixes has been applied).

We have to go all the way to line 94 to find something new to fix, because you want to actually have a non-integer default. It's not too bad though, all we do is change the field type to string, then leave "0.1" as quoted. When it comes to field types hammer doesn't actually care...

As a final trick, we can redefine the type of some of the target fields to benefit from the hammer dependency tracing. If you change target from (string) to (target_destination) and targetname from (string) to (target_source) then hammer can "Show Connections" between those entities. It's not necessary to make it function and it's a fringe benefit but still nice to know.

Fully fixed at
http://www.btinternet.com/~chapterhonour/ne_dynamic.fgd 
Thank You! 
I tried to find a way to put this delicately but...you're overflowing the error buffer which causes hammer to hang. If I cut out half of the fgd file I get errors back.

heh, don't worry about it! :) that's actually pretty funny.

i see there are some entries where i put in the wrong strings in so i'll have to fix those, but do you mind if i go ahead and just steal your file and attach it to the webpage after i make the modifications? 
Go Right Ahead 
n/t 
This Is Awesome 
thanks for this Preach/Necros!

Just to confirm - the above link will provide a functioning fgd for the mod? 
Yeah 
but use this one: http://necros.slipgateconstruct.com/downloads/ne_dynamic.fgd

i corrected mislabeled entries where i accidentally put in a description instead of the actual name, so you'd see the description in the entity inspector window which was usually too long.

there's nowhere to put detailed info though, so just open up the .ent file in the original archive in a text editor and you can read the more verbose entity descriptions. 
Cool 
thanks again, might try to make a little thing with this. 
Oh Btw 
don't hesitate to email bugs to me if you find any! :) 
Mdl2map 
Does anyone know where to find this where the .map will open in hammer 3.5 ? 
 
it's in openquartz. 
NetRadiant For Open Arena. Where Do Textures Go. 
I'm doing some mapping for Open Arena in NetRadiant. Now for some reason my texture have decided not to load up in my texture browser. My question is where abouts do you put the textures once you've unpacked them from the pak file. At the moment I have them in a folder called textures in NetRadiant's baseoa folder. Thanks for any help. 
Dont Know 
But this might help you:

http://openarena.ws/board/index.php?topic=3120.0

Makes little sense to me but i never used netradiant. I did read from the link above that you shouldn't unpack anything.....

Hope this helps :D 
The Common Shaders 
Thanks for your help. That seems to have done the job.

But I often get this problem where the "common" shaders don't load properly, and whenever I fix it it seems to be by accident and I don't actually know what I did.
This is what i'm talking about...
http://i425.photobucket.com/albums/pp334/charlesr456/Untitled.jpg 
Staircase: When To Use Func_wall And When Not To 
 
New To Quake 1 Mapping 
Hey guys. I'm trying to use GtKRadiant for Quake mapping, but I'm having tons of trouble.

I got the vanilla id textures from Quaddicted and have GtKRadiant itself working.

I made a test box map and am compiling it with hmap2. That appears to work. But when I load it up in Quake, the textures I've chosen don't appear, instead just a placeholder checkerboard texture on every surface.

What am I doing wrong? 
OK, I Dont Know About Radiant, But.... 
When you export your .map file, you can open it in a text editor (i.e. Notepad), and at the top of the document is the Worldspawn information. There is also meant to be a line which tells the compiler where the .wad files are located. I would check that this location is correct. You can use full root loactions (i.e. "C:\quake\mywads\id.wad"). 
Success! 
Excellent! Worked like a charm. Thank you :)

Just in case, is there any particular trick to using multiple wads? 
What You Do Is 
Separate the wad locations with a semi-colon.

Example:

"wad" "C:\quake\mywads\id.wad; C:\quake\mywads\mynexwad.wad; C:\quake\mywads\mylastwad.wad" 
Stairs 
It really depends on the complexity of what you're building.

And lots of triangles probably isn't as bad as you think if its in a closed in area.

Post a screenshot so we can see what you're wanting to do. 
Yeah 
With limits of 65000 triangles (or 32000 in really old engines), then a few stairs is not really a problem. Trying to over-simplify the architecture by lifting brushes off the ground etc seems like a good idea, but in reality it often creates more portals and clipnodes. 
Stairs 
Thank you guys for the quick responses. I'm going to keep working at it, and if anything significant turns up I'll return. :) 
Help.. 
just for curiosity(eheh)
What if I use progs.dat from Nehahra?
what implications could arise?(eg. one must have Nehahra installed to play my mod?)

I'm creating my own little progs(small changes such as bg-music,deleted weapons I don't need,..)
BUT really I cannot implement a damn working camera for cutscenes!
And I didn't suspect that Quake is so limited with text/message entities!
I need large portions of colored text viewable on screen at different times during my mod for briefing and storytelling.. suggestions please ? 
 
for that... you should probably ask at inside3d and get ready to learn csqc. :P 
 
necros what is csqc? what is that "cs" ?
-already asked at inside3d.. with poor results.. they waste time in minor useless code details but weren't able to explain what I need 
My Dream Would Be.. 
.. making a Q1 machinima in the vein of Nehahra(kudos and respect to it!).. but still missing a camera code and text entities.
Besides I'd prefer stick with my own progs.dat(so no Zerstorer,Custents,etc..) 
 
i dunno what the cs stands for. but it's special engine supported code (requires engines like darkplaces) so you can change the hud or add stuff like text and such. 
Client Side 
 
Oh Hey 
thanks :) 
Necros.. 
one question.. have u ever used cutscenes in your map? 
Nope 
i personally can't stand cutscenes unless they're like super short like a couple of seconds or something. 
 
I'm probably missing something obvious here but not having much luck. How do I set an ambient light level? Using QuakeEd3.1. 
 
'light' key 
 
oh sorry, on worldspawn. :P 
Delor 
RMQ has a nice bit of cutscene capability, maybe some of those guys could help to point you? or...... Join us!!! 
Also 
Zerstorer is much smaller than RMQ or Nehahra and has cutscene code.

It is unsupported but does have documentation.

And yeah, another alternative is to join RMQ... 
Delor 
In the "visions" map on Quaddicted.com is an example of things you want.
It's called the cck kit, a cutscene camera kit, with instructions how to change the screen ingame and centerprint messages controlling the camera to use a certain path.

It is a simple cck.qc and helps you to add the cutscenes by ways of a trigger_once for a perode of time. It's kind of slow but it works.

Play the map and you'll understand. 
 
pretty sure custents also contains camera code. 
Yes Gb 
custents has camera code though the progs.dat is a bit messy
my desire was to try and create my own cam but really I have to give up so I guess I'll stick with one of existing progs(custents,vision,zer,nehahra) :) 
Weird Stuff, I Think 
I fixed up a bunch of animated textures awhile back and recently reinstalled all Quake stuff into a new harddrive. In Fitz I noticed the animations are now messed (pixels that didn't animate before were now animating). Even some static textures that are part of a set had a different colors ingame. In Wally, the same color was in both textures, therefore no mismatch. The only thing I forgot was installing Scourge and Dissolution (1.07 1.08). So I installed the packs and the animations are fixed. All texture sets are back to having no visable seams ingame again (these texture sets can be put next to each other and have no visable gl blend seam).

Does Fitz 0.85 rely on a particular 1.08 file for the correct palettte to show up, or is it something else? Maybe there's some different palette RGB values for this effect to occur? The Quake palette also has 12 RGB values repeated twice for some reason. Is there extra code applied to the different index numbers of the duplicated colors? 
Roblot: 
I don't have an answer for most of your questions, but i can answer this part:

The Quake palette also has 12 RGB values repeated twice for some reason. Is there extra code applied to the different index numbers of the duplicated colors?

The last 32 colors in the palette are "fullbright" which means they do not take lighting or shadows. Some of these fullbright colors are identical in RGB to some of the non-fullbright colors in the palette.

To figure out if fullbright pixels are the problem, try turning on r_fullbright to view the textures without lighting.

I still don't know why the problem would go away with the mission packs installed. Do the mission pack installers update anything in id1? 
 
I don't really know, but when the packs are installed, regular Quake has the 1.08 in the console. So something's changed there. Btw, I first just installed the original 1.06 version in the cardboard foldout package from 15 years ago (it's still in near mint condition). I don't know if that has anything to do with it. That's when I noticed for about a day and a half there was this problem.

I'll try the r_fullbright for any other texture problems I might have though. I modified, tweeked, made, and stole over 5000 textures combined, so this was a shocker. The thing is, I'm now wondering if the texture fixes I made would be seen in the same way on every Quake setup. 
 
Any suggestions/advice for making this not look crap but without a lot of detail? The area has a huge monster count so I want to avoid a lot of geometry detail :E

Medieval castle/town thing 
 
lighting and shadows are "free" detail -- boring lightmaps cost the same as interesting ones. So put in lots of spotlights, dramatic shadows, etc. to break up large surfaces. 
Also.... 
Large flat surfaces are cut up into chunks with a maximum size of 240x240 -- so if you have a wall that is 1200 units long, it will be divided into 6 chunks, even with the same texture on it. So you can divide it up and put alternate textures on different chunks and potentially have zero increase of polycount. 
As A Specific Example 
The pair of windows in the back should each be casting a spotlight beam down the wall below, so the bright lit areas contrast with triangular shadows under the supports on that wall. The unrealistic lighting model in quake is a blessing in disguise because it's a bit like painting in soot and grime into your scene. 
What They Said 
also if it's quoth, using the model system would be beneficial. 
You Know What I Mean Right? 
 
Not Really 
What you're asking, but maybe make the area more dynamic as well, in how the monsters arrive.

So having them roam along paths is a simple way of making a fight more memorable, as is having them spawn in some entertaining way - a lightning bolt and then teleport for example, or leaping through the windows into the courtyard below.

Those are pretty simplistic things that'll make the area more fun, you can probably come up with a load more. 
 
Ta for the suggestions guys. I'll have a fiddle and post another shot. 
What Others Said 
.. and maybe selecting another brick texture for the walls... Maybe some like in DKT3 or Doom3, or simply make your own ;)
There are also some textures that have details variation you may use...

Anyway, it looks interesting, but indeed there's lack of details and design touch tht makes the shot sexy ;) 
Do Not Select A Different Texture For The Walls 
ID1 works just fine. Stick with What Metl said - also, is it really that much more crazy than that seen in Tronyn maps? Those tend to look good and have high monster count and there haven't been *too* many complaints about r_speeds etc 
Zqf 
> Any suggestions/advice for making this not look crap but without a lot of detail? The area has a huge monster count so I want to avoid a lot of geometry detail :E

Vary the floor height. Steps, for example.

The polycount looks to be really low, so I wouldn't worry at all. 
Re #11331 
Only 1 fullbright is part of the 12 duplicate colors. So the other 11 duplicates are a mystery. Id wouldn't waste 11 potential extra colors. There could be some undocumented code applied to them for additional effects. 
Quake Monsters Etc Info 
I'd like to have a reference file for the different monsters as they appear in quake 1 that has information such as their health numbers, their attacks and what kind of damage they can do, and such information.

It would also be useful to have that information for the player's weapons.

I know that this information can be had by browsing through the .qc source, but I didn't want to reinvent the wheel if there already is such a document. Is there one? 
 
Weapons 
This is exactly what I was hoping to find, plus your conclusions from the stats. It's in my bookmarks, now. :) 
 
 
 
Oh I agree a lot on your idea of making the LG pass through enemies. It would make it the proper super weapon it should be, rather than just feeling like another nailgun with different ammo :p

<Begs for Quoth 3 lawl> 
 
anything other than medium range

um, anything *beyond* rather :E 
 
ruins has penetrating lightning. does full damage on up to 3 targets in a row. :)
also, when you get the SNG, the NG isn't selected during cycle up and cycle down and pressing 4 will select the SNG instead of the NG (pressing 4 twice gives you the NG).

and the fast zombies allows bullets and nails to penetrate as well, but nails 'start falling' after going through the first target so it ends up being maybe max of 5 or 6 zombies you can get with one nail if you aim upwards at the first zombie's head. 
 
also, when you get the SNG, the NG isn't selected during cycle up and cycle down and pressing 4 will select the SNG instead of the NG (pressing 4 twice gives you the NG).
And I got utterly confused and thought I had a bug.

Please do not do things like this. Some people (me) rely on weapon cycle to quickly select the weapon they want. If I know what weapons I have I can easily switch between them by using the wheel X times. 
Lol 
I agree with Spirit on that one. Sometimes, believe it or not, I like to use the NG even if I do have the SNG, for weak targets or to conserve ammo. It's easier to waste ammo with the SNG by over-shooting a target. 
 
Just tap fire it? :E 
I Take Back What I Just Said So Ricky And I Are Not In Agreement 
 
Yeah 
I'm not so sure myself, maybe it is OK to customise the way the weapons work in your own mod. 
 
that's unfortunate. :(
maybe better documentation was in order, but i like the new system too much to change it. :x

frankly, i find it far more annoying when someone makes a mod with the older progs sources (not 1.06) which don't have a cycle back impulse as i tend to use that solely for weapon selection. 
Zero Gravity / No Z-xis Move 
I am working on a map with some portions outside a spaceship... hence no gravity is required.
Having no gravity can be easily achieved using sv_gravity, but the player cannot move on Z-axis unfortunately... I though one moment fly mode will solve the issue but it didn't work either.

Actually I'd like to obtain equivalent behavior as noclip (in term of X-Y-Z acis move capabilities) but not passing through walls ? Is that possible ? 
Maybe, But It Would Require Some Experimentation I Think. 
i'm thinking you could do something similar to the fake water effect.

first to understand how the engine works:

quake first runs water physics on the player and only checks if the player is actually IN water afterwards.
AND
the variables that tell the engine that the player is in water can be changed via qc.

so, as long as you set the player's .waterlevel is set to 3, the engine thinks the player is swimming.

this allows you to move in all three axis. the problem is that, you also need to set the player's personal gravity (not sv_gravity) to 0 (or 0.001 since 0 defaults to 1) via the .gravity variable.
this will give you a perfect swimming physics effect. unfortunately, swimming physics has the sinking effect so you need to cancel that out somehow without stopping the player from manually swimming downwards.

note however that all this code must be done before physics are run by the engine. this means it either has to go in a touch function or in the playerPreThink function (NOT playerPostThink).

also, water physics has a lot of 'drag' on the player that causes them to stop moving quickly. so that would have to be worked around as well. 
 
I learned to map on worldcraft.

Now I want to learn to map for q1 using radiant style editors. Google reveals myriad versions of this thing, qeradiant, gtkradiant, netradiant, and others... I am confused.

So, my new dumb question is this: To map for quake 1 in the optimal radiant-based editor, where do I begin? 
 
i believe the only up to date versions of radiant for q1 are either gtkradiant 1.5 or sikkpin's QE3.

gtkr 1.5 is the version that works natively for quake. they changed some controls in 1.5 from 1.4 (making 1.5 inferior, imo). it's possible but slightly hacky to use 1.4 and use a q2->q1 .map converter.

Sikkpin's QE3 is basically gtkr 1.5 but without the retarded control setup. it does have a few annoying bugs, but they are consistent and aren't anything that can't be worked around. there's nothing that will corrupted your whole map, but, for example, if you have multiple point entities selected and you undo an operation on them, all but one of them will be converted into brushes the same size as the entity was.

if you want to give sikkpin's QE3 a shot, you can get the latest version here:
http://shub-hub.com/files/tools/qe3.1.0.5beta.zip
it's a little finicky to get set up because you have to set some directory info manually in text files, iirc.
there's a long thread here: http://www.celephais.net/board/view_thread.php?id=60225 for it, but just bump it if you have questions.

supposedly, baker was going to take a look at the QE3 source and make some fixes and such, but that was a long time ago.
at least the source is available, but there doesn't seem to be much interest in it. wish i understood it, personally (or could even get it to compile!). 
 
netradiant can also be used for q1 and is slightly more up to date than 1.5.

The UI of 1.5 is a question of taste, I prefer it for example.

Another radiant question:

Textures on rotated faces sometimes show up correctly in radiant but not in game; has one of the radiant users here found a solution for it besides manually realigning those textures? 
 
Also, has someone successfully compiled sikkpin's qe3 on linux, or is this another lazy port? 
Necros 
I would like to stick to Quoth mod without having to compile any qc stuff (as I am definitely not an expert).. but your idea sounds good as I thought exactly the same yesterday night... so ideally outside the spaceship would be invisible water.. hence player:
- can move X-Y-Z axis without any issue (zero gravity emulation)
- will suffocate after some time without proper suit

Now the issue is how to make water invisible and how to remove the water effect ingame (i.e removing the distorsion effect when "swimming")
I think skip tool can be used for first issue (as far as I remember Metlslime provided "waterskip" texture to remove water surface, Metlsilime would be cool if he can confirm ;)... I have to experiment this). And for second issue I remember it is possible to remove the water distorsion effect, but on this I need help as I can't recall the command ;) 
 
Skip would remove the water texture from the surfaces. There is still the screen tint though.

Making the water an entity and setting alpha = 0.1 would make it totally transparent I think... in engines that support entity alpha.

r_wateralpha = 0.1 might also work?

r_waterwarp, IIRC, does the underwater warp. Try setting that to 0? 
Gb 
Thanks for the tips: I'll try them ;)

And indeed remains the water tint "issue"... not really a big deal actually as FitzQuake supports r_wateralpha.. Maybe it would be cool to apply it only to water, that would prevent to have a global wateralpha value for all the map... hmmm, I need to think about this..

Anyway, thanks a lot for your help necros and gb, you rock ! ;) 
 
WTB an engine/mod/whatever that removes those annoying graphical tints and instead adds the HUD icon of the powerup in the screen corner with a countdown like an RPG does.

A: it can really mess up visibility if you have these strong effects over the screen (see Quoth Battlesuit)

B: It's irritating not seeing the actual duration of the powerup you are using, and the 3 second fade warning is often not long enough if you're trying to design a sequence where the player has to use multiple powerups (say an area with a respawning Quad or an extended underwater sequence where the player needs to find biosuits). 
 
Displaying the time remaining on a powerup would be an easy qc hackjob, at least. Not sure about engine side.

I made a mod that displayed health next to the crosshair once. You can display all sorts of things in there. 
Zero Gravity, 2nd Round 
OK, using waterskip and water for zero gravity emulation is working fine.... except I still have two problem to solve:

1/ Water tint is still present despite wateralpha set to 0
=> Is it possible to remove it and make water as transparent as space emptiness ?

2/ Still remains the sounds coming from the water (e.g player jumping in water = plouf, player moving up, etc...)
=> Is there a way to remove them (and preserve suffocating noise that is interesting ;)

I hope some cvars/command/sv/gl stuff can be of use here...

Thnaks a lot in advance.. 
 
if there's no other water in the map, you could replace the sounds...

i did this kind of thing in ne_tower, for example. just run it as a mod of a mod (so for fitzquake, you'd run with -quoth -game jplmod instead of dumping all your files into the quoth directory (dp would be -game quoth -game jplmod)).

it's a cheap way to do it, but it works. :P 
Lower-gravity Room 
I'm sure I've navigated through a room with lower gravity than its surroundings before. Something like... gmsp1? Did that have its own progs? 
Mandel 
i think it was in the start map of hipnotic 
 
gmsp1 in the outside area. 
Mandel: 
yeah, but you don't have full swimming/noclip-style control, only standard quake air-control which is limited. 
 
i wonder...

what if you turned noclip on the player, then created a dummy entity with player bbox size.

then, transfer any movement the player is trying to do to the dummy and reset player's position to the dummy every frame.

this gives you full noclip control but you won't be able to go through walls or entities because your actual position is bound by the dummy entity. 
As Long As.. 
.. it does not requires qc, I am happy with any solution. As I am definitely a bad coder, I'd rather prefer to prevent from trying to code anything, and stick to existing mod/std Quake...
Well, now I have to figure out how to make all this as easy as possible... If not easy at all, no space map, I'll do something else...
and to be honest, I didn't started any piece of brush placement yet, I am just experimenting zero gravity stuff: I want make sure the effect will be realistic enough before thinking about map architecture (despite I already have an idea about what I want)
Anyway, thanks a lot for the hep. 
Just Use 
The hipnotic progs.

I think it works with a trigger_gravity or something like that.

Easy peasy. 
 
1/ Water tint is still present despite wateralpha set to 0
=> Is it possible to remove it and make water as transparent as space emptiness ?


Have you tried gl_polyblend 0
Hhhmmmmm !!! 
@ijed: I know Quoth has already a trigger_setgravity that can be used for low-g area... that is coming from hipnotic progs ! After some experimentation I made recently, it is acting exactely like sv_gravity, hence the player cannot move up and down like I'd like to.. anyway, thanks to remind me this stuff.

@ontruepurple: I tried it, and it works perfectly ;) Thanks a lot for the clue ! no remains the sounds issue :D 
Necros 
I tried replacing the water related sounds by mine, but it failed pathetically with a message claiming I was not using a registred version of Quake...
Actually I tried to add a sound/player folder in which I put empty files in place of some of the related water wav files, keeping the original name... I don't know wether it is like this you were thinking about sound replacement: can you elaborate how you would do it please ? 
Mad Fox 
replacing the excisting wav files by silent ones with the same name...? 
 
well, first, an important thing is to vis your map (using aguire's vis) with -noambientwater. this stops the engine from playing the ambient water sound.

next, make silent sounds for:
misc/h2ohit.wav
misc/outwater.wav
misc/water1.wav
misc/water2.wav
player/h2ojump.wav
player/inh2o.wav

for these sounds, just copy misc/null.wav (in pak0.pak) and rename it.

now, you will need to make some custom sounds for these:
player/h2odeath.wav (maybe just replace with a normal death sound)

player/drown1.wav
player/drown2.wav
replace these with maybe normal pain sounds or maybe the doom3 vacuum choking sounds.

player/gasp1.wav and gasp2.wav... maybe can be left alone. 
Empty Files 
are that real waves with data of silence,
or just files that have that name but consist nothing, like changing an empty *.txt file into a *.wav? 
No 
they are just sounds that are very short and silent.

if you put a .txt file, it will not have the header information that denotes a .wav file and you'll probably at the very least get warning messages or even crash the engine as it tries to read the thing. 
Necros 
Thanks, now it is clear ;) 
 
just make sure that you package it as a separate mod, like i said earlier, instead of dumping stuff in the quoth folder otherwise it'll mess the sounds up for maps that don't use water as vacuum. :) 
Jpl 
in any case this sounds very interesting :) 
Necros/ijed 
Thanks a lot for all these good advices. I now have to build the mod for this, and start the map.. I have a rough idea about what I'll do, but nothing clear today... And if it gives idea to other mappers, it is even better ;)
Again, thanks a lot for your support :) 
 
S_FindName: out of sfx_t
at map loading.

o_O 
That Error 
Apparently means that you've tried to precache too many sound effects. The limit is 512, which is twice as generous as for models. You have some lengthy conversations going on? 
 
thanks :)

how do you find out these error meanings? are you actually looking through the source? 
Uh Oh... 
is that fitzquake? Seems like it should handle that more gracefully. I.e. if you haven't exceeded max_sounds, it shouldn't fail in other ways. 
 
well, it was quakespasm085.4
i'll try to remember to test it in fq085 tommorow. 
Seek 
Yeah, it's often easier to google the error and find a result in a quake engine svn directory. This time it was easier because it's an error people used to run into in Sven Co-op. 
 
i guess i should try the self help a bit more eh? :P

it was just such a strange error that i kind of laughed and just posted it.

thanks! 
Necros 
Huzzah !! Just experimented as per post #11382, and it works perfectly... Just remains to find sound replacement for drown1/2.wav !
It sounds I have found a good way to emulate wero gravity in space... now I can start to map my spaceship.... even if I do not have clear idea about what I'll do ;P
Again, thanks a lot for your help :D 
So... It Is Done... 
... I've found exactely what I was looking for.... :E 
Interesting 
i did a little bit of testing on this issue.

1. yes, it also occurs in FQ085.
2. it wasn't actually that the map had >512 sounds.

what seems to happen is that, when loading a new map, the engine doesn't flush the precaches or something. the reason it crashed before was because i was loading it from the console after another map had already been loaded.

if i start the map up first, from scratch, it's fine.
if i try to load another map that uses a large number of sounds, it will crash.

this sounds like not a big deal at first, but it means that you can't have a map pack with more than 1 map that uses many different sounds. :( 
Oh 
and looking forward to see the map then, jpl. :) 
 
What would happen if you load a map with many sounds, then a map with few sounds, and then another map with many sounds?

Just an idea. 
That's My Point 
eventually, if you, say, had 512 maps, each with 1 unique sound, it would end up crashing.

if, as i believe, the precaches are not being cleared, then every map that adds any extra unique sounds will bring the crash that much closer to happening. 
Of Course 
The problem is often masked simply because practically every mod to date has
a) offered no means to import custom sound into a map and
b) contains fewer than 512 sounds itself

So it's likely a bug that has long survived in practically every source port of the engine... 
Yes 
i'm certainly not blaming anyone for not noticing it. 
Glass 
Is there any way to have glass in current engines? 
Heh - RMQ Engine - Func_wall + "alpha" Key "0.#" 
Quoth - make a func_wall, give it a texture called "skip" (Use newskip.exe after compiling), make a waterbrush in the same place as the func_wall, give it a water texture with a flat grey or white colour. Use a trigger_command to set "r_wateralpha 0.#" on mapload.

Cannot be done in vanilla progs without the player having to type a wateralpha value into the console. 
RMQ Progs 
Will have breakable glass. func_breakaway FTW. 
Im Sure Some Of The Engines Support Transparency 
On bmodels though. FitzQuake i think? Just set an "alpha" key on a func_wall - is the easiest way, and probably better than the water hack, because there is no waterwarp on a func_wall or other bmodel unless it has a water texture. GlQuake will do wateralpha, hence the water hack's universal compatibility. But you can have a nice glass texture is you use the alpha key.

RMQEngine
FitzQuake?
Darkplaces?
DirectQ? 
 
http://necros.slipgateconstruct.com/temp/split.jpg

i've mostly just ignored this kind of thing as down to the way bsp works... but is there any way to reduce or eliminate this seemingly needless poly splitting?
in the shot, the rock path is made up of 3 brushes per segment, the large center bit and the two small side bits, all 3 are split into tris. in theory, since none of the faces are larger than 240 in any direction, qbsp should have never split them at all, and just left them the way they were in the editor.
instead, you get that weird split in the center brush that runs up the slope until it meets the right-hand side where there are all these tiny little tris.

every compiler i've tried makes the exact same shape.
this is what it looks like in the editor, for reference:
http://necros.slipgateconstruct.com/temp/split_ed.jpg

am i just missing something? 
Append 
ok, in true necros fashion, i figured a little more out right after posting... -_-

it seems this has to do with how similar the planes are between those brushes. there's a setting in aguirre's txqbsp -epsilon that you can set to smaller to have more precision on identifying unique planes which reduces the unnecessary splits.
looks like if a plane is similar enough to another plane qbsp thinks they're the same plane(?) and tries to split it or somesuch.
unfortunately, even at smallest settings, it doesn't completely remove the extra splits. i think there must be a lower bound built into the compiler, since values smaller than 0.001 had no noticeable effect. 
I Think.. 
.. you should directly contact aguirRe for this. He will certainly be really happy to help you ;)

It has indeed something to do with precision in clipping Hull (Hull 1 ?).. I've seen several test map compiled with different epsilon, and the lower it is, the better the rendering is (i.e smoother planes, less "corners").. though... it seems to not be valid for all maps..

Some quotes from aguirRe's TxQBSP readme file give a little bit more details


Improved handling of complex maps such terrain. This is done by increasing precision when identifying unique planes (faces) and modifying hull expansion logic. This reduces the risk of clipping errors and creates much smoother clipping hulls which can help player/monster movements.

All maps don't benefit from this, therefore two new options have been introduced; "-oldexpand" which just disables the new expansion logic and "-epsilon x" (default 0.01) which sets the plane identifying tolerance. To revert to previous compiler behaviour, just add options "-oldexpand" and "-epsilon 0.05".

The default settings have been chosen for overall best results. If you have a big map that still doesn't build correctly, you can try lowering the epsilon even more, e.g. 0.001. In most maps the default settings have little effect on # clipnodes, but some maps can see either a significant increase or decrease. Thanks to Tyrann for this one.


I hope it clarifies the stuff ;) 
Not Really 
you just cnped the text from his website. that's how i found out about -epsilon. :P 
Necros 
... hence I suggested since the beginning of my post to directly contact aguirRe ;) 
 
If the -epsilon factor has to do with with monster/player clipping hull adjustment, then JPL's post makes sense. I think I now know why sometimes a player gets stuck on some brushwork ingame. It's sometimes not bad brush alignment, but maybe odd hull expansion the player gets caught up on. 
 
Personally I think what you're trying to do is overkill, to be completely honest. How many people are going to appreciate the little subleties of the corridor floor, especially when it's all plastered over by a low-res rock texture?

Maybe there's an easier way to get the same effect that uses less brushes and generates less splits.

Ideally you'd do this in a model editor and then import it into the map and fake collision somehow. 
Necros 
You could make the floor-trim into a func_illusionary. This would make the floor a lot less complex, but there would be little or no visual difference because the floor trim cannot cast a shadow anyway. 
 
i experimented with -epsilon more and the original change i saw didn't have anything to do with it, but rather some change in geometry in another place that affected the spot i was looking at.

from what i can tell, -epsilon does absolutely nothing! i tried with settings of 0.5 and 0.0001 with absolutely no change in geometry.

i think the changes are very subtle and will only show up on a large, completed map.

hence I suggested since the beginning of my post to directly contact aguirRe ;)

yeah, i think i will now that i've had more time to look at it. :)

Personally I think what you're trying to do is overkill, to be completely honest. How many people are going to appreciate the little subleties of the corridor floor, especially when it's all plastered over by a low-res rock texture?

/shrug this is what i appreciate in maps, so it's natural that i'd do it in my own mapping process. subtleties, for me, is what makes a map great. if you walk up to a cliff and you see the edge has been beveled and there are chips taken out of it, that, to me, is far far more impressive than someone just making a flat cliff with a 1024x1024 texture. 
 
Is there a command to force VIS to cut off at a certain distance (which would be hidden by fog)? Can't find my copy of the tools readme :( 
 
hmap2 has -farplane 
 
tuna's fixed version of willem's modified version of aguirre's vis has -visdist #.

yeah, i totally just wanted to type out that line. ^_^ 
Trying To Compile A Quake Map W/ Win7 
And everything seems to be going well except for the old "no textures in game" crap. Yes, I've got a worldspawn key for the texture wad, and I've put the damn wad in the id1 directory, the id1/tools directory (with the compile tools) and in the /id1/maps directory (with the maps) -- no dice. Any flashes of wisdom would be appreciated. 
Win7 
Which compilers are you using? 
Hi Rap =D 
Using Tyrann's stuff at the moment. 
Progress! 
Turns out I just didn't have the entries to the used textures in the wad. Feel free to throw stones or other heavy objects. 
Biff 
not stones or heavy objects, and not to belittle tyrann's tools, but there's really no reason not to use aguirre's stuff.
they are the most up to date.

http://user.tninet.se/~xir870k/txqbspbjp.zip
i have yet to see a more robust bsp compiler.

http://www.quaddicted.com/tools/wvis_20100119.7z
it has multi threaded vis thanks to willem's and tuna's tweaks.

http://www.quaddicted.com/tools/BengtLightColouredR2.zip
mh tweaked aguirre's light to have colour and multi threading while still keeping all the things that made it great like sunlight2, _anglesense, _softangle and delay 5. 
_anglesense ??? 
 
Hi Biff! :3 
I'm glad you solved the issue because I think I was going to be useless in this case. 
 
_anglesense controls how much light lights up a surface depending on the angle it is hitting it.

for example, if you have an omni directional light placed 16 units away from a flat surface, only a small area around the light will be lit up with the light intensity attenuating quickly as you get further away.

reducing _anglesense will make the light care less about the shallow angle it's hitting the face on and light up the surface farther out.

conversely, bringing _anglesense up will make it affect surfaces less unless the light is almost hitting perpendicular to the surface.

this is useful if you have, for example, a spot light that you want to make look 'fatter' but need to keep close to a wall. setting _anglesense low will make it light up a lot more area.

it also makes faking nice ambient occlusion shadows easier.

_softangle is a spotlight setting. essentially, you get more control over spots.
'angle' sets the max cone angle of the light, but _softangle sets the area that will be 100% light (not counting distance).
so you set 'angle' to 90 and '_softangle' to 30 and you get a spot that's very wide, but with only a small bright area in the center with a nice smooth gradient, as opposed to completely blanketing everything in light.

these two settings alone make it impossible not to use the tool for me. i find them way too useful! :) 
Event_lightning 
Hopefully somebody can clear this up. I am familiar with how the event_lightning entity works, as explained on the forge here http://www.quakewiki.net/archives/worldcraft/entity/standard/std2.shtm#1

What I want however, is to have four lightning bolts go off at the same time. So I simply tried setting it up the same way as the first one I made which works fine, however only the first lightning bolt goes off, the other 3 that are triggered to go off, do not.

What am I doing wrong, or what is the trick with the event_lightning entity that I can have four go off at the same time? 
Lightning Bolt, Lightning Bolt 
The chthon lightning is hard coded for one use only. If you want multiple bolts you might have to use the hack detailed here:

http://www.celephais.net/board/view_thread.php?id=37116&start=11&end=11 
Orl Lightning 
Did a map awhile back to show some tricks from the Teaching Old Progs.dat New Tricks thread.
http://www.celephais.net/board/view_thread.php?id=37116&end=100

Screen
http://www.quaketastic.com/upload/files/screen_shots/progref.jpg

Map
http://www.quaketastic.com/upload/files/single_player/maps/progref.zip
.map, rmf and wad file.
Hope it helps 
 
Thank you Preach, I knew there was going to be some complicated hack involved, but you explained it well. And thanks Mechtech for showing me that progs.dat reference map, I'm certain that will come in handy in the future.

Unfortunately, the lightning bolt hack does not have the effect I was hoping for. The bolt only lasts for less than a second, and one of the bolts I set up goes in a completely different direction then what I set its v_angle to.

Regardless, having these bolts appear is just for detail in my map, and in no way affects the gameplay, it was merely just for looks, but I can do without. 
I Ran Into The Same Problem In The Hand 
I ended up using lazers instead. 
 
to make the bolt last longer, make a bunch of relays each triggering the lightning, and being triggered by the actual trigger.
then set incremental delays on each, so the first has 0, the next 0.2, 0.4, 0.6, etc... for as long as you want.

if the bolt needs to last a long time, you could try using a nail shooter logic gate and opening and closing the logic gate func_door to turn on and off the lightning. 
Good Suggestion Necros 
Using the trigger relays, I have managed to get the result I want, close enough anyway. Only problem is the clutter of relay and trigger entities everywhere, but I guess its necessary. :) 
 
you could always just stick them way outside the map and cover them all with a single brush so they don't cause leaks if they really bother you.
i usually just put up with them though. :P 
 
Or just use QC. 
Func_togglewall 
Just curious why func_togglewall set to emit particles is not effected by vis. Ignored in the PVS ? 
 
all tempEntities ignore pvs. that includes lightning. 
 
to elaborate, it probably has to do with speed. i think it's faster to just always draw particles rather than check visibility on each one (explosions spawn a hundred or so particles).

in the case of the larger tempEntities, for example beams and explosions (and chthon lava splash), the area they can travel is quite large so simply testing pvs on the spawn point is not enough. 
Yeah,,, 
theoretically each particle effect could have a bounding box (hard-coded once someone figures out what the sizes should be) and the server could do a pvs check on each effect using the box. effects are short enough in time that it would pretty much work. 
My Old Map Doesnt Work In NQuake 
Hello everyone,

I used to play Quake back in the days, back then i made a map called Battle Zone.
You can grab it here: http://www.quid.dk/temp/battle.rar

It works fine when i play it in WinQuake, but when i load it in nQuake it just crashes with this message: http://www.quid.dk/temp/battle.png :(

Another person tried the map in a clean ezQuake and it works fine there.

Anyone know why? And how i can get it to run in nQuake? 
I've Never Even 
heard of nQuake! 
NQuake 
nQuake is package build on ezQuake, includes everything you need as a newcomer :)

http://www.nquake.com/ 
 
The map seems to be okay, I can't see any conflicts. So it's probably something with ezQuake, possibly a wrong config setting or missing files on the server. 
*something With NQuake 
Seeing how much bullshit it comes with, I'm not surprised that something like this happens. You might want to ask in the quakeworld.nu forums, as the nQuake teams hangs out there. Maybe you didn't set deathmatch 0 and there's no qwprogs.dat installed? 
 
i briefly tried it yesterday and it froze ezquake for me (on Linux). other engines were fine. aguirre's engine reported no exceeded limits. so I would suggest turning to the ezquake developers. maybe check what other qw engines do,eg zquake or fteqw. 
 
I tried it now in a clean install of ezQuake and it works fine, so i guess its a problem with some of the settings or addons for nQuake :( 
Netradiant Help Plz 
How to select entire func_?
How to flip clip plane?
How to make cloned brushes shift 
 
To select the entire func select one brush and press ctrl+alt+e. Don't know what mean about the other things. Shift cloned brushes, with alt+cursor key or what? 
 
to flip the clipping plane with 3point clipping, in sikkpin's qe3, it's ctrl+enter. it's probably something similar in netradiant. 
 
I meant how to make the cloned brushes offset when you press 'space'. 
Byte Packets 
FitzQuake - Warning: 1034 byte packet exceeds standard limit of 1024

What is this telling me that I have done wrong?

(Pulling the mothballs out of FMB-BDG) 
Overflow 
This is the more informative fitzquake version of "Packet overflow". Fitzquake itself isn't hampered by packet overflow (in single-player, at least), but it sends the warning to let you tweak things for other engines. The usual fix still applies - reducing the number of updates at once. 
Radiant And Win 7 
Is there a version of Radiant that works with Win 7? It seems like the last couple of times I've gotten the urge to make stuff for Quake, Radiant has had funky issues where I had to change my graphical settings in Windows just to get it working. 
 
All you need to do is disable visual themes (=Aero) in the compatiblity tab. Netradiant does it automatically - try if it works for you, I had some issues with it and stayed with 1.5. 
 
how do you light compile a bsp model for quoth? 
One Way 
There are lots of ways of doing it, if you know how to do it for hipnotic then that way still works. The external model supports allows for another way which I think is easier, and I'll explain that one now.

Create a new map file and build your rotating bsp model in it. Think about where you want the centre of rotation to be for your model, then move the brushes so that the centre of rotation is at the origin of the map (0, 0, 0).

Then compile your map as rot_mdl1.bsp. Return to your main map and add a point entity with classname rotate_object_point. Set the model field of this entity to maps/rot_mdl1.bsp and then compile and run the main map*. You should be able to find the rotate_object_point you just added and see the rotating model you built in fullbright.

All that remains is to open the rot_mdl1 map file in your editor and add some light entities around it, then recompile it. It's up to you to make the lighting believable, bearing in mind that your model will rotate, so keeping it fairly flat is advised.



* Question for the floor: Is maps/ the right folder for external bsp models to live, morally speaking? The guide puts it there because it's simple, where the compile process naturally puts maps. This makes it easy to compile it, check the lighting in-game and then adjust and repeat. But I think there's a case for these models to belong in another folder for released maps, either progs/ or a new folder like mapobj/. 
Thnx Preach 
I somehow forgot that you dont even need to seal the map for q1 light, unlike other games. 
Preach 
I'd say maps, even though logically it could go somewhere else - just because its the standard format that the majority of editors use. 
 
i just leave them in maps because i'm lazy. 
Also... 
id software put their item boxes in /maps 
Q3map2 Issue 
How to force q3map2 to keep samplesize at 16 on huge planar surfaces?
No, tessellating them wont help, it still bakes all them into one 128x128 lm texture. Cant make the slices non-planar (think of a square, it must be flat). Not using -meta is not an option (or other stuff wont work).
-samplesize 16 doesnt do anything either.

If its possible at all... 
 
How about tiny differences in texture alignment? Like 0.0001 unit shifts to prevent merging? 
Ikbase To Hlwad 
Using worldcraft 3.3 I'm trying to convert ikbase to hlwad but I'm getting an error saying "texture too big - shrink it".

Not sure why since none of the textures are larger than 256 pixels?

Could the fact that worldcraft has to be in the program files folder which in Vista has strict rules about creation new files? 
Metlslime 
Tried it, doesnt work. Q3map2 assigns lightmaps coordinates regardless of diffuse textures coords or names. 
 
maybe it's just a wonked out error message, and it's actually stumbling on the small 16x128 textures?

apart from that, are you trying to directly convert it from .wad to .hlwad or are you exporting then re-importing?
if you're doing one, try the other, etc...

i think hl wads, each texture is supposed to have it's own palette? not sure about that one. 
 
Thanks. Exported the textures then imported them into a wad that worldcraft was already using and the textures show up fine. Didn't have to do that in my old installation of worldcraft with ikbase... but whatever :) 
KamiKaze 
The error message it pops up typically doesn't have anything to do with the error - there's a log folder inside that tells you what really went wrong.

Lots of people have problems with that tool. 
Worldcraft! 
I have a 'clean' install of worldcraft3 and wc3adaptor and when I'm opening a .map from the Quake map sources in Worldcraft I get misaligned textures! Anyone have a clue what might cause this?

screenshot 
Yeah 
WC uses Valve 220 texture protocol, or some jaz like that, and yeah - doesn't support standard .map texture format.

You need to find some .rmf sources, or use WC's awesome texture alignment to align the textures......

Kinda sucks in that respect, WC. 
3.4 
Is there a reverse-mapconv anywhere? One that takes Q1 format maps and spits out the valve version with the added texture info? 
 
Couldn't he use an earlier version of Worldcraft? 
Hmm 
could try select all and then open the face edit box and align all to bottom left, as a quick and dirty fix.

There might be a few faces you then have to edit by hand to get looking right, but that should fix most surfaces in the id maps as they are not too complex.

if you can find yourself a copy of worldcraft 1.6, that will load the map files with correct texture coordinates as others have mentioned. 
 
That's weird, but if there is nothing actually wrong with the map and the alignments are "fixed" to look correct in this editor, will they still look right when seen in the game? 
Hmmmm 
OK. All the .map file texture info has to be passed on to a compiler before the map becomes a .bsp.

Now, the modern compilers we use support Half-Life texture protocol (because awesome people made us awesome tools since '96).

The original id1 .map sources have id1 texture protocol info inside them. If you compile those sources with a COMPILER then they will come out just fine.

BUT

If you load those sources into WC3.3, it doesn't know how to handle the id1 texture info, so all of the textures just become misaligned, or aligned to a 0,0,0 world grid.

If you then export a new .map file from WC3.3, then you are overwriting the original source. Just to clarify, when you import a .map file into WC3.3 you are changing it's format to .rmf. WC3.3 has to export from .rmf format, back into .map format so you have something which the compilers can then make into a .bsp.

The reason for WC3.3 having different texture protocol is because it allows a much more functional texture-lock feature (i.e. the texture lock actually works(!)). 
To Clarify: 
If you use 1996 vanilla qbsp.exe to compile your map, and it is id1 texture protocol, it will work fine.

If you use 1996 vanilla qbsp to compile a WC3.3 .map, it will throw an error (Erk! I dont understand Valve220 texture protocol)

If you use Y2K+ qbsp (e.g. txqbsp, treeqbsp, hmap2 etc), then they look FIRST at what the protocol is, and then they will compile accordingly. 
An Experiment For The Less Busy Than Me: 
1) Install WC1.6a, and WC3.3.

2) Load an original .map file into 1.6a

3) Save it as .rmf

4) Load then new .rmf into WC3.3

5) Have a look at the textures in the map

Are they still misaligned?

I don't know the answer to that question, hence the need for the experiment. 
Experiment Success! 
Above steps worked Ricky, thanks :)
Couldn't install wc1.6a on win7 though. 
Model Limits Exceeded 
256 Models exceeds standard limit of 256.

My current map just generated this error.

4820 brushes, 1476 entities.

Exactly which entities count toward this limit?
Is it only brush based entities like doors and such or does it include some of the point entities like path_corner or trigger_relay.

I don't have a lot of doors and lifts, but there's a lot of triggers and counters and relays. 
Models Are: 
Triggers
Buttons
Doors
Trains
Func_walls

Basically anything which is an entity, which is made from brushes.

I think that func_illusinaries are NOT classed as models, but I could be wrong.

I think that the map also counts as one.

I forget.

Fitzquake 0.85, Darkplaces, AGlQuake, DirectQ etc all allow for more than 256 bmodels. My current map has well over 500 ;) 
Models... 
every entity made out of brushes in your map is a unique model and counts towards the total. This even includes triggers since they have a brush.

On top of that, every unique external model file used by the level (*.mdl, *.spr, and *.bsp for the ammo boses) is counted once. So 10 ogres that use ogre.mdl, will only count once. (But then there is the ogre head too, so that's two unique models.) 
A Tip 
for func_wall or func_illusionary etc bmodels, you can have multiple brushes inside the single entity. So for example if you have say 20 brushes in a room that you want to be func_illusionary, you can select them all and create a single func_illusionary that will count as 1 bmodel. Instead of 20 seperate func_illusionary that will count as 20 bmodels. 
 
Thanks metlslime and RickyT23.

I was confused because bspinfo was telling me 193 and I thought I was safe.

I just now added up all the brush based entities, including illusionaries and one worldspawn (as reported in Netradiant) and I get a total of 193. The difference is obviously the monster/ammo/item models. I would assume the torches count also (one per type?).

And thanks Daz, that's a good tip. I should be able to trim the count a little bit by doing that.

I know it's not a real problem to exceed this particular limit, but I'm trying to avoid it if I can. 
A Word Of Caution 
When adding multiple brushes to a single func entity, visibility has to be taken into account. For sometimes, if a good portion of such a func is in a vis-blocked area, it's possible that the whole entity disappears when looking at some of its brushes from a certain angle (outside the room). At other times, it may just render everything regardless of the surroundings.

Multiple-brush illusionaries can easily cause "too many efrags" warnings, so you may want to make sure they are not too far apart. 
 
"When adding multiple brushes to a single func entity, visibility has to be taken into account."

Yep, I ran into this problem trying to group some DM spawn pads into one func_wall. In some spots they would disappear even though they were in plain sight.

Oh well. I was still able to eliminate a lot of models just due to re-evaluating how I was doing things and combining some stuff.

Also, last night I was testing with Reaperbots and got a Movetype_push error. I did a little checking and found a bunch (like 5 or 6) brush entities with no brushes. I'm not sure where they came from but I don't think I put them there. I suspect some bug or quirk in Netradiant or possibly I'm doing something wrong.

Anyway, that freed up a few more models, so now I'm down to 239 total which will hopefully leave enough to finish this map. 
Brush-less Brush Ents 
Yes, sometimes Radiant doesn't delete the entity correctly when deleting the brush. No idea when then happens, or if a certain action has to precede it. There's an "ungroup" option. Such rogue entities can be removed by going through the entity list (L) and looking for brush-based entities without a ">" icon next to it.

Bengt Jardrup's engines and possibly Fitzquake show a warning in developer mode if such an issue is present. 
Worldcraft Also Does That 
Sometimes. IT allows you to select the problematic entities via the 'check for problems' dialogue, then I just delete them with the delete key :D 
In WC 
It happens when you add a brush entity to another (combining them). Doesn't happen when you just add brushes to an entity. 
Modern engine should fix the flicker problem with large func_s. It was disussed and solved at i3d, I think, long ago. 
 
Is it possible to have a monster clip or any way to contain monsters to a specified area? In Quoth or with engine mods maybe? 
In Id1 
A trigger monsterjump will do it, with low values.

There are a few other, possibly cleaner hacks that can do it - for example cutting a 16 unit trench in the floor, then filling it with a func_illusionary will stop monsters from walking over it, since it interrupts their navigation. 
Solid Skies! 
My skies end up solid, i.e., rockets explode! What could be wrong? I use tools from http://user.tninet.se/~xir870k/ and GTKRadiant 1.5.0. 
Ijed 
Oddly knights, hellknights and dogs walk over even a 32 width x 32 depth gap, even though they don't walk down a 32 high ledge.

Trigger_monsterjump 10\10 does the job, but they get stuck for a bit. 
Hm 
I was only remembering, now we use progs for that sort of stuff.

Want an (unpaid) job?

http://icculus.org/remakequake/forum/index.php

If not, then your only recourse is an altered progs - no doubt Preach knows a decent way of doing things in id1. I managed it once under Quoth, but as I remember it was very limited and only with melee enemies. 
MoonDrunk 
I think that's an engine issue. 
 
Nonsolid sky: Txqbsp does it automatically, Treeqbsp needs the -transsky switch for it to work.

'Monsterclip': Low trigger_monsterjump works just fine, but 10/10 sounds a tad low. Experiment with the values - so that the monsters don't get stuck, but don't visibly jump, either. It's not a perfect solution, but it does the job. 
 
I guess I should have tested it in another client as it seems that DarkPlaces always have solid skies :(

Btw whats the difference between Txqbsp and Treeqbsp and when is one preferred over the other? 
 
first, i'd use neither, unless you are talking about aguirre's versions of those compilers. second, txqbsp is better iirc, since aguirre spent more time on it. i've noticed it seems to handle complex brushwork better but that's nothing concrete. 
Moon 
Make sure you have all the faces of a sky brush covered in a sky texture. 
 
Find LordHavoc on irc.anynet.org and tell him :-P

Tx vs Tree: Tree always worked well for me, but I agreed to switch to Tx when it came time to choose a compiler for BSP2, simply because everyone else seems to use Tx and I wanted to avoid an unnecessary conflict. Greg lewis did good work with Tree but MH said the code was pretty messy when compared to Tx.

Tx compiles all my maps fine, and the BSP2 version compiles all RMQ maps just fine and supports proper bmodel rotation as well.

I guess the BSP2 tools should be in the RMQ Demo 3 as well as the engine, but we should make it clear that these tools / that format is experimental. 
Yeah 
But they are things that the community has been wanting for a long time - "no limits" mapping with colored light support, proper rotation (qc dependent) multi-threading as standard and a few other features.

See no reason not to include them, even though they are beta. 
Woot 
mh mentions on his blog that high resolution lightmaps are becoming a possibility in Quake due to some new tech he has written.

Just wanted to say FUCK YES PLEASE to that, the sooner the better :D 
Oh Yeah 
Forgot about that one. 
 
I appreciate the dry humour there. 
Stop The Fighting Start Uniting! 
Is there any way to stop Quoth monsters infighting? I know knights of any kind wont fight each other, would like to have base monsters behave the same way and dont agro at their enforcer brothers. 
Don't... 
.. put them in the same room :P 
Netradiant - Cant Load Textures 
Im using netradiant to map for quake1 but i cannot find away to load a texture directory. What does work though is if i load a map and have the textures available at the correct dir on disk. Then the textures for that map is loaded and i can use those. Am i missing something in a cfg file? 
 
Netradiant looks for wads in
quake\ID1\ 
NetR 
Thx works like a charm now 
And Also 
If you mean when the map is compiled and played the textures aren't there, you need to make sure the texture wad is listed in the map file so bsp can find them. NetRadiant doesn't add this automatically like Worldcraft did. It goes in entitiy 0, like this:

// entity 0
{
"classname" "worldspawn"
"message" "Wishes 2011 Edition"
"worldtype" "0"
"sounds" "10"
"wad" "c:\quake\ID1\rk_quake.wad;c:\quake\ID1\quake101.wad" 
Trigger_counter Doesnt Count... 
I have 2 ogres that target a trigger_counter. There is a hellknight in that area also. Sometimes the hellknight will kill one of the ogres and then the trigger_counter doesn't fire its target. What causes this and is there anyway to fix it short of removing the hellknight? I can't make the HK target the counter also, because it's already got a path_corner target. 
 
are you sure it's not firing it's targets?
the counter code will always fire it's targets, regardless of who the activator is, but it's only the message that doesn't print if the activator isn't a player. (so if you're firing a relay with a message, the message on the relay won't display either). 
Cooperative Effort 
Quoth offers a way round this if you turn on the broadcast flag on your trigger_counter. Broadcast makes the counting message appear to all players connected to the server (the default behaviour only prints the message to the player who got the kill, hence no message to anybody if a monster gets the kill) and is designed for Coop. Happily in single-player the only difference it makes is to fix the above abnormality. 
It May Just Be Some Random Quirk... 
I've run into a lot of odd stuff over 4 years of playing around with this level. So I'll test it some more before I throw it out completely. It's not the messages, they're turned off.

There are two Ogres that (are supposed to) fire a trigger_counter once both are dead. That trigger_counter then activates some Scrags (3), which (via a second trigger_counter) open a Door - once all three are dead.

It's pretty obvious when the door doesn't open, it stops any further progression.

I prefer the effect of the HK at that spot, but I'll probably change it to an ogre to avoid any in-fighting issues just to be safe. 
Checking 
So do the scrags activate? What happens when you kill them? 
 
Quoth supports target2, target3 etc fields, so you could make the HK target the counter as well.

A hacky workaround for situations where things don't work if the activator is not the player - usually centerprint or waking up other monsters - is putting a large activatable trigger (info_notnull hack) in the area and make the counter fire that. It'll activate the trigger which is then touched by the player and everything's fine. This isn't necessary for opening a door, though. 
Monster Path + Tager 
By the way, in case someones didn't realize, monsters on a path can still fire a target upon death as long as it's the same targetname as the path_corner they're initially linked to. 
Trifecta 
And in a case like Rick's, a trigger_relay with the targetname of the monster's path_corner which then fires the counter. 
 
The scrags have never failed to trigger the door (bridge). Here's a screen shot of the area in question.
rick0001.jpg

So this morning I try like 10 or 15 times always getting the HK to kill at least one of the ogres and the scrags got activated every time, no failures.

I didn't know the HK could also target something and still have a path. That's actually how I wanted it to work in the first place.

Player kills HK, ogres get mad and come to attack. Player kills ogres, then here come the scrags. Player kills all the scrags and then the walkway extends.

I will try it that way first. I don't really know what to think since I can't seem to make it fail now. 
 
that happens to me sometimes-- i'm trying to track down a bug and i get so into it, i either fix it without noticing or the problem was caused by something else entirely. 
Mapping In Linux 
Sorry for posting this out of the blue after not posting anything for ages and expecting help :)

I've been thinking that it's about time I tried to finish up a couple of my old maps since I did a lot of work on them and they were not far from completion. Unfortunately, Worldcraft runs like ass on my Windows laptop for some reason and I'm mostly using Ubuntu now anyway so would prefer to stay in Linux if possible.

Since I converted mostly over to using Ubuntu I can't easily use an editor that I would like, and in fact I don't even really know which editors can be run in Linux. Today I wanted to use Photoshop without having to boot up my Windows PC so installed Wine, which led me to trying to run Worldcraft. So far I haven't been able to get it working properly (1.6a has direct3d issues, and I can't get Quake Adaptor installed because it checks the location of the WC install and won't let me continue) and was wondering if anyone here had any suggestions for Linux mapping. Should I just suck it up and try Radiant (does it work for Q1 in Linux?) or is there an easy way to get WC3.3 or Hammer working?

I always wanted to make my own editor to be honest, but I don't really have the time, skill or patience to do so :/ Would be really awesome to make one for WebGL like Warren attempted some time ago. Unfortunately, the intel graphics card on my Thinkpad isn't recent enough to support WebGL :( 
 
Quest of course! Seriously though, a linux build of GtkRadiant 1.5 or Netradiant would be your best option. I think Netradiant has pre-compiled builds for download so you should probably try that first. 
When You Install WC3.3 
You need to set the installation path to:

program files\worldcraft

instead of:

program files (x86)\worldcraft

Then it should work. 
 
just a shot in the dark, but willem made toe tag for the mac and it's open source. maybe you can compile it for linux?
http://www.wantonhubris.com/toetag/ the ui is very different from both WC and GTKR though, so it can be hard to get used to. 
Looked Good IIRC 
 
 
Radiant is the typical choice for mapping under Linux, and Netradiant is the most up-to-date and bugfixed version. Works like a charm. 
 
Definitely Try Netradiant 
Until last year I had only used Worldcraft, but then I switched to Netradiant and have never looked back. I remember it took about a week to get used to it.
I doubt I could even remember how Worldcraft works now.

I have a map that's closing in on 6000 brushes and it still runs smooth with XP on an old Athlon 64 3400 with 1 Gb of RAM. 
Thanks 
I've been doing lots of programming lately (javascript+canvas) actually, so ended up not doing any mapping the other day, though I did manage to get Worldcraft 3.3 working properly in Windows XP, so maybe I will just use that.

The problem I was having with setting it up in Linux was the installer for QuakeAdaptor wouldn't allow me to install in any place other than program files/ and even though I was trying to install there through Wine, I think it somehow knew that the actual path was different. Maybe I can copy the files from Windows and get it working properly. 
That Might Actually Work You Know :D 
Not that I have tried it, but I think you can run WC from a USB stick for example. 
Map Analysis Video 
I've put up a 1 hour video on my yt where I look at an unreleased hl2 single player map I worked on some time ago and talk about level design shit. Might be interesting to some of you guys perhaps http://www.youtube.com/watch?v=k7FZAuWfNNg 
 
Issue with Quoth Delayed spawn. With some larger spawns (dozens of mobs) it sometimes doesn't auto wake them. I even added a relay to retrigger them but it still doesn't wake them up... thoughts? 
Psychic Debugging 
I'm going to channel Raymond Chan here, are the hordes spawned by the death of other monsters? Like waves once a certain number die? 
 
Trigger multiple -> Lightning trap -> Trigger once -> relays 
 
It's a bit odd all the other fights seem to work fine. This particular spawn however is spawning both a zerg in a spawn room that then come through teleporters AND a bunch that spawn right next to the player. If they are not waking you don't notice because they aggro you anyway :p 
Activator 
So the lightning trap is shooting a hurtable trigger_once during this sequence? Because I could see that setting the wrong activator and so not waking monsters up. One test of this would be to replace the hordes with just a regular monster whose back is turned and see if that trigger will wake them up. If this monster also fails to wake then read on to find out the problem...

The concept of the activator is a fairly opaque topic in quake mapping. When an targetname event gets called, one of the entities in the game is designated as the activator of that event. If the trigger was a touch trigger then the player who touched it is the activator. Similarly relays propagate the activator of the original event.

What about when the trigger is driven by damage? Well, the QC has to work a bit harder to get this right. If the damage was done by a player rocket, naive code might make the rocket the activator. Really what we want is for the owner of the rocket to be the activator, which is why T_Damage takes two entities: the inflictor and the attacker. In this case the rocket is the inflictor and the player is the attacker. The concept of the attacker is also needed for correct ai and kill message attribution.

So I'd guess that the problem is that the lightning trap is being identified as the attacker and therefore becomes the activator. Lightning traps don't use their activator as the attacker, self is the attacker (mostly because the lightning uses the thunderbolt attack function which doesn't distinguish between inflictor and attacker). This is typical for trap shooters though, spike shooters would behave in the same way. 
Activator Fix 
Forenote: Bear in mind that if any of the monsters from a horde spot the player, they will wake all the nearby monsters which will overwhelmingly reach the whole horde. Be careful of false positives in your testing.

There's actually a much more common source of activator bugs in maps, which I think have been discussed recently: monster kills (I assumed this was the issue at first). When a monster fires a trigger on death, their killer becomes the activator of the event. Usually the player does the killing but infighting can ruin it! So it's doubly worth looking at how to fix activator issues.

One suggestion would be just change this crazy QC stuff so that monsters who are activated always attack the player regardless of who caused the activation. I don't like this fix because it only works in single player. In co-op you might have multiple players, so you have to decide how to sensibly pick one for monsters to attack. Even if you think you've fixed this, what about if there are no players!

A simple fix on the mapping side of things is to make sure that events to wake up monsters are only bound to things that players can do, like touch triggers, buttons and item pick-ups. A lot of the time this is reasonable and worth bearing in mind. I don't think it's ideal everywhere though; if you imagine a climactic arena fight with multiple waves of spawning monsters, it might destroy the intensity if the player gets to press a button at their leisure to restart the combat.

So in these circumstances I would recommend a new pattern: Use the trigger event which may have the wrong activator to spawn a trigger_once over the combat area. Make this trigger_once target the monsters on touch. Since touch triggers only fire on players you can be sure the monsters will have a valid target. There is no chance in co-op that the monsters will go after the player who is AFK over the one in the arena. If no players are in the server, we just wait for a player to enter the area. 
Yes 
i ran into this problem back in ne_tower.

you could try making a giant info_notnull trigger_once in the area the player will be in that is only turned on when the lightning trap hits the trigger once, and have THAT trigger target the relays and monsters. this way the player will be the activator. 
Heh 
i should refresh pages before posting. -_- 
Addendum 
There is no chance in co-op that the monsters will go after the player who is AFK over the one in the arena.

Reads better as:

There is no chance in co-op that the monsters will go after the player who is AFK in spawn ahead of the one in the arena. 
Oh Yeah! 
For once my verbose answer is in before Necros' concise one! 
Haaah 
I love you guys!

(did I already post this?) 
Apparently Not 
 
 
I think I've fixed it, ta guys 
 
Hah just after typing that I played it through again and both major horde sections broke, grr :p 
 
Battle not with monster activation issues, lest ye become a monster. And if you gaze into the void, the trigger_hurt gazes also.
- Preach 2009 
 
Sod that I was planning to release an alpha of this bloody thing today! :( 
 
anything that stands in the way of horde gameplay is a good thing. I wonder how great rage could have been without it. 
 
you mean, any bit of the game with the mutants? :P 
 
Guh it is actually not working just with a straight trigger now. Monsters spawn but don't aggro. grrr. 
 
I've reduced the spawning down to a single trigger the player walks through, and waves are staggered by doors in front of different groups... but it's only waking about half of the monsters anyway. Added multiple triggers in a line, or a single trigger multiple the player sits in and fires every few seconds, still isn't doing anything. Bit confused :p 
ZQF 
This aint a fix, but:

You could just normal monsters with the spawned and alert flags. This way you have 100% control of where and when they spawn, its easier to implement skills etc. I dunno if that would work in your map, but its an idea maybe :S 
 
Yeah I'll mess around with how they are activating... I think I've worked out one factor that's causing trouble, some groups still had different spawn delays, and I think that was causing some telefragging and messing things up :p 
Worth A Look 
Even if you do get it fixed, do set aside a copy of the map how it is now and send it to me sometime, I can check there isn't a bug in the code that way. 
 
there's horde gameplay in rage?! :D 
 
My conclusion is it is the spawn delay that is causing the mobs to not activate on spawn. I created a set spawned by the same trigger, two with no delay and two with ten seconds, first activate the second don't :E 
 
isn't the auto-wake feature broken in quoth2? i know it definitely is for the horde spawner. 
 
This so far is the only time I've had trouble with it :E

The reason I've been using it so much at this stage is because when I first started mapping I didn't realise that triggering a monster woke it up, so I didn't know I could have everything in an external closet prespawned. I was learning how to build levels whilst working on this project so it's a huge mess of shit I know how to do better now :/ 
Patches 
I thought that it was broken in the original release but the 2.1 patch fixed that.

If you could produce a minimal map which exhibits the issue that would be much easier to diagnose. 
Finally Isolated It 
It's a combination of the delay and telefragging. If a delayed mob telefrags one already spawned, then any other mobs triggered by the same action but yet to spawn (and other mobs spawning at the same time but NOT involved in the telefrag) no longer spawn alerted.

Now I'm aware of it it shouldn't be something too hard to get around, just means being less sloppy about creating spawn closets, but for you to observe it Preach:

http://www.zealousquakefan.com/junk/delaytest1.bsp 
Cool 
So if you can guarantee that no telefrags occur, the alert-spawning will work fine?

Looking forward to your map, ZQF :-) 
 
This does explain why it was only affecting one fight, because of the three big fights I used different methods to make the closets :E 
Bug Report Accepted 
 
 
Is it possible to have so many entities that Quake C just starts to fall apart a bit? 
Well 
The most obvious way that too many entities can cause problems is if you spawn more than 600 on a standard engine. That causes an instant crash to console though, which is in my book not falling apart "a bit".

If you had enough monsters going at once you might be able to cause noticable framerate slowdown from the amount of ai being calculated, but I think on modern computers you'd be more likely to hit the former limit than the latter.

The most likely falling apart I think you'd see if hitting packet limits. Over a network the server has to send out packets of updates to each of the clients. If too much is happening at once, the packet becomes full before all the updates can be packed into it. This is called packet overflow.

When packet overflow occurs then sounds can fail to play, and entities or particles may not draw. It's worth noting that although this problem is rooted in the network code, it still occurs in single player. Standard engines still have a client and a server in a single player game, the packets just get sent internally. Fitzquake among others has more sophisticated handling to avoid this problem in the SP case.

Anything sounding like the issue? 
 
Not really. I was getting some odd behaviour (including the aggro issue) but after recompiling it went away again. The map has nearly 3000 entities, due to the monster sets between easy/normal and hard being almost completely different and a lot of relays and triggers and togglewalls etc.

Just a thought that I might be pushing it too far on having so much stuff trying to run at once... but it isn't actually causing any frame rate issues, so perhaps again just some flaws in the entity setup I haven't noticed yet. I'll keep quite until I've found something more concrete and reproducable. 
Activator 
Uh, who's the activator in a logic gate? Here's a button that triggers a spikeshooter with two shootable triggers in front of it. First one is supposed to show a centerprint, and is killed at some point to let the spike pass through to the second one. No message is displayed. 
 
Ok, so the spike becomes the activator. Crap, now to add complicated workarounds. 
Yeah... 
a common problem unfortunately :( 
 
play a global sound? 
 
Would like some suggestions on how this area could be lit and such. Going for an 'dark, cavernous and unused for years' kind of feel :E

http://www.zealousquakefan.com/images/base_ep/zqfbase_ep8.jpg 
 
strong but isolated spots casting tons of long spooooooooooooo... ...oooky shadows. 
Lighting 
 
Despite cavernous theme, put more light sources in? Especially along the main walkways. It's not lit well enough. Use delay 5 / wait 0.5 to make light reach further.

"Dark" doesn't work too well in Quake. You have to use pretty powerful light sources to get anywhere. In the end it is a game and the player has to be able to see something - it has to be functional.

Try using equipment as light sources, too - slipgate "powercubes", mobile light props, computer screens and so on.

Use spotlights.

You can also use e.g. candles and fire in base maps as light sources, you just have to make their presence look plausible. ^^

If all else fails, destroy the ceiling and let some sunlight in... only in certain places of course.

Crashed spaceship's thrusters as light sources / traps. Fire and debris. Burning barrels. Anything that gives off light (perhaps coloured) and looks plausible. A blaster test station. Laser traps. Car lights. 
Duh 
that was posted by gb, @ zqf. Sorry. 
 
Is there a key for increasing the radius of a spot light? :E 
 
By radius I mean the radius of the cone they project :) 
 
angle? 
 
Doooh I'm a dumbass I tried _angle :p 
Lightplaces 
One tip which works from an engine point of view and is occasionally realistic too: you can make lots of your map dark and still playable if you light the floor. Entities like monsters take their lighting value from the floor below them. So if you need them visible but still want to create some contrasting dark areas of the map, make the floor the first thing you light. 
Had Another Go: 
Thoughts? Still got a tiny bit of fog to make the tunnels look deeper :E

http://www.zealousquakefan.com/images/base_ep/zqfbase_ep9.jpg 
Scale 
Hi, I'm wondering what's the optimal scale for a 1v1 QW map. E.g., Quake 3 would be 128 units wide, and Warsow would be 160 units wide. Playing QW maps in Warsow makes you feel like a giant, so I think it'd be pretty small. 
 
q3 scale is probably a safe bet. 
 
Alright thanks. Well I can probably figure this out, but what are the player dimensions, like width/height, jump height, jump distance, etc.? Also is there any other dimensions like this worth knowing? I looked up the LG is 600 units long, and the RL & GL have a 120 and 160 unit splash. 
Er 
64 units is the lowest ceiling you can fit underneath.

16 unit steps are OK, but 8 unit look better 
 
Yeah, I see a lot of 16 unit steps, what's the deal? I assume that's also the max step height? 
 
yes, a 17 step will stop you dead.

i think jump distance is like 220~ units? madfox posted them a little while ago, iirc. 
More Metrics 
the largest gap player cannot fit through is 32 units wide -- this goes for holes in the floor and for doorway width

player eye level is 48 units off the floor

player can jump up onto a 40-unit-tall crate but not 48.

you can fall down from about a 256-unit drop without taking damage (assuming you just walked off the edge and didn't jump.) 
 
The minimum water needed to swim is 29 units, the highest ramp jump I've done is 128 units. 
Helpful Reference 
Also, for steps, I found that monsters have stricter requirements than players, and smaller monsters (grunt) can walk up steeper stairs than, say, fiends. i.e. the step width also matters.

I wanted to make staircases that fiends/shamblers/etc. could chase the player up or down, and ideally the stairs would be as steep as possible. I'll post the metrics I found when I can fire up Quake. Not sure if this is common knowledge or if I was screwing something up? 
Er 
by width, I meant the dimension that determines staircase slope 
Qw 
you should just play Aerowalk to get what scale works well in qw 
Jump Distance 
Horizontal jump distance is something you have to be careful of. The quake player physics allows you to go gain lots of speed through bunnyhopping and use aircontrol to speed up during the jump. So testing the jump by holding forward and leaping may not be enough. 
NetRadiant : Darkplaces Vs Quake 
I'm using NetRadiant and trying to get started with mapping. I'm using the Darkplaces engine and have no interest in supporting other engines - what's the difference between choosing Darkplaces and Quake at the initial game selection screen?

Also, if I pick Darkplaces, where will the editor expect wad files to be located? dpmod instead of id1? 
 
wad files are only for editing maps. once you compile a map, the textures you've used get included into the bsp file. 
Staircase Step Dimensions 
I found the safest dimensions for steps are 8 units high, 16 units deep steps: any monster should be able to walk up or down them.
12 units high, 16 units deep steps: grunts can walk on them, fiends can't. 
Huh? 
Fiends can't walk up 16 unit high steps? I know they get stuck easily from lack of height and width, but I thought everything could climb 16 unit steps. I've almost always used 16 high x 32 deep. 
They Can. 
But sometimes big monsters have problems if the steps are not broad enough (floor). 
Yeah 
I made a test map just to check. The fiend has no trouble "walking" up or down 16 high steps, but when jumping in the up direction, he usually goes nowhere but straight up (no forward movement). Jumping down is no problem. Maybe they jump better over 8 high steps. I try to avoid steps and confined areas where fiends are concerned, they tend to get stuck too easily. 
Problem 
My triggers triggers the wrong targets! For example my t31 triggers t32! Any suggestion what might be wrong or where I should start looking would be great as everything seems to be set up correctly as far as I can see? I'm using GtkRadiant 1.5.0 and I'm messing with e1m1 from the original map sources.

BTW I also get solid trigger brushes in-game for some reason, probably connected to the above issue. 
 
yikes... i never thought people actually used the auto target/targetname system. :S
it can be very helpful to give meaningful names to your entities to help keep track of, not only what they are, but what areas they belong to and such.
anyway, that aside, what are your triggers triggering? without more info, can't really say much.
i'll hazard a guess and say it's probably auto linked doors. try putting the DOORS_DONT_LINK flag on doors that are triggered but near to other doors. 
Solid Trigger Brushes 
Compiled with -onlyents, am I right? run a full bsp process. 
Problem Solved 
Found it! I had an old ent-file in another directory that screwed things up! As I had named the edited file the same as the original (e1m1), DarkPlaces found it! But as I haven't changed any of the triggers or entities in the map I'm still confused why it screwed things up as the ent file works with the original e1m1 map? 
Indexing 
The cause is likely that you added a model to the map! The ent file records an index for which of the brush models to use for each trigger*. If you altered the list of models by adding or removing one, then the model entry for trigger t32 in the ent file might end up pointing to the model for t31 in your recompiled map.


*NB for those with technical know-how: this is not the modelindex field in this case. Brush entities in a map have the model field set to e.g. "*20" if their model is the 20th one baked into the map. 
Virtus Deathmatchmaker 
the maximum distance that a player can jump and not fall into water,lava or other traps:
225

the maximum distance that a player can jump straight up and get up to another object:
42.5

the maximum distance that a player can fall and not be injured:
275

The minimun gap in floor spacing, slatted bridge, or floating squares of lava:
35

The maximum height that a step can be before the player must jump:
17 
 
since the 35 is wrong, i suspect some of the other numbers too... 
Yes 
Max fall height is 256. And why should it be 42.5
Rogue Tris 
While trying to optimize a map to bring it under the marksurfaces limit, I encountered (and bit my teeth out on) a perculiar area where some seemingly random face splitting occurs. Shot - the grid-like stuff next to the kights.

There's no indication where it could originate from, no intersecting brushes or anything, and the tris even reach into an adjacent room through the wall (there's a doorway at the end of the corridor). I can't seem to get rid of it. Tried upscaling the texture, splitting the brush into smaller chunks, even trisouping it, moving it to the end of the brush cue, but all to no avail. It does go away if I block out parts of the map with a giant brush (to speed up QBSP), though.

I don't expect anyone to know a magic cure; this is mainly supposed to be a wtf bsp post. The whole deal with marksurfaces (and their optimization) is quite obscure. Seems to be more about experimentation than logical conclusions... 
 
i posted something similar a while back: http://necros.slipgateconstruct.com/temp/split.jpg

those were all pre-split tris (ie: planar by definition) yet bsp split the thing in such a strange way.

if that was a non-planar area, i'd say try messing with -epsilon (check out aguirre's readme for what values) but i doubt it will help you because that floor is completely flat.
you could try that offset texture by 1 unit trick, but that's not really solving your problem, just forcing bsp to do something else. 
It Should Be 43, Because 
I just replicated the messures from the Virtus DeathMatchMaker, so first I thought the grids had different scale.
Quark let me jump poly's 42.5 height.
Even 43 units will do, but 44 blocks.

Maybe the vert meshes appear because of the reach to integers? :P 
Btw... 
I recommend r_drawflat to see actual surfaces instead of tris 
 
is there a program out there that will let you feed in map files which contain only small pieces of a map with maybe 'attachment' points of some kind and then let you just snap them together oblivion construction set style and then just compile it all up into a single .map file you could load in any editor?
that'd be cool... 
 
dzerdwfvgftucxwfgyhgd 
Quoth Polyp Dies On Sight 
As soon as he sees player he goes activation anim\sound and then just vanishes, technically dying, adding to the killcount. What could be wrong? 
 
Does it spawn on a moving func by any chance? Sometimes this screws up and monsters block it for no apparent reason. 
 
They spawn on a solid. Probably incompatible with q3bsp. I guess I'll have to live w/o them, oh well no one likes polyps anyway. 
I Do! 
I like tarbabies, too. 
Dont Worry 
there will be many other means to decimate your hp. 
 
I like tarbabies, too.
We can control that with medication. 
But 
tarbabies don't like, you
They controll that with indication. 
Yeah, But 
incoherent fire dissipates all contingency. 
Polyp Polyp Pop 
Do you have spawndelay set to -1 on the polyp? I think there's a potential bug with that setting which could reproduce the teleporting ogre bug. 
Polyp Mystery Solved 
They cant survive too far from the center of coordinates. 
Inquiry 
In the spirit of scientific enquiry, could you try moving them even further from the origin of the map and seeing if they still misbehave?

I've been trying to run through possible issues, haven't seen anything obvious in the QC. The 4096 coordinate limit in stock engines is imposed by the network messages; the server stores coordinates internally as floats. It seems impossible even in a Q3 format map that you would have a map which could overflow a floating point vector. So if you can reliably reproduce it I might have to borrow a copy of the map to find out why... 
Scratch That 
Never mind, there's literally just code that removes a polyp whenever they leave the range 8192 to -8192 in any coordinate. The function is called polyp_skyabove so I assume it went in there to catch polyps that flew away into the sky and out of the map.

I suppose we have to say it's by design now... 
 
Any other quoth monsters have that code? 
Mocksurfaces 
Can this please make any sense??? After long woes and trial and erroring with countless 5-min long compiling breaks, I managed to bring the marksurfaces count just under the limit - again; for the x-th time. Even simplifying rooms and shit. Then I fix a simple portal error on a small step (invisible face), and suddenly the whole count is down 300 points. Is QBSP making fun of me or something?! 
It's Like Chaos Theory I Guess 
I have noticed that sometimes adding stuff to the map can actually lower figures instead of increasing them. 
Ha 
There is nothing I can contribute to your knowledge, but its comforting to know you get as perplexed over that shit as anyone else...
Also, nice to know you're working on something (apparently something large). 
Also... 
one thing czg figured out was that you can exceed the marksurfaces limit and not crash, as long as the extra marksurfaces come from bmodels and not the worldmodel.

Unfortunately there is currently no tool or engine that reports worldmodel marksurfaces specifically (that I know of.) 
Metl 
Bspinfo.exe 
Exceptional 
Any other quoth monsters have that code?

Nope, it's part of a larger function that only applies to the polyp. 
 
as long as the extra marksurfaces come from bmodels and not the worldmodel

that's interesting and good to know. :) 
Dont Fight It 
Use external mapmodels. 
Or Bsp2 
 
Negke 
Just use BSP2 - its not tied to the mod. 
Wagh 
Looks like I've got recent post blindness. 
Carve Functionality ... 
Do any of the following editors have "carve" functionality like Worldcraft:

1. Quark
2. QER (Sikkpin) or GTKRadiant or NetRadiant
3. ToeTag (I didn't see it anywhere)

I'm trying to grasp the concept of how brush splitting occurs in code and with the 3 all being open source. 
 
sikkpin's qe3 and gtkradiant do, as does quark. 
Shader Downloads 
I am using NetRadiant (GtkRadiant) and when I right click on the 2d box, and go to func, I am missing some (e.g. func_breakable, and func_door)

Where can I locate and download these files?

I was also interested in finding some 3D models, if anyone ahs any links :) 
 
in quark you can have subtractive brushes and there is a carving function too. and since it is quark you will probably end up with floating point horror in any case. 
Shader Downloads 
I am using NetRadiant (GtkRadiant) and when I right click on the 2d box, and go to func, I am missing some (e.g. func_breakable, and func_door)

Where can I locate and download these files?

I was also interested in finding some 3D models, if anyone ahs any links :) 
 
what game or mod? 
 
Urban terror 
 
You need the entity def file for Urban Terror (probably on its website). If that one is missing the entities, you can edit the file with a text editor and add them manually. Just follow the pattern the other entities have. Or copy the missing ents from the default Q3A def file. 
 
Yes i have that, but i dont know where to put it 
 
I'm running NetRadiant on my mac, and I have tried putting UrbanTerror.def (The file with these functions) in every single folder in radiant, and in Urban Terror, but still nothing??? 
 
DEF file are best placed as a standalone game, but not as a mod. And do not forget to add UrbanTerror.game file in the directory "netradiant/games" 
 
thats the thing though, there is an urban terror game file in my netradiant/games
??? 
 
isn't*** 
 
I'm sorry. It seemed to me that Urban Territory it is mod. Have you tried to do as well as for other games? 
 
 
Urbanterror is standalone 
 
thanks for the link negke.
Though still nothing... maybe im just not placing folders in right area.
also, anyone know where i can find some pre-colured/textured models? 
 
Ok, i found out ow to do it. You need to right click on Netradiant App, then click "Show Package Contents, you then go to Contents>MacOS>Install>q3.game then place urbanterror.def in there

anyone know where i can find some pre-colured/textured models? 
 
Now i have another problem. I have been working on a map for a long time, then one time i saved it as usual, and exit radiant. Then next time i load the map, the map is empty. Like all brushes had disappeared. I was very distressed, so I made another map, making sure I saved all the time, then today I exit, and came back later, and same thing happened.

What's going on??? 
 
you're on mac then?

have you tested it by opening up finder window to your save folder, and then saving?
does a file appear at all?
if it was w7, i'd say it was a permission problem... but maybe it's saving into /library instead of /user? just guessing here... 
 
Could also be a case where Radiant has a problem with the entity definitions (improperly configured, syntax error, missing something). Or simply filters activated?

As for the models, just try the ones that come with UT. Not sure if you just need to point the program to the right folder/pk3 or actually have to extract them. Also may need to adjust config xml. 
 
Yes I am on a mac.
I will describe the situation.
I was making a map. And I had been saving all day. Then i saved, and quit Netradiant and had dinner. Then I came back opened Netradiant, and both my map, and the autosave would not have any brushes or models in the map. This is really weird, as it was only this map. All my other maps from ages ago still worked fine.

Also, i save my maps to my desktop, which has worked fine in the past. This error only really happened after i updated X11 
 
Does the map file itself have any brush data or is it just empty in a text editor? 
 
is there any interest in a .ent/.def -> .fgd converter?
was originally going to be just a gui for managing and saving lists of entity definitions but i haven't gotten around to making the gui yet, so it's just a command line thingy. 
Sure 
That'd save some time.

These files tend to get neglected when creators don't use all formats personally. 
Does It 
Go forwards and back? 
I'd Be Interested In One Of Those 
 
Yes 
interested 
Ok, Cool 
i have some things to clean up but i'll try to get a version that works out during the week.

currently, it can (from what i've seen so far) parse a .ent and create a .fgd.
eventually it should be able to go back and forth, with probably it's own format to store everything in.
this is because there is some loss of data going either way:
.ent files tend to have nice long descriptions of how the entity works, and then descriptions for each keyval/flag, whereas fgd tends to have more abbreviated descriptions, relying more on external docs to flesh out entity functionality.
but fgd has, first, the concept of inheritance for definitions which .ent files lack and the other things like data types for keyvals (strings, integers, choices), which get lost going to .ent.

also, depending on how you document your entities, it can be more of less effective.

so, when creating an fgd from an ent, i've taken to having the thing create some standard baseclass entitites (appearflags, target/targetname, monster, player) and then having the parser try to deduce if the fgd should inherit from a baseclass or not.

eventually, when the gui is working, you'd be able to both parse pre-made def files but also just make your own in the gui itself and fix up badly interpreted defs.

additionally, i'd love to have it be able to scan through an entire qc source project looking for entity defs, matching if they have been added or modified from the current database and then updating it with only new entities... or whatever... dunno how far i'll get.

i'll have more info depending on where it's at next week. 
.def -> .ent? 
 
 
copy the .def file and rename it to .ent? 
Def Files 
Do have inheritance I think. Doesn't quake.def contain an abstract definition for lights from which all other lights inherit? 
 
All i want to know is how to stop my maps deleting themselves? 
.ent Files 
.ent files are XML
The ones used by Netradiant atleast are. 
 
oh then that's not what i was talking about in my previous post then.
.ent is the plain text format used for QE3, which is just QC block comments with a description of the entity.

i doubt i'll touch the netradiant one, at least until i can get gtkr/qe3 <-> fgd working.

if it's xml though, it should probably be easier than parsing FGDs since i could just use the java xml parsers, but it's beyond the scope of what i want to do for now. 
Banksy 
not many mac users here, thats why there's not many answers.

Try what negke said though - open the .map file in a text editor. If there's still stuff there them your level editor is broke. Maybe try Toetag, which I think is 'the' mac level editor for quake.

If the .map is empty in a text editor then its an OS problem - no idea. 
On A Phone Here... 
urban terror?

Expertise here is focused on q1, sorry. 
Banksy 
not many mac users here, thats why there's not many answers.

Try what negke said though - open the .map file in a text editor. If there's still stuff there them your level editor is broke. Maybe try Toetag, which I think is 'the' mac level editor for quake.

If the .map is empty in a text editor then its an OS problem - no idea. 
Yo 
Ok, I'm trying to dust down the mapping cobwebs so I'm a bit rusty. I have but one question:

I traditionally use bengt jardrup's tools - which bsp.exe should I be using - TxQbsp, or TreeQbsp - and why? 
 
txqbsp. he worked on that one more iirc.
also, strictly speaking, you shouldn't be using the original aguirre tools except for the bsp program.

Willem and Tuna successfully got multi threading going on vis based off his version ( http://www.quaddicted.com/tools/wvis_20100119.7z ), and MH has an excellent version that adds coloured lighting while retaining all the old light functionality (sun, outdoor minlight, attenuation5, etc...) ( http://mhquake.blogspot.com/2010/11/bengtlightcoloured-r2-is-out.html
Quoth Minimum Pack? 
Is there an official Quoth minimum package, with no maps skyboxes and all the extra stuff? 
No 
What would be the point? 
Necros 
cheers - Tx it is :}

i'll look into the other stuff too :} 
Light 
so regarding mh's BengtLightColoured - do I have any reason to switch to using it over bengt's original if I'm not implementing coloured light?

Using coloured lighting in Quake is a bit like trying to "improve" a Piranesi etching with a box of Crayola. 
It Multithreads Like F*k 
 
Using 
-threads 
 
 
oops, yes, i forgot to mention, there's also multithreading, so even if you're not using the coloured lighting, it's still way faster.

and i wouldn't discount coloured lighting entirely. i certainly don't advocate neon greens and blues, but subtle shifts can really add a lot to an area. even just tinting outdoor sun minlight slightly blue can make shadows look deeper and more natural. 
But 
Ah cool, I'll have a look at the threading shizzle :}

Regarding coloured lights - I only use WinQuake so won't ever see them. These fancy GL-based engines do horrible things to the look of Quake's textures and lightmaps. Texture filtering in Quake is about as appropriate as a J-Pop soundtrack in a Fritz Lang noir. Jesus >_<. 
Kinn 
Fitzquake + gl_texturemode 3 ftw

Or if you're adventurous, there's the Qbism engine which is a high-limit software port with support for colored lighting as stuff.

Btw. running BJP's light with the -gate 1 speeds it up considerably without visible downsides. Not sure if the multithreading light has that too (would make it a one second job, I assume). 
Kinn 
 
mh's light is based on aguirre's light, so it has everything + coloured lights and multithreading. 
Yeah 
I tried gl_texturemode 3 with GL-based engines but you still don't get that crucial striated effect with the lighting, and besides, circular particles are just wrong.

It's a bit like getting Optimus Prime for christmas only to discover you've been bought the Chinese knockoff version instead.

Qbism looks less offensive than most engines I agree. Pol Pot was also less evil than Hitler.

I've always used -gate 1 btw... 
 
circular particles are just wrong.

r_particles 2 
 
kinn's overflowing with similes today. ;) 
Heh 
r_particles 2

Hehe, learn a new thing every day.

I'm still not using a custom engine though. 
 
But with a custom engine you could use high-res skins like this http://www.securitronlinux.com/files/dp000012.jpg 
Um 
But with a custom engine you could use high-res skins like this

But why would I want to see a knight in that much detail? Would H.P. Lovecraft's stories have been improved if he presented his horrors in such mundane and precise detail? 
Keep It Pure! 
First, you think colored light is fine, then you'd want truecolor textures...
this way you'll end up with q2 monsters allover your maps!
And the last thing you know you are not allowed on quaddicted anymore. 
Qbism 
doesn't do coloured lighting. 
 
Rock on, Kinn. You're a man after my own heart. :) Blocky pixels and low res texture FOREVER.

That high res knight, to me, looks ridiculous. 
 
but it can now stab you with its nose!

didn't everyone get the memo on "higher resolution being always better"? 
 
but it can now stab you with its exaggerated junk! 
Yah 
 
 
 
Junk 
but it can now stab you with its exaggerated junk!

Heh, reminds me of this "alternative" hellknight skin I once did but wisely decided not to inflict upon the world. Check out those buns. Feel free to use it if you're so inclined:

http://dl.dropbox.com/u/61424391/Temp/campness.bmp 
Dat Ass 
 
Heh 
What's your painting method?

Despite his arse hanging out and him looking like an extra from the sexually ambiguous 300 it's well done :) 
Painting Method? 
draw a bit, smudge a bit, draw a bit, smudge a bit...

The idea behind this particular hellknight is that I wanted to create a monster that looked like he might have a fate worse than death in store for you. I mean you look at a regular hellknight and you think "yeah he looks like he wants to kill me", but then you look at this new hellknight and you probably think "he looks like he might kill me, but then again he looks like he might do something else to me". And that is one hell of a terrifying concept.

Btw - you lot might find these curves i made useful:

http://dl.dropbox.com/u/61424391/Temp/photoshop%20curves/photoshop%20curves.rar

take any layer in photoshop that has been desaturated to grey, and apply one of these curves to it. Voila! You now have a deliciously Quakey colour!

When you flatten your final image to the quake palette notice that you will get the closest possible colour preservation on these quakerised bits.

I must emphasise - only apply these to grey things, or the colouring will not work. 
Saving Map State Across Level Changes 
Are there any mods that can do this?

What i'm thinking I want to do is have the player leave the current map and go to another small level for a little bit then come back to the main map and have it be in the same state as when they left.

is it possible to do in Quoth for example? That would be perfect :))) 
Thanks 
 
 
no, it's not possible in anything that doesn't have engine support.

i've been trying to haxor that in with only qc for a while, and it's just not possible without massive haxoring (ie: storing player information in console variables like cl_forward or other weirdo crap and then abusing save/loadgame console commands).

the problem is that you only have 16 floats that you can carry across to other maps, 10 of which are already in use. if you wanted to do anything more complex than fire a few triggers off, you're out of luck.
the best you could hope to achieve is to use bit fields on the 6 (7 if you get rid of one parm that's not really needed) to get 6 * 24 = 144 on/off states. and that's incredibly limited.

using an engine that supports FRIK_FILE (which lets you write external files from QC) allows you to save entity states yourself via qc. this is what's used in prydon gate, iirc. 
 
interesting... if you change line 1350 in ltface.c from:
SkyLightFace (&entities[0], &l, SunLight[i != 0], SunLightColor[i != 0], SunMangle[i], i > 0);
to
SkyLightFace (&entities[0], &l, SunLight[i != 0], SunLightColor[i != 0], SunMangle[i], false);
this disables minlights on _sunlight2.
then, change the constant NOOFVSUNS in light.h from 4 to 32
coupled with very low _sunlight2 numbers 2~4 will yield a pretty decent fake GI effect like lunaran's recent map... 
Sorry 
that's for MH's version of aguirre's light.exe 
Necros 
yeah i actually did something like that myself a couple years ago... never got it polished up enough to really be usable though. For example i wanted to generate a full sphere (or half-sphere) of really dim suns for true global illumination / ambient occlusion.

I also had a related idea where seeing the sky wasn't necessary, it would simply shoot rays out in all directions from a surface and the farther the ray could go, the more light i would add (as if teh air itself glowed a bit) -- might look good in skyless interior spaces. 
 
... but i think this is worth pursuing because the current state of outdoor lighting in quake maps is people just throw in a sunlight and sunlight2 and think they're done, and it looks really flat and bland to me. Global illumination would look much better without any extra work on the mapper's part. 
 
yeah, aguirre was on the right track when he implemented the minlight skydome idea for exterior minlight, but the results of using additive lights instead of min lights is really quite remarkable.

also, a little more testing found the previous 32 v suns to be way excessive.

12 HSuns and 12VSuns is enough to get a really good and smooth fake GI look.
also, you need to disable the VSun changes for -extra modes. specifically, the if block concerning oversampling around line 1300. just comment it out completely and set NoOfHSuns to 12. you don't want the number of suns to vary now because they are additive and will become brighter in -extra4 mode.
i'm not smart enough to figure it out atm, but i'm sure someone could just take a look at #of suns and divide the light level to keep things consistent, but i found it probably wouldn't matter since at 12x12 suns, it's fast enough to not really matter much when using -fast but won't be insanely slow in -extra4 more (in my original post, it was probably 32x32=1024(!) suns in -extra4 mode which is... ridiculous. 
Mind You... 
this is all just testing on a small ~1000 brush map with only 8000 faces.

i imagine, because of the way light works, with a full size map with tens of thousands of faces, it'll have a much bigger impact on light times. 
 
i guess a couple of screenshots are in order...

here is the original light, sunlight:220, sunlight2: 60
http://necros.slipgateconstruct.com/temp/fakeGITest_0.jpg

and with the haxored version, sunlight: 100, sunlight2: 2
http://necros.slipgateconstruct.com/temp/fakeGITest_1.jpg 
 
forgot to comment on this:

I also had a related idea where seeing the sky wasn't necessary, it would simply shoot rays out in all directions from a surface and the farther the ray could go, the more light i would add (as if teh air itself glowed a bit) -- might look good in skyless interior spaces.


this sounds quite awesome, honestly... would make a good base light pass. 
Necros 
that is awesome! the second screenshot looks way better than the minlighted-sunlight. going to have to try that next time I do some mapping.

re: light fantasies, one I was thinking would be cool is if light.exe projected light from fullbright pixels of textures. you could even have the light color be the color of the fullbright, or plain white, or somewhere in between for a subtle effect. 
In-fighting 
What determines which monsters in-fight and which don't?

Can it be stopped?

Can it be forced? 
 
Mike: If they have a different classname, they will infight (this is also why ogres and ogre_marksmen do it). It can't be stopped without resorting to QC. In some cases you might be able to hack around it by making the monsters owners of each other, but that only works with melee enemies. It can be forced - a monster can be made angry at another by placing it in a trigger volume with a certain touch function that simulates an attack by another monster, again the correct owner field is required. Search the progs.dat thread for more information.

necros: Looks good, but also a bit too little shadow-casting on the second shot, no? Also, BJP once recommended using sunlight3 instead of 2, because it would look better or something. 
Infighting Contd. 
grunts always infight; even with eachother. if you're interested in tinkering with the code it's T_Damage in combat.qc. one thing that is pretty easy to implement is an extra monster key (such as 'group' or 'gang' where you can specify that monsters also don't react to damage if targ.group == attacker.group. as to forcing it, you'd probably have to mess with the existing classname comparison... 
Allegiance System 
 
 
Also, BJP once recommended using sunlight3 instead of 2, because it would look better or something.

sunlight3 is just the same as using sunlight2 in combination with the command line option -shadowsense 0.4

The shadowsense option is designed specifically to reduce the uniform look of the second sun and it can be given different values to change the strength of the effect. I haven't done any comparisons. Necros, are you using shadowsense in your "before" shot? 
 
Quick question ... where would one grab the latest and most proper QuakeC compiler for Windows? 
 
FrikQCC on Inside3D, I guess. 
 
OK, thanks. Yeah, this must be better than what I was using in the past because it found 3 bugs in my existing source. :P 
 
In my searches for QuakeC stuff, I came across an amazing quote:

"I consider things like autocomplete to be lazy. and I don't like feeling lazy when I code. I don't use an IDE... I use windows explorer, and win32pad for zeh typing."

I hope the meteor didn't hurt him too badly when it slammed into the earth, wiping out his species. Geezus... 
Probably Changed Jobs 
due to excessive carpal tunnel syndrome. 
Wow 
"I consider things like autocomplete to be lazy. and I don't like feeling lazy when I code. I don't use an IDE... I use windows explorer, and win32pad for zeh typing."

Aspergers is a hell of a thing. 
Extra Qc Compilation 
Willem, there's also a compiler called FTEQCC which has a few more features than FrikQCC so depending on how technical you want to get it's worth a look. The main additions I can recall are c-style macros, field name aliasing and inline assembly support so it's for the esoteric kinda stuff. 
 
Thanks Preach. I'll stick with the basic Frik for now. I'm not looking to do anything nutty, just making my life a little easier in places. 
Re: Qc Ide 
wait... CAN you use an ide for quakec?? i've been using textpad because i had too but... damn man, a real ide that loads all the files up and lets me search through the entire thing, jump to function defs etc... would be awesome... 
Re: Sunlight2 And 3 
the shadowsense setting works a lot like the anglesense setting for lights.
it affects how quickly a face becomes dark based on the angle the sunlight2 is hitting it.
this only has an effect if there are many faces that are on slightly different planes (ie: tri soup terrain).
on a flat floor, with walls around, shadowsense has very little effect.
ex:
shadowsense 0.0
shadowsense 0.9

regarding less shadows from main sun, yes, i agree it is an issue.
the problem is that the fake GI is too dark in general, which means i had to use brighter sunlight2 settings which hides the shadows.

maybe some more tests with higher number of suns with even lower sunlight2 or something may yield better results... 
 
You should totally make a catalogue of screenshots documenting how settings change the looks. That would be so super useful. 
Yeah... 
i've been thinking of doing something like that. i'm just a lazy bum. :( 
 
necros

Yeah, you definitely can! I set it up as per these instructions ...

http://ouns.nexuizninjaz.com/dev:programming_introduction#working_with_the_code

I think that's the right link, it's not loading at the moment for whatever reason. But basically it's using the Code:Blocks IDE and installing a QuakeC plugin. I still compile from outside the environment but it gives you stuff like syntax highlighting, searching through the entire project, intellisense, etc. 
 
thanks for pointing me to that! i had no idea! :D 
Vis 
been out of the loop for a while. Does anyone know any ways of tricking Vis into thinking an area is not visible even when it normally would be? For reasons that are fairly fiddly to explain, it doesn't matter if it causes a whopping great HOM. 
Kinn 
Only two things I can think of are:
* Using the version of vis that lets you set a maximum visibility range - afraid I can't remember which one this is but if you're interested I'm sure someone can supply it.

* Using skip brushes to obscure it, but then that does actually create a physical block as well as a vis block.

In theory the quake bsp format should support this kind of weird vis behaviour but I don't know of any examples in practice. 
 
i would use a real directional sun in addition to the global illumination -- the latter is just for filling in light that would be coming from the rest of the sky. if you have a lack of shadows it's the lack of a real sun :) 
Kinn 
It would help if you described better exactly what it's for. I would say there's little you can do to trick VIS. Skip works if you don't mind a HOM (or grey/red void view for those who use gl_clear), but this sounds like a very hacky solution, unless you're maybe thinking about using it in a hint brush sort of way, masked with a func_illusionary or something like that.

Has anyone every experimented with that maximum visibility range thing? Does it even work? 
Maximum Visibility Range 
Tried to use it, its inconsistent at best, random at worst. Cant use it like q3map2. Afair hvis has it. 
 
necros: that link to the multithreading vis doesn't work...

negke - hard to describe. I just wondered if i could sticky-tape up some bullshit I did caused by years of working with engines where you have to do all the geometry culling manually. It's no biggie - I can easily rework my layout to play nicer with Quake. 
And Preach, 
Cheers for the info. max vis distance sounds interesting but i can't really think of it being useful in my map. 
Re: Wvis 
try this one: http://www.quaketastic.com/upload/files/tools/windows/wvis_20100117.7z

sorry, i didn't check when i posted it. 
Hi Negke! 
nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo

That one has a bug, http://www.quaddicted.com/files/tools/wvis_20100119.7z is the right one. 
 
negke was bugging me about how I keep buggy and outdated files to which I replied that I do and that someone should write a nice guide on http://www.quaddicted.com/tools/map_compilers instead 
 
i knew the date was wrong (17 instead of 19) but i figured it wasn't anything important. :x 
No No, THIS Is The Right One 
 
that should probably be moved into /upload/files/tools/windows/misc/ instead of /upload/files/tools/windows/level_editors

that's actually why i posted the wrong one earlier, i wasn't looking in level_editors, just misc. 
Bug In My Map, Need Help 
i am making a quake 1 map and when i test it using the darkplaces engine, i do not see any problems. i loaded it up in quakespasm engine to test compatibility with other engines and i get this hall of mirrors effect when i walk past a certain point in the map.

i tried to find out if the map has leaked by typing pointfile in the console but it says no pts file could be found. i checked qbsp.log, light.log and vis.log and the files do not mention any leaks. when i fire a rocket at the HOM, it ricochets and eventually the trail of particles appear at the opposite side of the map.

here are two pictures of the bug i am seeing:
http://i.imgur.com/S4oS4h.jpg
http://i.imgur.com/ChU2Dh.jpg
http://imgur.com/a/E1xv0

any tips on how to get rid of this bug? it does not occur when using darkplaces engine to test the map.

i am using the compile tools found at this page:
http://user.tninet.se/~xir870k/
i am using the wvis_final.zip WVis 2.31 version of Vis.exe 
 
Does your map exceed 4096 units from the origin in any direction? That would explain it, this is a limitation of most quake protocols, exceptions include the darkplaces protocol and the RMQ protocol. 
Yes 
That's the 4096 effect. Move the whole map until it's inside the 4096/4096, -4096/-4096 square. 
Thank You For Helping! 
it seems that this is correct, looking in the editor, the HOM is appearing at the 4096 line on the x-axis in the editor. i had started at the origin at started building north from there. moving the entire map down to fit in this 4096 limit has fixed the bug. thank you for helping! 
Parms 
from necros: the problem is that you only have 16 floats that you can carry across to other maps, 10 of which are already in use. if you wanted to do anything more complex than fire a few triggers off, you're out of luck.
the best you could hope to achieve is to use bit fields on the 6 (7 if you get rid of one parm that's not really needed) to get 6 * 24 = 144 on/off states. and that's incredibly limited.


I've been thinking about this - you could free up some more parms by combining them in a way that doesn't feel too hacky. For example...

QuakeC's floats are 32-bit right? Does that mean you get 7 sig. digits? If so, you can reduce the # of parms needed to store all the info, e.g. Parm4 could store counts for both shells and nails; you need 3 digits for each - e.g. if you had 52 shells and 143 nails, then you could extract this info from the number 143052 (to get the # nails, just divide by 1000 and round down - getting the shell count is also trivial). The other info for cells, rockets, health, armorvalue and whatnot could also be compressed to make full use of the available digits.

Also am i right in thinking parm9 can be ditched? (armor type can be stored in parm1 - items) and so could parm8 - the player's currently held weapon could just use the seventh digit in one of the ammo count parms.

By my estimates this could free up 5 of the currently used parms...

Maybe this is a bit silly i dunno. 
 
yeah, you get 7 digits. i guess you could even store a third 3 digit number in the decimals?
floor the number, and subtract it from the original, then multiply by 1000.

that's really clever, storing multiple ammunition counts into one parm! :)

and yeah, you can totally get rid of the armor type. (that's what i meant about the parm that's not needed)

you could even get a few more flags by moving temporary items out of the .items flag during parm saving/reading because they end up being zeroed anyway. things like keys and powerups. 
Actually 
actually you can go full retard with it and only use 2 digits each to store health, shells, rockets and cells, because you can set 00 to mean 100 for both health and shells. (Health is never saved as zero, and shell count is never saved below 25) Also, you can do some silly cheese with flags to discriminate between 99 and 100 for rockets and cells too, I'm sure :}

I'm overthinking this aren't I? :} 
Why Not Just 
use binary? An unsigned int with a max val of 127 needs 7 bits. So you can store 4 o these in a 32bit float and still have 4 flags. 
 
of course... all you get is more flags. :P 
Sleepwalkr 
By golly, you're right - i can assign a hex code to a float in quakeC to make full use of all those bits right? I forgot i could do that... 
Hang On 
i'm a tard - i'm thinking of literals. Not sure how i'd manipulate the bits of a float in quakec programmatically. 
I Don't Know. 
You best ask Preach about such things. Necros, I thought Kinn was only encoding two values into a 32bit float. With binary encoding, you get four numbers plus four bits. 
 
i was just commenting on the flags in general.
no matter how many you have, they're still just bit flags.
you can't save monster positions or anything like that, which for me is the real draw of trying to save information. 
Ah, I Understand. 
 
Using Bit Flags 
Well, it's possible, and if you really wanted I could look around for the code because I know somebody else has done the legwork already (probably Frikac). But the basic idea is just to learn everything about how IEEE 754 floats use the 32 bits in a floating point number and then reverse engineer it bit by bit (no pun intended).

So you'd start by reading the sign of the number, which gets you one bit. Then you calculate the size of the exponent which gets you 7 bits*. Using the size of the exponent you can then multiply by an appropriate factor to get a integer stored in float form with 23 bits of value you can read off in the usual qc way.

*The exponent of a IEEE 754 float is actually an 8 bit signed char, but setting it to 128 indicated the special values like infinity and NaN. Consequently you can't encode or decode the mantissa of those floating numbers, so you have to limit yourself to 7 bits. This also luckily allows us to completely avoid the topic of subnormal numbers by sticking in the range 64 to -63. 
Ooh 
Well, it's possible, and if you really wanted I could look around for the code because I know somebody else has done the legwork already (probably Frikac).

Cheers, if it's easy for you to find I wouldn't mind taking a look at it, but I'm far from being at a point where I need it right now.

All I was thinking of doing was storing a load of level state flags that persists across the multiple levels of an episode, and I reckon I could do that easily with the couple of hundred flags I've already got access to via the unused parm variables without needing to compress the already used parms too much, if at all. 
Parms For Kinn 
Scrounged that code you wanted out of the Prydon Gate codebase, a mod written by Frikac, although some of the comments suggest LordHavok had a hand in writing this portion of it. So I take no credit for the code, and in fact have never tried to use it. Nonetheless it looks fairly well devised, the functions split the job into digestible chunks, and the comments describe the restrictions.

The extra nice bonus I failed to recall was that this bit of code is already being used for data storage in parms - I only remembered the decoding of floats. Have fun...

http://www.btinternet.com/~chapterhonour/parms.qc 
Preach 
that's bloody top shelf. Cheers mate :} 
 
has anyone tried using triangular pyramids instead of triangular prisms for trisouping?
allows a lot more freedom (almost like working with individual faces!) at the expense of a bit more work.

...or does everyone use pyramids now? 
I Think 
Most people use pyramids now. Just banging some terrain together only needs triangles, but they tend to produce bugs.

Of course, there's always: http://nemesis.thewavelength.net/index.php?p=8 
Ijed 
Most people use pyramids now

this sounds messy - do you have any links to examples? 
Hm 
Not really - and yeah, it can potentially be a mess.

I can post a couple of test maps later on if you like. 
Well 
i shouldn't bother unless you've already made something - i doubt i can be swayed from the path... 
 
yes, it's quite messy in the viewports. 
Well 
We've got a test folder full of odds and sods, there's definitely at least one or two examples in there.

Can't check from the office though. 
Quackery 
So. what are all the cool kids using these days to turn a Maya animation into a Quake .mdl? 
Never Mind 
just found the modelling help thread.

Lunaran to the rescue it would seem :} 
Not Sure 
If Noesis is mentioned on there:

http://oasis.xentax.com/index.php?content=downloads

Which is a multi-multi format that also supports Quake stuffs. Could be a decent alternative. 
More Options 
More options can't be a bad thing, right? My current favoured method is to export to MD3 files, and then compile them into Q1 format using md3tomdl. I like calling it compiling because it suggests the same kind of workflow as iteratively tweaking/compiling/testing a map. It also makes the process sound irreversible, so that you always keep the model editable in a more suitable format. Like keeping your master recordings in wav files rather than converting them from and to mp3 each time you want to remix... 
Wehl 
I prefer to hit less steps on exporting to be honest - Quake can be pretty finicky about exporting and the more steps there are the more likely things are to screw up.

And its more work.

I'm still using Qme for many things, which can throw a wobbler every now and again and refuse to work.

Holy shit I'm disagreeing with Preach. 
Fair Point 
The way I look at it is that it lets me cut out the step which involves QMe entirely. Before I'd get the model geometry designed and animated in gmax, then do the conversion and finish off the model in QMe. Usually the finishing off is just stuff like rotating and scaling properly, handling the skin.

The problem I had was that then if I realised I wanted to make some deeper change to the model, like un-mirroring a section of skin or adding extra detail to the mesh, it would mean ditching all that work in QMe and going back to the gmax version. So for me running an extra batch file to compile and copy the model to the right place is a timesaver, but it depends on your workflow.

(PS: cutting out QMe means you can use smoothing groups on your mesh!) 
 
(PS: cutting out QMe means you can use smoothing groups on your mesh!)

Quake's model lighting uses smoothing groups?? 
 
i don't think that's what he meant???(??) because it doesn't. it smooths wherever faces are connected. 
Smoothing Groups 
There's gouraud shading on the models from the normal vector that each animation vertex encodes. The quake format is a bit crude in how the normals are stored, they get a single byte which is used in a fixed lookup table of normal vectors.

How these vectors are calculated is entirely up to the exporting program. QMe calculates this every time you save a model by averaging the normals of all the faces attached to a given vertex(per frame of animation), then calculating which of the fixed normal vectors best approximates it.

If you split the vertices at a point then this changes the averaging calculations because each triangle now joins to a different vertex. It might be necessary to split some vertices for skinmapping purposes or other nefarious tricks. This can create visual seams on a model if not handled correctly, tomorrow I will post a before and after example model and some more tools for messing with vertex normals... 
 
wow, that's more complex than i imagined it would be.

are you saying there's a way to remove or at least reduce the seam on split edges with some normal trickery? 
The Fix-up 
For an example see:
http://www.btinternet.com/~chapterhonour/azoth.zip
The model azoth_pre is the version in the released travail mod, and seams are visible on the insides of his legs. azoth_post has been fixed in this regard through use of a perl script. The script was designed to unify the normals of all sets of vertices which
a) occupy the same position on the model in every frame
and
b) have the same colour pixel lying under their position on the skin

The script applies b in this case for the sake of the metal prongs that protrude from the belt. Their trianges form a continuous mesh with the torso, but because the colour at the vertex is different from the torso they get a distinct normal. This gives us a smoothing group!

I will admit that I discovered this worked well on the model by luck. My plan was to create an extra skin for the model with just solid blocks of colour to define the smoothing groups, then have the script just delete the extra skin when it was done. As it happens, if your seams are skinned carefully then this isn't necessary.

Another example that might be quicker to test is the waterfall: http://www.celephais.net/board/view_thread.php?id=60335&start=90&end=90
If you open the model in QMe and save it again so that the vertex normals get reset, then you should be able to see the difference it makes by looking at the water coming over the lip of the waterfall, the "squareness" is higher. In this case a script was necessary to fix the normals because even in gmax the segments of the model were physically disconnected. 
Yeah 
I think we can all agree time hasn't been kind to Qme.

I'm having the same problem just now actually - sank too much time into Qme and ended up having to sacrifice it all to make some changes.

I've wondered about the smoothing before actually, since Qme visually breaks the mesh, or forms it into one depending on one of two options.

Next up is the IQM format, which basically allows boned models in Quake. Apparently Gb has it exporting meshes directly from Blender into Quake - no other steps involved at all. 
Although 
It's worth mentioning that IQM needs engine support. RMQengine has it, and I think DP and others are considering it. 
Applying Transparent Shader 
Ok, so I have a brush and have applied a texture of a fence, which I need to be transparent... Where do I apply the shader? On the sides of the brush? 
You Need 
Engine support - RMQ has that as well. I think DP supports it also, but I'm not the guy to answer the question well.

Basically yes, apply the texture to the brush and it'll work. We're using { in front of the texture name to designate partial transparency, same way that * makes a texture 'liquid'. 
It's For Q3 Engine 
The fence texture goes on the face that's visible to the players ("inside"), all other faces get the nodraw texture (or nodraw_nonsolid depending on the shader settings). Also check if the shader is one-sided or double-sided - if it's the former, and the fence is supposed to be seen from both sides, then the texture needs to be applied to both sides (or the shader changed, which would be the better solution). 
 
I was given a shader called transparent.shader, which apparently does the same thing. But when i say i want a transparent fence, i mean i was the black bits on the texture to disapear. On the texture, there is a fence, and in between each piece of metal on the fence, is black, which should really be nothing. I need to remove this black. Negke, was that what you were talking about, if so. Thank you, I will try you method 
 
*Radiant. How to display the number of points for the clipper tool? I see only the points. 
Long Or Overnight VIS Job 
Something to keep in mind: if you run a long fullvis during which you are afk, for instance at night or while off to work, make sure your OS has energy saving disabled or adjusted so the VIS process won't stall and make you lose several hours. <- Just saying, because it happened to me. 
 
is there a way to make vis keep the computer awake the way playing a video does?

that'd be nice as this has happened to me too. 
 
It might be a pain but can't you just change your power management settings to never go to sleep if you're going to do a long VIS? 
 
obviously that's what we do now. in fact, that's exactly what negke said in his post. 
I Think The Function Is SetThreadExecutionState (on Windows) 
Bsp Bananas 
anyone know some things that might cause bsp to go totally bananas?

In this shot, it decided to cut a series of thin bands right through the map (this craziness slices through the entire map, even into areas that are not (yet) spatially connected:

http://dl.dropbox.com/u/61424391/Quake%20Stuff/bananas1.jpg

http://dl.dropbox.com/u/61424391/Quake%20Stuff/bananas2.jpg

It's not due to that light fixture, 'cause I func'ed it and the issue was still there.

Here's an area where it decided to subdiv these bars for no reason:

http://dl.dropbox.com/u/61424391/Quake%20Stuff/bananas3.jpg

Anyway, there's shit like this everywhere in the map. 
I Would 
Take stuff kut of the map systematically and see if it goes away. Maybe there's a fucked up brush somewhere or something. 
Kinn: 
i have seen that; often it appears in a leaky map and the problem goes away if the map is sealed. If your map is already sealed then i don't know what will help, but it might fix it self later from geo changes in neighboring areas. 
 
try rebuilding a few brushes in that area? but yeah, not much else you can do. qbsp will even cut up stuff that's already in triangles and smaller than 480 units (i think 480? that's supposed to be the max face size). 
I Bit My Teeth Out On That One Too 
See a couple of posts above.
It doesn't make any sense - seems to be some inexplicable qbsp hiccough. Though maybe BJP could explain. The weird thing is that in most cases no direct modification will get rid of it, like upscaling the texture, trisouping the brushes, and so on. Sometimes it just goes away as you add more stuff like metl said, sometimes even if you make a seemingly unrelated change elsewhere. You can try moving the whole structure 64 units to the front so as to 'hide' the random splits. This sometimes works, but it's a surrender. 
 
i have seen that; often it appears in a leaky map and the problem goes away if the map is sealed.

Might be that actually :} *blushes* - i'll have a go sealing it and let you know 
Also.... 
necros: max face size is 240 for software quake. 
 
heh, was 2x off :D 
 
Why 240 and not 256? 
Because 
binary is too mainstream.

Anyway - cheers guys, the problem actually went away when i transfered a whopping great section to another map. Also I realise I should probably not pay too much attention to bsp's vagarities whilst dealing with an unsealed map :} 
Negke: 
it's 240 because the max lightmap size is 16x16 samples, and lightmaps don't repeat like normal textures, so you can only interpolate between samples (imagine 16 fenceposts spaced one every meter -- your fence would only be 15 meters long.)

So you have 15 "segments", and in quake the lightmap samples are one per 16 pixels on the texture, so if your texture scale is 1.00, that's 15 x 16 = 240 units.

(someone who has actually read/written lightmap code please verify or correct me on all of this.) 
Thanks For The Explanation 
 
Explosion Sprite 
I have an explosion that the player sees from a way off and the standard sprite is not visually effective from this distance. Does anyone know of a bigger exposion sprite? (I don't have the tools to manipulate sprites) 
How Much Bigger? 
The quake sprite format doesn't allow sprites to be larger than a certain size, although I can't remember what that size is, but i think it's still fairly small.

If you need the explosion to be impressive from a fair distance, some sort of "firework display" made of lots of explosions might be in order. 
 
http://necros.slipgateconstruct.com/temp/explosions.zip

bigexp.spr is a larger explosion sprite from descent
draflam2.spr is a gigantic explosion sprite from freespace (needs to run at 20fps, or just skip every other frame) 
Necros 
That's much better, thanks. 
Interesting 
draflam2 is 256x256 which is a shitload bigger than i thought quake sprites could be. 
Scale 
I think when sprites exceed the maximum size they end up getting scaled down rather than just rejected or cut off. This is something that fitzquake handles better than the stock engines, in that it would draw the sprite full size instead. 
 
do you know what that max size is? 
Even If The Sprite Size Exceeds Max 
You can always cut it up in four pieces and display them back together. 
Afraid Not 
It's not an area I know much about, it's just something I've happened upon when trialling tree models for quake. Usually when there's a quake engine mystery like this I take a peek at the source to try and find out what's going on, but the copy I look at is the Fitzquake source, which we know behaves differently in this case. 
Having A Problem With My Map 
D:\Program Files\Quake\hipnotic> "D:\Program Files\Quake\Qbsp.exe" maps\a_kvss.m
ap

TreeQBSP v2.05 -- Modified by Bengt Jardrup

Input file: maps\a_kvss.map
Output file: maps\a_kvss.bsp
---- LoadMapFile ----
*** ERROR 03: Line 527: Invalid brush plane format

Elapsed time : 0:00

Peak memory used : 0.5 MB

!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!
Build failed, because it did not create the (+BSP) file: D:\Program Files\Quake\
hipnotic\.\maps\a_kvss.BSP
Build failed, because it did not create the (+PRT) file: D:\Program Files\Quake\
hipnotic\.\maps\a_kvss.PRT

using Quark with enhanced build tools. 
 
And what does line 527 look like? 
 
it's a QBSP error whenever i try to build the map. 
 
you need to copy and paste line 527 so we can see what's wrong with it. 
/\ 
that is to say, in the .map file. 
 
can't whenever i try to buld it cancels the build with the error. 
Glitchhunter96 
you need to open the .map file in a text editor that displays line numbers (such as TextPad) and find line 527. 
 
you can open the .map file in a text editor (eg. notepad); i believe this is what necros and willem are referring to. you will see blocks of text that look a little something like:

{
( -2608 -520 640 ) ( -2608 -520 704 ) ( -2608 -608 704 ) wizmet1_2 0 0 0 1.000000 1.000000
(some more lines like the above)
}

each chunk between the squiggly brackets is a brush and each line is a face. so whatever is on line 527 will be the problematic face 
 
..which is basically what kinn said. crosspost :| 
Crossposts 
have been super helpful for me in the past. 
2 Penny's Worth 
The txt editor I use is notepad++

http://notepad-plus-plus.org/

Better, worse? I'm pretty happy with it. 
And, 
glitchunter - those strings of numbers are the coordinates of the brush in your map, XYZ.

Once you know where it is open up the editor, find it and delete it.

Salvaging the brush, or deleting directly in the .map file can lead to headaches until you've got a solid grip on how everything works. 
Necros: Re 11818 Above 
Is there a fixed limit to the number of frames a sprite can have? Or, can I use all of the frames to draflam2.spr if I introduce some kind of time control into the frame sequence in the .qc? (I am not clear why 20fps)

I haven't tried anything yet, I have just seen the sprite working in Fimg.exe. 
Frame Limit 
I'd assume that the main limit you'll hit is the quake networking protocol. You set sprite frames in the same way as you set .mdl frames, and unmodified engines can't set frames higher than 255.

I think the 20fps is just the speed that the explosion animation looks realistic at - if you played it at the quake standard of 10fps it would look like a slow motion replay. It's not hard to do in QC but you do have to set the nextthink time manually rather than using the shorthand animation notation. 
(bonus Content) 
255 is actually quite a high limit considering the average length of a sprite used in quake. Technically this means you could optimise by combining all the sprites in a mod into a single sprite with no performance hits. Mods or maps which are only a couple of precaches over the stock limit might find that valuable. On the other hand, this would save you a scant 2 model slots in id1 quake, so the mod does have to be in that sweet spot...

cf. www.alistapart.com/articles/sprites 
Hitting The Limits 
that url was just one character too long

http://www.alistapart.com/articles/sprites 
Here Is The .map File. 
 
Line: 527
( 2277 85.56250 -6.50000 ) ( 2277 85.56250 163.50000 ) ( 2277 -67.18750 -6.50000 ) blue p 72 -5 0 -1.19336 1.32813

excess symbol "p" after texture name (blue). after removal of the character I have opened normal 
 
interesting... texmex will actually let you rename a texture with a space in it and qe3 doesn't complain about both loading, applying or saving...so looks like both quark and qe3 do that.

any others? 
Explosions 
Played around and got a good result. The longer it goes on, the worse it looked so every other frame was the best compromise. 
Silliness 
ok, well long story short - I've 3-4ish years worth of doom3 mapping rotting on my harddrive which will never be finished or released. It was kinda built in a Quakeish way/scale, so.....

Doom 3 stores the brush info in a totally different way to quake. Does anyone know of an easy-ish way to get the brushes from the doom3 .map into a quake .map?

Obviously the only valid things are the basic brushes. I don't care about texture info either. 
 
well, you can export d3 brushes as .obj and iirc, you use maya, so maybe you can import the obj file and then you will have some more options? 
Well 
sounds messy as i'd then be looking at a mesh -> brush converter.

i'll probably just have to write my own converter that reads a d3 .map and processes the brushes into quake format. Was hoping someone might have already done this but it looks like no-one has. 
 
see if you can get in contact with Lunaran, he's written all sorts of .map format converters in his day, he may have a python script laying around that does it 
I Could Ask Him Yeah 
tbh though, now that i think about it, by the time I've nerfed all the detail, filled in the bits that used to be covered by patches/models, and retextured everything, I may as well have just built the blimmin thing from scratch anyway... 
E2m2 Bug 
Is this 'fixable'?

I have it in an earlier FMB map where I use a trigger_once to killtarget a trigger_push. I know that FQ intercepts the bug and there is no crash, but not everyone uses FQ. 
E2m2 Bug 
I mean is it fixable via the editor in some way - I need both triggers, even though the trigger_once is only there to accommodate speedrunning shortcut merchants; 'normal' players won't experience any problem anyway. 
Testy 
The engine problem is removing an entity during a touch function - this is illegal but in fact quite hard to always prevent. We can make a special bit of code for this case though. Instead of directly removing the entity in the killtarget code:

1. Set the targetted trigger .touch function to SUB_Null so that it can't be touched any more. This renders it effectively inert without breaking the link list.
2. Set .think = SUB_Remove and .nextthink = 0.1 to tidy it up later. This way we'll be safely in a think function when the removal occurs.

The trick is to detect when we can remove directly and when we need this trick. The safest thing is just to special case it - make a new special kind of entity which performs this "slower, safer" removal on killtargets, and just use it here when needed. 
 
Fitz displaying a sv_touchlinks warning every now and then doesn't automatically mean the game will crash with other engines.

Preach: If SUB_Null is supposed to disable the touch function, why does it work so flawlessly in all my hack triggers? What is it I fail to understand about the functions here? 
 
SUB_Null is just an empty function. setting .touch to SUB_Null just makes the touch function do nothing at all (as opposed to not having a touch function, if you want to make the distinction). 
Yeah 
I phrased that badly, but in my defense when I wrote that half of the sentence I was going to set .solid to SOLID_NOT. I then worried that this might stomp on some other part of the engine's collision code by leaving the entity in the wrong linked-list, so I decided that replacing the touch function would be safer.

Word of caution: This method might fail when dealing with a shootable trigger. In theory you could shoot it in that window between the touch being removed and the think executing. This might then stomp over the think to be executed with the trigger_reset function instead. In this case you'd also need to reset .damagetype and/or .th_die when you prep for removal.

Don't even get started on how hard it would be to remove a monster like this - things like the monster getting woken up in the split second before it gets removed would be enough to spoil things. This would of course be a very obscure bug because of the small window of manifestation, but it would be hellish to diagnose. 
Scampie's Pipe Tut 
I followed Scampie's tut for pipes but stranded at this region.
I'm using GtkRadiant 1.5.0 and as long as I try to submerge the horizontal phase everything turns right with ctrl-U.
If I try the turned region the merge doesn't work.

http://members.home.nl/gimli/curves.jpg

What do I do wrong. or is it my window32 and no64? 
Hey 
If it's touch that causes the problem, why not just use a trigger_relay to kill the trigger_push?

I've done it that way before without problems, not sure if I had a delay in it or not though. 
Ijed 
Yes, a trigger_relay with 0.5 delay worked. Thanks all. 
 
I updated the qbsp and light sections of the quaddicted map compilers page. http://www.quaddicted.com/tools/map_compilers 
Bleh 
Missed some vertices on grid.
Trisouping merges well.
Me bloated sheap. 
"This Sketch Is Getting Silly!" 
So, we clear the E2M2 bug outlined above - great! Now we are just play-testing through the map. I've got architecture (nice), I've got trim (not painted on), I've got monsters (loads), I've got lights (dark and scary), I've got music (totally immersive). I have a simple teleport; I go through and get the SV_TOUCHLINKS error. I have another teleport in another map, set up in the same way (target and targetname, no flags) and do not get the error. Same progs.dat.

I do a test map: a box room, the player, a trigger_teleport, a info_teleport_destination, one monster; I get the error. I use the standard progs.dat with the test map; I get the error.

I actually thought, "Easter weekend, cold outside, let's stay indoors and finish the map". Now I'm thinking I'll just juggle chain-saws in the garden whilst hopping naked on broken glass, it's bound to be easier than finishing the map.

What's on TV, mum? 
 
trigger_teleport will fire it's targets when it teleports something.
is there something else that shares the targetname of your teleport_destination? 
Nothing On Telly 
I did check the main map (because it does break some limits) but I cannot see anything untoward.

I then created the simplest map to test the issue:-


//BSPGROUPS0001
//BSPGROUPINFO"None" "255 255 255" "1"
//BSPFAVORITES0010

//BSPCAMERAS0005
//"582.0 -665.3 1088.0 0 0 238"
//"4.8 -138.3 128.0 0 0 180"
//"0.0 -128.0 128.0 0 0 180"
//"0.0 -128.0 128.0 0 0 180"
//"0.0 -128.0 128.0 0 0 180"
//BSPMAPTYPE0000
{
"classname" "worldspawn"
"wad" "c:\games\bsp96b\quake\wads\onion.wad"
{
//"0000" "0"
( -768 -768 384 ) ( 768 768 384 ) ( 768 -768 384 ) ROCK18 0 0 0 1.0 1.0
( -768 -768 368 ) ( 768 -768 368 ) ( 768 768 368 ) ROCK18 0 0 0 1.0 1.0
( -768 768 384 ) ( -768 -768 384 ) ( -768 -768 368 ) ROCK18 0 0 0 1.0 1.0
( -768 -768 384 ) ( 768 -768 384 ) ( 768 -768 368 ) ROCK18 0 0 0 1.0 1.0
( 768 -768 384 ) ( 768 768 384 ) ( 768 768 368 ) ROCK18 0 0 0 1.0 1.0
( 896 -584 384 ) ( -640 -584 384 ) ( -640 -584 368 ) ROCK18 0 0 0 1.0 1.0
}
{
//"0000" "0"
( 768 -768 1280 ) ( -768 768 1280 ) ( -768 -768 1280 ) ROCK18 0 0 0 1.0 1.0
( 768 -768 1296 ) ( -768 -768 1296 ) ( -768 768 1296 ) ROCK18 0 0 0 1.0 1.0
( 768 768 1280 ) ( 768 -768 1280 ) ( 768 -768 1296 ) ROCK18 0 0 0 1.0 1.0
( 768 -768 1280 ) ( -768 -768 1280 ) ( -768 -768 1296 ) ROCK18 0 0 0 1.0 1.0
( -768 -768 1280 ) ( -768 768 1280 ) ( -768 768 1296 ) ROCK18 0 0 0 1.0 1.0
( -768 768 1280 ) ( 768 768 1280 ) ( 768 768 1296 ) ROCK18 0 0 0 1.0 1.0
}
{
//"0000" "0"
( 768 -768 0 ) ( -768 -768 1280 ) ( -768 -768 0 ) ROCK18 0 0 0 1.0 1.0
( 768 -784 0 ) ( -768 -784 0 ) ( -768 -784 1280 ) ROCK18 0 0 0 1.0 1.0
( 768 -768 1280 ) ( 768 -768 0 ) ( 768 -784 0 ) ROCK18 0 0 0 1.0 1.0
( 768 -768 0 ) ( -768 -768 0 ) ( -768 -784 0 ) ROCK18 0 0 0 1.0 1.0
( -768 -768 0 ) ( -768 -768 1280 ) ( -768 -784 1280 ) ROCK18 0 0 0 1.0 1.0
( -768 -768 1280 ) ( 768 -768 1280 ) ( 768 -784 1280 ) ROCK18 0 0 0 1.0 1.0
}
{
//"0000" "0"
( 768 768 0 ) ( 768 -768 1280 ) ( 768 -768 0 ) ROCK18 0 0 0 1.0 1.0
( 784 768 0 ) ( 784 -768 0 ) ( 784 -768 1280 ) ROCK18 0 0 0 1.0 1.0
( 768 768 1280 ) ( 768 768 0 ) ( 784 768 0 ) ROCK18 0 0 0 1.0 1.0
( 768 768 0 ) ( 768 -768 0 ) ( 784 -768 0 ) ROCK18 0 0 0 1.0 1.0
( 768 -768 0 ) ( 768 -768 1280 ) ( 784 -768 1280 ) ROCK18 0 0 0 1.0 1.0
( 768 -768 1280 ) ( 768 768 1280 ) ( 784 768 1280 ) ROCK18 0 0 0 1.0 1.0
}
{
//"0000" "0"
( -768 768 0 ) ( 768 768 1280 ) ( 768 768 0 ) ROCK18 0 0 0 1.0 1.0
( -768 784 0 ) ( 768 784 0 ) ( 768 784 1280 ) ROCK18 0 0 0 1.0 1.0
( -768 768 1280 ) ( -768 768 0 ) ( -768 784 0 ) ROCK18 0 0 0 1.0 1.0
( -768 768 0 ) ( 768 768 0 ) ( 768 784 0 ) ROCK18 0 0 0 1.0 1.0
( 768 768 0 ) ( 768 768 1280 ) ( 768 784 1280 ) ROCK18 0 0 0 1.0 1.0
( 768 768 1280 ) ( -768 768 1280 ) ( -768 784 1280 ) ROCK18 0 0 0 1.0 1.0
}
{
//"0000" "0"
( -768 -768 0 ) ( -768 768 1280 ) ( -768 768 0 ) ROCK18 0 0 0 1.0 1.0
( -784 -768 0 ) ( -784 768 0 ) ( -784 768 1280 ) ROCK18 0 0 0 1.0 1.0
( -768 -768 1280 ) ( -768 -768 0 ) ( -784 -768 0 ) ROCK18 0 0 0 1.0 1.0
( -768 -768 0 ) ( -768 768 0 ) ( -784 768 0 ) ROCK18 0 0 0 1.0 1.0
( -768 768 0 ) ( -768 768 1280 ) ( -784 768 1280 ) ROCK18 0 0 0 1.0 1.0
( -768 768 1280 ) ( -768 -768 1280 ) ( -784 -768 1280 ) ROCK18 0 0 0 1.0 1.0
}
{
//"0000" "0"
( -1144 32 104 ) ( -1144 0 104 ) ( -1144 0 88 ) ROCK18 0 0 0 1.0 1.0
( -1336 800 72 ) ( -1352 800 72 ) ( -1352 800 56 ) ROCK18 0 0 0 1.0 1.0
( 1040 -152 104 ) ( 1040 -120 104 ) ( 1040 -120 88 ) ROCK18 0 0 0 1.0 1.0
( -1144 -832 88 ) ( -1128 -832 88 ) ( -1128 -832 72 ) ROCK18 0 0 0 1.0 1.0
( -1144 0 104 ) ( -1144 32 104 ) ( -1128 32 104 ) ROCK18 0 0 0 1.0 1.0
( -1088 32 -160 ) ( -1104 32 -160 ) ( -1104 0 -160 ) ROCK18 0 0 0 1.0 1.0
}
}
{
//"0000"
"origin" "496 160 136"
"classname" "monster_army"
}
{
//"0000"
"classname" "info_player_start"
"origin" "-736 -720 408"
}
{
"classname" "trigger_teleport"
"target" "test"
{
//"0000" "0"
( -512 -624 -576 ) ( -512 -752 -576 ) ( -512 -752 -608 ) NONE 0 0 0 1.0 1.0
( -384 -592 -576 ) ( -512 -592 -576 ) ( -512 -592 -608 ) NONE 0 0 0 1.0 1.0
( -384 -752 -576 ) ( -384 -624 -576 ) ( -384 -624 -608 ) NONE 0 0 0 1.0 1.0
( -512 -752 -576 ) ( -384 -752 -576 ) ( -384 -752 -608 ) NONE 0 0 0 1.0 1.0
( -576 -752 496 ) ( -576 -624 496 ) ( -448 -624 496 ) NONE 0 0 0 1.0 1.0
( -400 -624 384 ) ( -528 -624 384 ) ( -528 -752 384 ) NONE 0 0 0 1.0 1.0
}
}
{
//"0000"
"classname" "info_teleport_destination"
"origin" "-72 -680 408"
"targetname" "test"
}



and it still shows the error, although FQ85 reports it but does not crash. 
 
if that map you posted is causing the error, then at this point, all i can ask is: are you SURE you also tested with the stock progs.dat? 
Ooops... 
"classname" "info_teleport_destination&qu...

is "classname" "info_teleport_destination" in the map file.

Ah, 'preview' shows me that somebody doesn't like too many quotes in a post.

The map file is correct 
Furthermore 
Did you test it in a non-Fitz engine? Does it crash there? 
Progs.dat 
Is dated 25/11/1996.

But I am assuming that if I run FQ directly from the .exe file, it will link to the ID1 folder and will not somehow use another -game setting? 
Just To Be Sure... 
I moved everything out of the Quake folder and just left the ID1 folder in there.

Anything in the config file that might affect things?

No, hang on; I have a map using my progs.dat that does not display the problem. FMB_BDG has a teleporter to get you to a secret area and there are no issues at all. The map that displays the error is the next map in this series. 
Negke 
I only have FQ and have never used anything else. I will down load something else and try it - any suggestions? 
Anything Will Do. Old Winquake For Instance 
My point is, even if Fitzquake displays the warning, it doesn't prove there's a serious issue. It may just as well work fine in other engines. I also get the sv_touchlinks (engine) warning in some of my maps, and they still work flawlessly. 
Negke 
It's true that the map does not crash (because FQ mugtraps the error) and the teleporter works. So it can be released like that. I just don't like the message popping up on screen: it's wrong.

I also find it annoying that sometimes it errors and some times it does not.

Now here's a funny thing. In one instance, a teleporter is actually being used as a short-cut. If you use it (by finding a secret) you teleport to immediately behind a monster (shhh, he does not know you're coming), and you get the error message. However, if you kill that monster first (he is nothing to do with the secret, and he is not targeted, he's just an ogre plain and simple) and then go and do the secret teleport, there is no error.

I know my maps are not exactly state of the art, but I do try to get them looking good and playing good. I guess this is compromise time, but as it is my last map, I would have preferred if it did not stutter over such a thing. 
Rock The Mike 
I think I can eliminate the message! If you avoid spawning the tdeath trigger during the teleport touch function, instead just spawning a helper entity with a think function that will spawn the tdeath as soon as possible. The think I wrote was:

void() spawn_tdeath_wrapper =
{
spawn_tdeath(self.origin, self.enemy);
remove(self);
};

and the replacement for the spawn_tdeath call in teleport_touch goes like

tdeath = spawn();
tdeath.origin = t.origin;
tdeath.enemy = other;
tdeath.nextthink = time;
tdeath.think = spawn_tdeath_wrapper;

Trying your test map in glquake doesn't cause a crash though, even before the fix. I think I can see why the error message occurs intermittently and is essentially benign. When a touch even is fired, the engine is in the middle of an internal physics function which holds some state information about the world. That state is an except of a linked list holding the physical entities in the world.

When the tdeath gets added, this is a physical entity which need to be included on the list. If we are very unfortunate then the little bit of the list that the function already has is now out of date. In less careful engines the function does not even notice that it's bit of information is out of date. Does this matter?

Well, that depends. If you care that the function might be skipping our new entity then there is a bug, but we've already acknowledged that we don't expect reliable collisions this frame (that's why force_retouch is set to 2).

I think there's also a more dangerous problem which can arise in this code if the mismatch is because the QC removed an entity, because then the engine is using out of date information to access a dead entity. Dead entities get their physical properties removed so expectations might get violated.

Since we're adding not removing, that class of error can't happen, so I'd expect we are safe. If the error message is irritating the QC workaround above exists, although it might add an extra frame worth of delay to telefrags so it's not entirely without tradeoff. 
 
i think you could also do an overly large findradius then compare bbox absmin/maxs?
that would avoid using force_retouch entirely. 
Historical 
The force_retouch isn't something new, it's been there always to handle a teleporting monster landing on a standing monster. If a monster doesn't move then it won't collide with the tdeath without it, and force_retouch seems designed for this situation. I mean you could reimplement the whole physics engine in QC and not bother with movetypes : - P 
Thanks Preach 
Annoying messages eradicated. 
Tutorials 
Hi Guys!
I'm new to q1 mapping, and i'm wondering if there are any good tutorials out there.
I'm familiar with q3 mapping, so i'm mostly interested in the differences.
Or if it isnt too anoying i could also ask the most necessery stuff here.
Thanks! 
Old Tutorial From 1996 
there's bunch of basics there
http://www.quake-1.com/wc16a-tutorial/

though, modern mappers mostly use radiant, but the basics are basics ;) 
 
If you're familar with Q3 mapping, just look at a Q1 editor def file. You'll see a list of all entities with short descriptions that should give you a basic overview. Maybe open some map in the editor, from the id map sources maybe, for concrete examples.

Q1 mapping isn't too different from Q3, except it requires texture wads, there are no curves and no caulk, and a few more entity types (which are pretty self-explanatory for the most part).

Here is a set of compilers and some other tools that might come in handy at some point. A fairly large collection of texture wads can be found here. If you use Radiant, the .wad has to be in the ID1 folder, and you need to add "wad" "path\tex.wad" to worldspawn for QBSP. 
Addendum 
If you're into Radiant, I suggest you give Netradiant a try, see if it works for you. It's an updated version of GtkR 1.5.

Compiling a map works like with q3map2, only there are three tools instead of one: txqbsp, light, wvis.

Fitzquake or Quakespasm are good engines for testing; Darkplaces is not recommended. And be sure to enable developer mode (console) before loading the map. 
Worth Mentioning 
Developer mode just shows you additional error messages / warnings, if any. 
Thx :) 
That answers most of my questions for now. 
Radiant 
After mapping in Radiant1.5 I get the error meassage when attempting to compile.
It's a bit confusing because now I have to reload the map in quark to compile.

http://members.home.nl/gimli/radia.jpg

What statement do I miss to let the compiler find the map? 
Edit Default_build_menu.xml 
You have to edit this file: C:\Program Files (x86)\GtkRadiant 1.5.0\q1.game\default_build_menu.xml
You must fill in the correct path to q1 and the compilers.
I made it like this:
______________________
<?xml version="1.0"?>
<!--
build commands
[RadiantPath]: path to Radiant .. C:\Program Files\Gtkradiant
[EnginePath]: path to the engine .. C:\Games\Quake
-->
<project version="2.0">
<var name="bsp">"[RadiantPath]yourbsp"</var>
<var name="vis">"[RadiantPath]yourvis"</var>
<var name="light">"[RadiantPath]yourlight"</var>
______________________ 
 
I changed the first lines as noted,
so I did but the error still occurs. 
Note 
The last part of my post was cut down, sry.

You also have to change the name of your bsp, vis and light in

<var name="bsp">
"[RadiantPath]yourbsp"
</var>

<var name="vis">
"[RadiantPath]yourvis"
</var>

<var name="light">
"[RadiantPath]yourlight"
</var>

for example yourbsp to txqbsp, and so on. 
Paths 
I changed the paths,
but for some reason the program wants to execute
[bsp]"[MapFile]".

This gives me the two para's that wont compare.
c:\Progra~1\GtkRadiant1.5\hqbp
C:\Quake\ID1\maps\test.map


I'm doing something wrong but just to noob to see.
I think I compile them just aside Radiant.
Thxks anyway. 
Maybe Just Something Else... 
who knows if i'm right.
Just had similar problems at the beginning, it just did'nt want to compile.
Btw, i also had to copy the bsp, vis and light .exe's in the radiant folder before it worked...

btw, is it also true that q1 has no detail brushes, just solids, for vis? 
 
Q1 has a balancing act. You can use FUNC_WALL entities for detail but each one you create eats into your entity count ... and they won't cast shadows. 
 
Also note that func_wall'ing stuff like you would do with detail brushes is not always beneficial to performance. Sometimes quite the contrary. It does speed up vis time, though.

As for the build scripts, if nothing else helps, just open a command prompt and compile from there. The default entries in GtkR1.5 aren't that useful for Q1 anyway. You'd have to remove a whole lot of them and rewrite the rest to match the syntax of the Q1 tools, and depending on you intend to use them/test the map. 
Map Layout / Stuff 
How do you all do it? What are your thoughts when creating a sp map?
Especialy on layout/routes, puzzles, that kind of stuff.
I often see intertwined paths in quake maps, want something like this too, but lack inspiration... 
Block Out First 
I like to start with the floor plan of an area, which you can interlock.

You can try to make a hub area, with a bunch of exits, then link them with other areas.

Blocking out is making a sort of simple version of the map, figuring out distances and scale. Make your layout first, then add detail afterwards. 
 
I usually do both layout and detail at the same time (per room or area) as they influence each other. Not always the best method. Blocking out the entire layout first works for some people, but can also be somewhat restrictive.

I guess in modern games, and probably for dm levels, it's pretty much mandatory to get layout and gameplay/flow right beforehand. Quake's monsters, however, are so versatile (or simple) that you usually don't need much pre-structuring to make them work.

It's good to have some ideas before starting the map, how rooms are supposed to look and connect to others, what puzzles and gameplay situations might be interesting in them, and so on, but quite often the map just evolves dynamically depending on what's already there, so to speak. After a while, one gets a feeling for it.

Perhaps try drawing some layout ideas on a grid paper and see how you can expand them. Keeping the principles of deathmatch levels in mind while coming up with a layout can help. Floors at multiple height levels that interconnect or meet in open areas/atriums maybe. Of course you could also create a room and just add a bridge somewhere above, or two doorways - something that forces you to connect other areas to, and eventually it may come together as a proper layout.

If you lack general inspiration, just play a few custom levels and examine how it's done there (noclip around on and look from the outside). Or check the inspiration&reference thread. 
 
There is a thread about the design process, might be helpful to you, though it's more about overall methodology than specific gameplay design.

http://www.celephais.net/board/view_thread.php?id=60554 
Not Got Much To Say But... 
Blocking out the whole layout before detailing can be boring, but tends to make the creation of the map happen much faster, since you waste less time detailing areas you later redesign or throw away. Coming up with a theme idea before that is a good idea though, since the setting might well influence the design and architecture quite a lot - even at the rough stage.

I think adding a few monsters during the block out phase, even if it's not final gameplay, is very important, since you need to test how they handle the geometry and for ogres in particular, how effective they are. Ogres can be UTTERLY ineffective if placed too high or low, and whilst their presence alone and rain of grenades might make the player twitchy, if they realise all the grenades are missing the combat loses its urgency. Basically, if you build some ledge somewhere with the intent to populate it later and have monsters attack the player from it, just test a couple of different monsters to make sure it works. You can always adjust later, but it's easier to try and get right first time.

Layouts where the route goes through an area multiple times from different angles is something I love about Quake maps. It's not neccessary to do this, but it's fun to revisit areas sometimes. CZG tends to do this really well in his maps, so have a look at them (esp. honey!).

One thing I'm not sure I gave much though to before recently is the way you introduce the player to keys and key doors. Generally you want to block the player's path with a locked door, then send them on a trip to get the key, which may be located tantalisingly near to the door and in plain sight but unreachable. Don't give them the key before they get to the door (this could happen in a very non-linear map by accident I guess) because there is no point otherwise. Sorry if this point is crazy obvious :) 
Thx Negke, Than & Co 
Good Tips, already helped!

The CZG (especialy honey) maps where btw the reason i wanted to make a q1 map, their just gorgeous and interesting to play.
But realy realy hard to imagine how to build something like this, at least for me ^^ 
I Think For Most People, Wakey 
Than - good points.
I agree with Sock that I'd love to see more mappers doing blogs detailing work in progress, mapping styles, etcetera etcetera.
I'd love to see a video of Negke, among others, making a speedmap, for example. 
They're Called Imps For A Reason 
Is there any reason why Imps do not follow path_corners apart from the fact that they are little imps? 
 
Drew:
so people really want blogging on that stuff? i started with some doom mapping but figured no one really cared as it ended up not really being all that interesting to read. "i put in a room today... also, i textured stuff" etc...

Mike:
imps?
i'm going to guess you are talking about the flying imps from Hx2 that kinn ported over?
if so, then your question is actually related to flying monsters not following paths.

essentially, a monster won't move up or down unless it has the target as an enemy.
there's some code stuff but essentially, you can haxor it in yourself by doing this: http://celephais.net/board/view_thread.php?id=60097&start=601&end=601

ALSO what's not mentioned in that post is that the path_corners must have a movetype other than MOVETYPE_NONE (which is 0, so any entity that DOESN'T set a movetype has MOVETYPE_NONE).

so in your path_corner spawn functions, add in a self.movetype = MOVETYPE_NOCLIP;. 
There Is Also 
A bug in Qouth code where the monster will not use the path if positioned directly above the path_corner. Apprently this bug was inherited from elsewhere.

Could well be fixed in latest version, or just not be the problem - but worth bearing in mind. 
To Clarify 
As I remember it was if the monster shared its starting position with its first path_corner.

As Necros mentions vertical position is irrelevant for Quake Ai, apart from fliers and swimmers wanting to stay above their chosen enemy. 
 
the bug to which you are referring to was introduced by me.

it was so 'wait' keys on path_corners would allow monsters to stand around for a few seconds before moving on, and the way i checked if the monster had 'arrived' was by measuring the flattened distance to the corner to see if it was less than 4 units.
unfortunately, as you pointed out, it has the side effect of making monsters not register anything if they start on the corner. :( 
Some Do 
I typically like it.

haven't looked at this in depth but it might be cool, for example: http://www.rockpapershotgun.com/tag/level-with-me/ 
Not Really An Example 
i guess.
whatever. 
 
Learn something new every day. Think I saw this in Quoth2 content. 
Also 
Having monsters patrol a bit better is always good. 
Imps 
Thanks again for your help necros.

It seems as though every time I want to 'tidy up' a map, there's some kind of jiggery-pokery to do. I think I'll leave it as it is and just make do. Otherwise this will go on forever and as Jimbo says, "...and forever is a very, VERY long time, Geoffrey". 
Vis Fail 
As title says.
My map is tightly sealed, no leak, no pts file, prt and vis files are generated.
Still i'm able to look through the whole level with r_showtris in Fitzquake.
The map layout is suited for vis to work, still it doesnt.
Any ideas on this? 
Have To Ask This 
are you doing -level 4?
-quick is almost always useless

are you noclipped outside the map?
vis data is ignored when you are outside of the map. 
Doh! 
Radiants build menu caused the fail.
Before every compiling stage it did automaticaly bsp again, so when i lightet the map, it "forgot" that vis was already done.
Rewrote the build menu, now it works.

Thanks necros, i now use -level 4, works like a charm. 
 
i hope you don't mean you always use -level 4.
i was only saying that it was possible you might not see much with -fast, but -fast is sometimes all you need for testing.

in some ways, using -fast will show how much a vis blocking tunnel or wall will help.

if the area is disappearing with just -fast, you have a great vis blocker and your -level 4 vis time will probably be really fast.
if it's NOT disppearing, -level 4 will catch all (or most) of the stuff -fast misses, but at the expense of a lot of calculations. (this is where you hear about those 3 week long vis sessions) 
 
Previously i used just vis without any switches.
I often used fastvis for my q3 maps, but my current machine handles normal vis in a few seconds (for now at least), so i tend to use it until it takes too long for fast test's.

Btw, just took a look into ne_ruins.
Great map, i especialy liked all those cool stuff like breaking vases, the coins inside, the swinging silver key door (amazing!)
Is this all added through QuakeC?
I guess i should take a look into the coding section too then! 
 
oh ok. -level 1-3 vises are not logical though, i mean, it's not like 1 is faster than 2 is faster than 3. in fact, some tests indicated that level 1 is vastly slower than 4 as well as much less effective.

and yes, ruins stuff is all quakec. qc is very powerful :) 
 
do func_train entities have a maximum distance in units they can travel? in my map, the train disappears or goes invisible after travelling about 3,520 units. i am still standing on it and it keeps moving, but i cannot see it. the train goes back and forth between a destination. on the way back, the train reappears and becomes visible again. i think this is happening when the train crosses the origin 0,0 of the map. my map is within the 4096 unit limit. 
Potential Problem 
All brush models start with their origin at the centre of the map, which can come as a surprise because usually the origin of an entity is close to its centre of mass. If the initial path corner was far enough to the left of the map, then as a train travelled left to right its origin could leave the map on the right just after the brushes went past the half way mark.

As a test of this hypothesis, try moving the entire brush model for the train to the origin of the map (the path corners should work identically, the only issue will be lighting on the train). Then recompile and see if this fixes it. 
 
thanks, moving the train to the origin fixes the visibility problem!

i had the train positioned at the south most part of the map heading to the north most part of the map so if the train's actual brush model origin was 0,0, then i guess the game believed the brush went outside the map after reaching it's halfway mark. 
This 
Sounds cool. 
Lighting Basics... 
http://necros.slipgateconstruct.com/guides/lighting-basics/

let me know if you see anything wrong. 
@necros 
Such a cool article on Q1 lighting, I am glad you wrote that, thank you :) 
Great 'un 
 
Like It A Lot! 
very useful indeed! 
+1 
 
+2 
 
 
thanks! 
Awesome Necros 
Add screenshots and it will be quad bettered. 
 
nah, too lazy for that. :P
i already had that typed out, i just CnP'd most of it. 
+3 
very good reference. I've found I have stopped using -soft though, as it tends to smudge and flatten dramatic shadows too much (like light coming through a barred window), making things feel a little bit too uniform sometimes.

I also make heavy use of low-intensity "filler" lights as a way of creating the illusion of bounce lights - e.g. a bright delay 5 torch in a brush holder would otherwise have nasty black shadows underneath the holder, but it starts to look real nice with 1 (or sometimes as much as 4, depending on the surrounding geo) low intensity, low wait fillers around it.

I've never found a use for minlight yet, not even the local minlight. 
 
I've found I have stopped using -soft though, as it tends to smudge and flatten dramatic shadows too much (like light coming through a barred window), making things feel a little bit too uniform sometimes.

yes, thank you for reminding me. i find there are times where -soft is detrimental as well. in general, i find it's great for outdoor areas, but ONLY if the sun is not casting long shadows.
if the sun is low in the sky, i feel it looks better without the blurring.
i'll have to add that in, that it's not necessary to always have -soft on.

about filler lights: that's cool, i had no idea other people did that! i like making arrays of lights in spherical shapes, with the lights near the center having about 5 and the ones near the edge having about 1. makes really cool fake volume lights and gives more interesting shadows because they are being accumulated from many different points.
for these, i actually use delay 3 (no attenuation).

maybe i'll write a post about these things later...
i'd be interested in hearing if anyone else has subtle lighting techniques like that. 
Also 
anyone else use antilights? I'm using them to do silly things like a sort of fake HDR (haha, it's a bit grandiose calling it that) where I have a bright light outside coming through a barred window to cast dramatic window bar shadows in the gloomy interior room. I set it up with a bright spotlight coming through the window bars, but in order not to have a big bright blob on the outside wall, I cancel it out with antilights on the outside - this gives the illusion that when you are outside, the light source doesn't seem that bright because your eyes are accustomed to it, but from the inside it seems bright outside. 
 
i never had much luck with them, but i have not really done much testing with them. the few times i've tried using them, i ended up with poor results so i try to avoid them.

how exactly are you cancelling out the spot light... as in, what values are needed? do you guess it and tweak or can you just figuring it out based on the current values? 
 
how exactly are you cancelling out the spot light... as in, what values are needed? do you guess it and tweak or can you just figuring it out based on the current values?

I should have mentioned - make sure the spotlight uses a different style to the surrounding lights, then you make the antilight use the spotlight style and it will only cancel light of that style (i.e. the spotlight) - this is a mega useful property of antilights.

with it only affecting the spotlight it makes it a lot easier to to just make an educated guess for the antlight values, eyeball it, adjust, eyeball it, adjust...I don't have a formula for this but I've found it doesn't take too many iterations until it's "good enough". 
I Think In That Window Case 
I stuck the antilight off to the side of the window, so it flooded the wall with antilight of only the spotlight style, but the angle was such that no antilight came through the window. 
 
ohhh interesting. didn't know you could use style like that for antilights. that makes it much more useful.

btw, like the fake hdr idea. that's a great way to make interesting light without relying on sunlight to do the job for you. 
Oh Also 
you can often use antilights to mackle up some passable blob shadows to make a func integrate better into the world geo. 
 
btw, like the fake hdr idea. that's a great way to make interesting light without relying on sunlight to do the job for you.

Indeed - I alway go for a rather dim "twilight" sun effect these days - Quake was never supposed to take place during the day :} 
 
Did you check with BJP's light readme for possible addtions/corrections? 
 
are there any? admittedly, most of that is from memory, but i did quickly check it over for any blatant errors.

actually, now you mention it, i should probably link to that as there is a lot of info in it. i just find it's not very easy to find it, being buried at the bottom of a massive changelog (some info is actually in the changelogs too...) and being mixed in with both light and vis tools.
and some info came during the development of the tools when we talked over email.
bengt is a tool genius, but his documentation is not very accessible. :) 
Thoughts 
I use filler lights too. Pretty much every light in any of my recent levels has a bright source light with short falloff and a lower intensity (50-175, sometimes 200) light with a long falloff, which tends to look more realistic than just one light with 300 intensity placed at the source.

However, I should probably try experimenting with the different falloff types, since it's probably possible to create the same thing using a single light with an inverse falloff or what have you.

I also used inverse lights for integrating funcs, but that's about all. They are useful in some situations for sure, but I don't find myself using them that often.

minlight is useful for doing very rough level work without having to make everything fullbright. It's good for quickly testing the angle of sunlight without having the sun cast thick shadows (you want to see the underlying architecture) and a very very low minlight can look ok I think. However, in most cases it's best to not use it since I don't think you can get the level any darker than that value - even using negative lights. 
 
aguirre's tools do allow negative lights to go below minlight, so you can darken a pit or something. 
Cool 
I didn't realise that. I think the last time I looked in the readme it didn't allow them to go below minlight. 
Teleports Without Model Preload 
Although I don't desperately need to save precache slots
, I was wondering about the teleport using entity only flag. In worldcraft there is no entity only flag for trigger_teleporter and I'd like to know if it's actually a hack or, if there is a flag, which number it is.

Anyone know? Negke? 
There Is No Flag 
You need to create a point entity, e.g. trigger_relay, set all the necessary fields (targetnames, spawnflags + 2) and change the classname to trigger_teleport. 
Negke 
thanks! 
Yay! 
Ok, this works, but in Worldcraft you need to set the classname in smartedit mode by adding it as a new key, rather than just change the classname from the drop down list.

Awesome tip btw!

We really should write a new guide to Quake mapping that includes all the hacks and tips and tricks to let people get the most out of the game. It would be awesome to have a nice clean guide instead of having to wade through this thread or the hacks thread to find stuff. 
Weird Problem... 
I made a little Shambler teleporting test map. There is a weird little problem...

When the Shambler is teleported, you can see him move very quickly between teleporter and destination. I've never noticed this before. Is this a problem with this hack or a general teleporter quirk?

https://docs.google.com/open?id=0B2HO-DwxAPCnYUpSOHdSSHBPMFU 
Heh 
I can't explain why this happens exactly, but it seems to go away if you move the teleport_destination entities 8 units up. 
Nice 
Actually, I noticed it wasn't happening at one point, but I didn't know why. I guess it was when I moved the teleporter_destination up to access the teleporters and didn't move them back. 
 
maybe because FL_ONGROUND will be set when it's setorigin'd to the new position and then lerped?
that's really weird that just moving it off the ground fixes that. 
We've 
Seen this happening with blinking scrags.

It seems to be caused by modern engines showing the space between the smoke and the mirror, which the old engines weren't precise enough to reveal.

But, it sometimes happens, sometimes doesn't, and I'm not sure why. The position is just moving over the duration of 0.1 seconds, seems that sometimes this is visible. 
Check 
Can you check if it's an interpolation issue by replicating and then toggling r_interpolation (or whatever it was called in engine of choice). What might be needed is for interpolation to be reset for any entity which has Setorigin called on it. 
R_lerpmove 1 
this seems to be the culprit. Turning it off fixes the issue. 
That'd Work 
If it was a constant problem :(

I've noticed it affected by framerate fluctuations, although sometimes not.

So I'm going to try the hit it with a hammer approach of nulling the mesh of the monster for the duration of a teleport.

Shouldn't cause anything untoward, although come to think of it, it could break !walkmove checks, especially for custom bbox monsters. 
 
which engines is this happening in? i thought fitzquake and variants had this fixed. 
Than: 
are you teleporting the shambler less than 100 units? There is client-side code in quake (and extended in fitzquake) that detects moves greater than 100 units in a single frame and treats them as teleports. In regular quake this affects the demo playback lerping, in fitzquake it also affects the r_lerpmove lerping. 
Missed 
Your post than.

In RMQ we see it in RMQEngine, which is a fitz fork, so the less than 100 units thing should be what's affecting the self-teleporting enemies by the sound of it. 
As A Workaround... 
by calling setmodel or setsize you might be able to force it to disable lerps for that frame (not tested.) 
No Problem 
it doesn't occur in my actual map... only the testmap. The test map used >100 distances though, but not by that much. 
Rotating Stuff ... 
anyone know if it's possible to rotate torches etc. so that they appear upside down? I vaguely remember someone made a speedmap with lots of upside down stuff inspired by alice. Whether this included torches I dunno. I suspect negke knows how to do this if it's possible :) 
Angles Field 
 
Yeah... 
I was about to answer my own question there. Just figured it out, but thanks :) 
Skyboxes 
I am looking for 'pretty' skyboxes of setsets and/or sunrises - think happiness as opposed to doom laden. Can anyone point me in the right direction (and I don't mean go west young man) 
Setsets? 
sunsets: the letters aren't even next to each other on the keyboard 
In Here You Will Find Some Mike 
89.154.61.112 
Thanks 
Some More 
Quick Question 
When making quake 1 maps with gtkradiant 1.5, where do I put the texture files? And do I leave them as .wad or export them to a different file format? 
 
You need wad files directly in your quake directory, e.g.: Z:/Quake/id.wad.
You also need to set the key "wad" with the path to the wad in the worldspawn. 
 
z:/quake/id1/id.wad 
Lightmaps 
Do clip, skip and trigger textures affect lightmaps? 
Not 100% On All Of Them 
Trigger textures certainly do - the map compiler has no idea what the classnames on your entities mean and has to assume that you want the option to render them (in fact some speedrunning mods have the option to show triggers in practice mode). Scaling textures that you know won't be seen by massive percentages ought to save some maps. 
 
skip does as well.

from what i understand, the skip'd faces are still in the bsp file, but they are moved to a point after a marker that tells the engine not to draw them, so they are loaded, just not drawn. 
 
skip and trigger generate lightmaps.

clip does not.

Theoretically qbsp.exe could be modified to natively understand skip; and then it would be possible to truly remove them from the bsp, reducing lightmaps and marksurfaces. But the current skip tools available merely hide them from rendering using a hack. 
Thanks Digs!! 
 
Compilers 
Is there a Q1 compiler which works with func_group entities?

I am currently using TreeQBSP v2.05 (10/04/2007) modified by Bengt Jardrup, but it leaks if I have any func_group entities in my map. 
 
i know that aguirre's txqbsp does. just add -group to enable the support. 
 
I assume you are talking about this version of qbsp? (http://user.tninet.se/~xir870k/)
The program (qbsp) tells me -group is not supported, I checked the readme file and it has no mention of it. Are you using a special version not listed on his homepage? 
 
the file you want is the txqbspbjp.zip which contains his txqbsp. This one supports -group.

it's only his treeqbsp that does not support -group. 
Options 
Ok that was confusing, I looked at the website and saw qbsp to be newer and assumed it was the correct one to download.

The txqbsp does not support -oldaxis and -transwater switches, I assume this ok? 
 
aguirre's txqbsp uses -altaxis and automatically builds transparent water (you can disable this with -nowatervis) 
I Never Really Understood 
why he maintained 2 slightly different forks of bsp in parallel. It's not as if there were any obvious reasons given regarding why we should use one over the other. I use Tx, for reasons that I can't actually remember now, but I'm sure were valid at the time. 
 
tx supports everything tree does, but also supports floating point coordinates. unless there's anything else, there's really no reason to use treeqbsp. 
I Thought 
that Tree supported floating point in exactly the same way that Tx does. That's what it says in the readme files anyway. 
 
oh maybe it's the 'etp' thing then? enhanced texture precision? 
Again 
supported in both, according to the readmes. In fact, going from the readmes, the main features list of both tools appear to be identical. 
 
geez, maybe they are then? the only difference would be txqbsp supporting -group then and different switch name for old/alt axis... 
Tx > Tree 
More stable, from my experience. 
Also 
Tx has better dynamic memory management, which of course is completely irrelevant with today's computers. I think that internally they use different data structures. 
Mapper Switch 
I did find it funny that there is a -kinn command line switch for the light compiler! :P

"Added new option "-kinn" which translates all delay 2 lights into delay 5." 
Lol 
yeah, the story behind that is this: originally the only inverse square falloff was "delay 2", which I didn't like because the light level went to infinity as you approached the light source. This of course just meant you got a big flat fullbright circle around your light all the time, no matter what the value of the light entity was. I ended up modifying the formula so that it was still inverse square but the light level at the source was equal to the light entity value, not infinity. Aguirre liked this formula, so he included it in his version as "delay 5", but in my own custom version it's still "delay 2". 
 
thank goodness for that, i love delay 5! :) 
Worldcraft Question 
i'm using worldcraft 3.33 w/ quake adapter, and is there away to tell worldcraft not to use a specific color for the brushes? a lot of times they end up black, and its hard to see with the black background.

there is an option for white background, but with the grid being gray, its pretty useless. 
Like When You Clip Them? 
Try 'grouping' the brush. Thats my mid level solution. Always hated that too. 
 
pretty much whenever i edit a brush, like playing with the vertices or whatever, it changes color.

one thing i do is right click on a brush and go to properties, click ok and it changes color.

i'm guessing the answer is no then. :( 
Monsterjump 
I have several flying monsters spawning in close proximity. Although they have some delay between them, occassionally one will spawn on top of the other and I get blood-n-guts all over the place. It seems that trigger_push and trigger_monsterjump do not work with flying monsters. Any ideas on how to avoid this kind of issue without resorting to qc, other than not to do it in the first place? 
 
to say for sure, need to see this place. trigger_monsterjump does have tested. If the monster is already flying, it does not work. Maybe there is an opportunity to put between the trigger pad covered with textured skip? Then he landed on it and no longer flying 
 
i don't think that will work as the fl_onground flag (which is what is needed to be on in order for monsterjump to worok) is never changed or explicitly set during teleport so if the monster didn't have it set, then it won't have it set after teleporting. 
Necros 
Yes, now I've looked at the qc I can see why. I had promised myself no more messing with the devil. I seem to be endlessly 'tweaking' just to get one effect, so I will leave it alone now. If the player gets lucky, so be it.

You never know, I might even finish this map. It's four years and counting: architecture was finished not long after I released the first half of FMB-BDG, lighting about a year later, monsters went in end of last year, play-testing and looking for music this year, and I'm getting older by the minute... 
Texture Rotation And Alignment 
I was fooling around in Worldcraft today trying to align textures on brushes aligned at 45 degree angles when it occurred to me that someone might have already figured out the correct ratio not only for this, but for most angles in general. Has anyone formulated a table to get proper alignment on textures, scale included? 
Sounds Like Something Negke Would Know 
so I have a map vising that finished today (this is bsp2 tools), and right after it said left 0:00, 100% as if it was done, it then said *********** ERROR portal not done. I haven't come across this before, uhh... does this mean the entire vis time was wasted and there's some kind of vis-killing problem in the map?

(that would only show up after its 100% done after 333 hours? lol). 
 
...Ouch :/ 
Ionous 
For 12 sided circles etc I think your angles are often 63.5 degrees (to the nearest half a degree) and 27.5 degrees. Scale for the textures on one of the diagonal sides is 1.06

Stuff I remember :) 
 
~0.71 is correct

0.75 is sometimes better to make edges align to grid. 
Thanks Ricky And Metl 
I had figured out the rotations for the 12-sided cylinder, but never the scale. Thanks for both, they're going in my own 'Mapping Tips' document. 
Tronyn 
I ran into that error when vising my coag3 map with an older version of WVIS that had a bug with the state save function - interrupting the vis process caused unfinished portals to be left 'open' instead of resetting their progress altogether. BJP then sent me an experimental build of his VIS tool which had a -finish switch that would disregard such conflicting portals and force the vis job to complete.

Now, your problem appears to be different insofar as the WVIS bug was fixed in the final version and the BSP2 tools are based on that source. Or are they - can someone check?
Problem is that, presumably, BJP's new vis won't work here, because of the different BSP version and specifications. Still, you could contact him and see if he's got an idea. 
Thanks Negke 
I doubt I will be able to contact aguirRe these days, though he formerly was one of the best guys to talk to regarding mapping. I'll try him but I'll also try RMQ team / mh who I think (?) is the major tools developer. It could be a very old, rare and gay bug. But I reserve the right to be formally offended to only find out that shit's fucked after 333 hours. It's like a relationship, except even worse (333 hours into a relationship ought to have bought you the notification that you're doomed - long ago!). 
Serverflags 
I know the engine uses the serverflags to store information about if the player has the runes or not, what is the rest of the flag used for? Can it be used to store other information that can be used between maps? 
 
The rest is not used. And if the server does not cut the value of serverflags, I think it can be used 
Re: Texture Rotation And Alignment 
The scale is the sine of the angle. Like Metlslime said, for 45 degrees this is 0.707. Instead of rotation you often actually need to do negative scaling. Try putting a texture with text (like trigger) or some other obvious left/right or up/down differences and you will see what I mean (also, it needs to be the same size as the texture you will actually use). 
Sock 
Yes, it's possible. And apparently one can store more than you would expect at first glance if done right. Kinn, and if I'm not mistaken necros and Preach, talked about it not long ago, but I can't remember in which thread. 
Thanks 
Awesome, thanks for the reply, I was not 100% sure and I did search for serverflags in this thread but could not find anything. From my tests it *seems* to work fine. The things I want to remember across map loads affects every client so I am not worried about that. I know about the parm system but I am surprised there is not more use of the serverflag solution. 
 
Parms, Yeah 
Kind of mixed it up, and still had that one "meta hack" thing in mind, too.... Whatever works, right? 
Tri Soup And Light 
I had never used the light key _anglesense for the light program (was not in my FGD for hammer).
After a bit of trisouping I found I had dark spots at the corners. _anglesense .1 cleared it up.
Good info thank you
http://necros.slipgateconstruct.com/guides/lighting-basics/

Some info on trisouping
http://www.katsbits.com/tutorials/idtech/trisouping-bsp-brush-based.php 
 
Glad that was helpful. :) 
Radiant Question 
Negke, why did you use Netradiant?
Necros, why did you use Sikkpin's variant? 
 
At this point, i want to use netradiant, but I can't figure out how to load textures in it. :P

I really like Sikkpin's variant, but there is a critical bug somewhere which prevents me from making more complex geometry. Specifically, it is rounding off vertex coordinates when I do not want it to, which tears apart multi-brush objects I've built when trying to rotate them to non-axial angles.

Currently, I'm waiting for Trenchbroom. :) 
Strictly Speaking 
the vertex rounding may not actually be a bug, but rather intentional to prevent problems when compiling, but I think off grid vertices are not the cause of compiling problems which is why I don't consider it a good thing in the editor atm. 
Ha 
I was attempting to load textures into netradiant when I asked 
 
:D

I tried all the obvious things like putting wad files in different subdirectories and extracting them as jpgs and such. Nothing seemed to work. 
Append 
At this point, I am preferring to just wait for trenchbroom instead of trying to figure out netradiant. I figure if I'm going to learn a new editor, it may as well be completely different. :P 
 
Currently, I'm waiting for Trenchbroom

sleepwalkr demoed it to me and now I am pretending to be a great mapper who so far only has been limited by the tools. I can't wait to stare blankly into a 3d editor and do stupid things with its face extrusion and non-sucking vertex editing. 
Textures In Netradiant 
I've never had any problems with textures in Netradiant other than having to manually add the texture wads to the "wad" line in the map file.

I use PSP 4.0 to create and modify the images and convert to .bmp (using a Quake pallette file), then TexMex to add them to a .wad file.

Then just put the .wad files in the \Quake\ID1 folder. 
 
yeah... that works. it seems to ignore subdirectory selection in the wad key. :\

can you change that at all? I really dont' want to clog up my id1 folder with wad files. 
Wads In Id1\ 
This is how it is. No reason to reject the editor just because of that, one gets used to it.

Drew: I didn't use Netradiant because it has some weird bug/feature that affects the change views function in non-default window layouts which makes the whole editor unusable for me. I've reported this issue to Vermeulen, but it hasn't changed for three versions, so I don't expect it will anytime soon. A pity. Therefore still Gtkradiant 1.5 (26-Apr-07 build). 
 
I have 3 different Quake folders. One for playing/keeping downloaded stuff, one for editing only, and one clean one just for testing my current map.

I just copy whatever wad files I'm using into the editing folder (I keep all my images and intermediate graphics in a folder totally separate from Quake).

I think a few hundred megs just for Quake is pretty trivial in this day of multi-TB hard drives. 
True 
 
 
did anyone ever bang out some kind of utility/script for converting valve 220 map files to regular quake ones?

it looks a relatively simple thing to do going by the syntaxes... whether simply removing the texture axis data produces the same result though i don't know 
Rj 
As far as I understood, it is possible to do it with QuArK, just by opening the map and then saving the map file using the desired saving format... 
 
with the texture alignment intact? 
 
i tested wc .map -> quark6 -> qe3, but it seems to kill alignment. 
 
thanks, thought that might be the case.

although erm.. the question is kind of irrelevant now. for some reason thought that wc3.3 had an increased grid size but alas, it doesn't. trying to work on someone else's half finished map which is built outside the usual -+4096^3 boundary and tearing my hair out with gtkradiant (i've been using worldcraft for 10 years! it's a difficult transition)

so my next (almost completely unrelated) question is if there is any way in radiant to focus the 2d views on whatever is selected? (ctrl-e in worldcraft). the 2d zoom function is horrible to use as it doesn't follow the cursor, and selected objects don't stand out when zoomed out like they do in WC. basically i'm selecting stuff in a giant grid-wide mass of ~16,000 brushes and can't even see where it is to edit it without a great deal of hunting around...

hoping that someone experienced will be able to point me to a magical shortcut or technique i've overlooked :) 
GTK 
Object focus : Select the object and press SHIFT+TAB. This will focus all windows on a select object and also rotate window axis view.

One thing you should try is floating windows and only have ONE 2d view window. Ditch the old cad/crap 3 axis window view, you really don't need it! The shortcut SHIFT+Tab will also rotate the window axis so you see the object/maps from any axis and only have one (very large) 2d window open.

Editing large map, use func_group on large selections of brushwork and use the filters (Alt+ 0-9) Also learn the inverse hide/select commands. For example, select brushwork group/object, press I and then H. It will only leave you with what you want to focus on. 
Huzzah 
muchos gracias sock. great advice!

still unsure about the one view layout though... i did try it that way for a bit but kinda missed the old way. may experiment some more though 
 
I've always used 3 views + cam. I find it much easier to work with vertical layouts that way and also find the transition between views when switching very jarring.

Use what feels good. 
 
I use the floating layout, because I prefer having one big window to work in instead of three small ones where I can't see shit and have to zoom in all the time. I don't see how old view can be useful unless maybe you have a huge screen.
Only downside to the floating layout with cascaded 2D/cam/ent windows is that their location gets messed up when starting the game while the editor is still open. Ideally, there should be a fourth layout option to allow single window editing like in Quest or DB, with shortcut keys to switch between 2D, cam and entities/textures. 
GtkRadiant Shortcut List 
Thanks, Have Saved 
although interesting that [ and ] are listed as grid up/down, as that's how WC does it too but it didn't work when i tried it (gktr 1.5)

one thing i do like is spacebar to clone; feels nicer than shift-drag 
Rj 
with the texture alignment intact?

This I admit I don't know... need to give a try.. eh ! 
 
Do skipped faces still cause a slowdown when their lightmaps are updated? 
Yes 
at least when using the standard "skip" tools.

If there's some magical qbsp that removes the faces and their lightmaps from the bsp file, then it would not cause slowdown. 
 
Rats. Thanks though! 
 
But, I guess if your skip texture is scaled way way up, then it will still speed things up right? Since that face will have less lightmaps? 
Static Entity & Light 
After turning my static entity of the tessla coil in game only Fitzquake has the brightened light model option.
Playing it in glquake or joequake gives the darkened bolds as black lightning.
I know the models are always bright in Fitzquake, other engines not.

Is there a way to make them bright lightened too?
I used the overbright pallet for skin, but in game they turn black again. 
I Did Two Entities Light 
{
"classname" "light"
"spawnflags" "1" // start_off
"target" "t1"
}

{
"classname" "light"
"target" "t1"
}

If I specify the same target, the two lights initially are turned off. If the target is different, then everything is fine. Why is it so? 
 
Each unique targetname on a light is mapped to a lightstyle. Lights of a style turn on/ off as one. Same targetname means same style. 
Ok, Thanks 
 
R_speeds In Quakeworld? 
What kind of poly count should i aim for in my maps? ok/max values?

At what point does it start to not draw brushes? 
 
"func_door" without "targetname" property. Function "LinkDoors" (doors.qc) create a trigger for opening the door. But the trigger box is big and I did trigger_multiple. But now the monsters can not open this door. Can it be done in a different way? 
 
yes, i believe you can replace the trigger_multiple with an info_notnull brush entity, and give it a touch key 'multi_trigger'. and set up the rest of the keys like you would a trigger_multiple. 
 
I tried to do
{
"classname" "info_notnull"
"target" "func_door1"
"touch" "multi_trigger"
"solid" "1"
}
This is not working. I also added a "use" = "multi_use" but it did not work too

I tried
{
"classname" "info_notnull"
"target" "func_door1"
"touch" "door_trigger_touch"
"solid" "1"
}
It does not work either. I can set all properties for use "door_trigger_touch", but I can not set property "self" as done in the "spawn_field" (doors.qc). Other ideas? 
 
It also needs "think" "InitTrigger and "nextthink" "0.2". No "use" or "solid" field. 
Err Wait 
It does need the "use" field as well. 
Don't Understand 
{
"classname" "info_notnull"
"target" "func_door1"
"touch" "multi_trigger"
"think" "InitTrigger"
"nextthink" "0.2"
"use" "multi_use"
}
It's not worked. And for player too. 
 
did you put a brush in the entity? 
Yes 
 
 
try giving it a positive wait? 
Wow! It's Worked! 
necros, negke great thanks! 
 
...and this worked without "use" 
Maybe A Stupid Question 
Is it clever to change all clip brushes in a map into (one) func_wall?
This for vis time shortening. 
 
clip brushes have no effect on vis afaik. Only brushes that are in hull0 (the visible hull) effect vis.

If you are talking about putting SKIP textured brushes into 1 func_wall, you probably could without it mattering too much since they are invisible anyway (so flickering is irrelevant).
Skip textured brushes in the world DO affect vis since they are only hacked to be invisible, but are still part of hull0. 
 
Also, you can't put only clip textured brushes into a bmodel entity. You need at least one brush that is not clip. Also, the clip brushes will only be solid in the mins/maxs of the visible brushes, so you'd actually need to have two brushes at the opposite extremes of all your clip brushes. 
Also... 
clip brushes actually reduce clipnodes (in many cases), and have no effect on vis or r_speeds, so you're only making things worse by putting them into a func_wall. 
Vis Time 
Thanks for advice.

I thought if normal brushes in func_wall overide vistime, then why clipbrushes not.

My last level4 vis is 23h15. I was looking for ways to minimize this, but as it is such a
cramped map I don't think it will work. 
 
Trigger is made &#8203;&#8203;from info_notnull has turned a unique. He responds to any entity. Such as boxes of ammunition and fireball :) 
I Got My Telly Crossed... 
For some reason all my teleported entities get a wrong angle in their target path in game.
I thought the path_corner would get its angle for showing direction of the entity in game.

I tried the teleporter angle which should be off.
I tried the entity in the teleporter.

They all come teleported in on a wrong angle. 
 
is this with a mod? 
Nope 
No, it just happened after some last addons in my map.
Square hide out for monster teleporting in game.
I placed about 10, deleted the angle in func_teleport, made a path_corner to teleport to and gave this the angle I wanted the entity to look at.
They all go right.

Then I added another ten, and to my surprise they all have the angle 0, no matter what angle I give the path_corner.

Then I thought, no also delete the arg "angel" in the func_trigger complete but no matter.
The last 10 decided to go off angle.

I'm chequing if I forgot one path_corner giving an angle, but it looks fairly strange. 
 
if you are using path_corners as the target of teleport triggers, you have to do some extra work because the info_teleport_destination entity does this stuff automatically.

Instead of setting angle, you have to set mangle to a vector with y being the angle you want to be facing.

So if you wanted angle to be 90, you must set mangle to '0 90 '. 
 
er... well, should be '0 90 0'. 
Afaik 
Oh me, info_teleport_destination.
Of course, I was so involved in getting waypoints done, that I just forgot and try to use path_corners for teleporting.
In this case it worked, but I'm such a typo. 
 
Is there a command in any quake engine that will output like a manifest of all precached sounds and models?

I'm thinking something that can be parsed and then used to copy files out of a dev folder into a release folder. 
Necros 
I'm not sure if i am reading you right, but if you are looking to make sure that you have removed all unnecessary sounds and models from the pak before release, then I use TexPad to search-all-files for "precache" targeting the folder with all the qc modules in. The output is the form of 'boss.qc(271): precache_model ("progs/boss.mdl");' which I then copy/paste into Excel and use a parsing formula to extract the 'progs/boss.mdl' bit i.e. the bits between the quotes, remove duplicates (built-in command), alpha-sort that column, and then go through each folder in turn to remove all unnecessary entries. It sounds long-winded but only takes a few seconds really.

I have no doubt that you could do that all from within TexPad as it has a macro recorder included, and also allows you to run other programs: I use it for all qc work - editing the modules and then running the compilers from within TexPad using the Run command. Aguire put me on to it many years ago. 
 
Thanks, but what I meant was actually the opposite. An engine command that, after loading the map, displays every precached sound and model in use to the console so I can condump it and parse it so I can cherry pick only sounds and models needed for a specific map for packaging in a pak file. 
 
Darkplaces has the modellist command which does that. Not sure about other engines. 
Fitzquake 
fitz has mcache, soundlist and imagelist which I believe do what you want between them 
Fantastic 
that's exactly what I was looking for! :) 
Radiant Texture Load Problem 
hope that kind fit's here.

The problem is, Radiant refuses to load external textures if in q1-mapping mode.

I wrote a own gamepack for a project i joined.
The engine they use utilizes q1 map format and can load both external textures and .wad's.
For mapping i would prefer to use external ones, so i just have to drop them into the folder, and not have to compile a wad everytime i want to try out a new texture fast.

But as soon as you tell the Radiant to do maps in q1 format, he only shows wad's, and refuses to load anything else.

Messed around with the gamepacks .game file trying to figure out how i could workaround this, with no success yet.

Does anybody know a way how to do this?

thx

PS: i'm using Radiant 1.5 
Solved 
used the q3.game file as template, now i have some sort of hybrid mode.

But the next problem arises -.-'
The engine currently loads textures directly from /textures folder (like it would be a wad),
but ignores subfolder's.
But the Radiant now only loads files from subfolders.

Does anyone see a way to workaround this? 
Marksurfaces 
did we ever figure out what these are? And if so, how can I reduce them? 
Necros: 
Reducing surfaces will also reduce marksurfaces.

Surfaces are every single world polygon you see when you turn on r_drawflat in winquake or fitzquake-based engines.

I think the crash is only when the world model has too many marksurfaces, because the brush entities don't use marksurfaces for rendering (as a result, they won't try to access an index out of bounds.)

So, you could use func_walls to reduce marksurfaces in the world. This won't change the bsp marksurface count, but it should prevent an engine crash. 
 
Reducing surfaces will also reduce marksurfaces.

So reducing cuts on faces then? Surface/Face that's the same thing right? Or are surfaces collections of coplanar faces or something?

So, you could use func_walls to reduce marksurfaces in the world.

So I would be seeing marksurfaces over 65535? Cause I have many func_walls already and as soon as marksurfaces go over 65k the engine crashes. I figured it was a hard limit, unlike the old 32k limit where you could go over a little without any problems. 
Oh... 
Yeah if you are going over the 65k limit then func walls won't help.

BUT, you could use external bsp files (since they have their own marksurfaces array.)

And yes, faces are the same as surfaces in this case. 
 
yep, been converting most of the ceilings into external bsps. I would convert some outdoor stuff too, but unfortunately I'm using a lightning flash effect so that's out of the question. :(

Oh well, at least the map is fully playable. It'll just have to be light on details. 
Bsp2 Enables A 130k Limit 
I'm sure you could get set up. Infact RMQ demo3 has SDK, tools etc. 
Yes. 
Someone set him up. 
 
nah, I don't want to be bound to a single engine. I hate that this map only works in fitzquake variants as it is. :\ 
Idle Sounds 
Does anyone know of any extra idle sounds that have been created for the original quake monsters? 
Sock 
Search for "urinating" on http://www.wired.com/wired/archive/4.08/id_pr.html

Apart from that, nope. Sadly American did not remember that nor have the sound. 
Umm 
I am not sure how that link helps, I was talking about the idle.wav files for each monster. I was wondering if any mod had done any updates to these? added more? 
 
heh, I yelled a bit for the quoth death guards. I sound like a dork though. :P 
Light Shifts 
 
 
It's just a light artifact, not much you can do beyond rebuilding the area differently.

barring that, you can make that face a skip texture and then place an identical brush as a func_illusionary overtop of it. 
Ah, Right. 
I think it a bad habbit from lightning.
Some other area's I could rebuild right, but this one stays on place.
In the earlier maps nothing was wrong.
I can use a clip brush but it feels like patching.

What happens in a compiler when I have,lets say 15 warnings, and I trie to trace them.
When I go on adding brushes sometimes the warning count gets lower.
Is it because the compiler can't see the other warnings anymore or is it just a limitation in the messages.
It feels so rude to trace warnings that later on in the proces just are vanished. 
 
Well, some warnings are caused by things done during compiling as opposed to something you did in the editor, so when you change an area, it might affect how the compiler treats the same brushes.
Making hull1 and hull2 is the most obvious example because the hull expansion stuff is sometimes very touchy about the brushwork but also things like cuts on faces and the portals that are generated can change just by adding a single brush. 
Clear 
I succeeded to make new brushes and now they are away.

Only the static entities are hard to light.
Sometimes it 's bright, then it darkens.
I've heard they receive their lighting from under but that's a difficult part in some spaces. 
Madfox 
probably had something similar when q2 mapping, and fixed it by removing decimals from texture alignment.

So resetting texture alignment on that brush might help too 
Warnings 
It's a brush with a sharp point.
Often I experience to get a Cut_node_portal warning at the point.

If I keep the brush concave(not 3 but 4sides) and hide the smalles side into the wall brush it was gone.
Rule is not to let brushes overleap but in this case it's the only way.
If the wall is an outside wall often the leak effect starts calling.

Strange to see the brushes split in game after compileing, but usefull to trace errors. 
ID E1M1 
Hi All, I am trying to move entities from the original E1M1 map to one that was released with CTF and has lots of entities like triggers and doors etc. removed. The trouble I am having is with the lights that are triggered just past the quad as you head down the spiraling path. The trigger near the quad door turned into a door withthe word ' trigger ' on it, and it opens when you hit all the red buttons. I must have assigned it a model by accident? there seems to also be a trigger counter for the buttons and activates the lights? Can anyoneexplain the proper operation or list the entities that are for those things? 
Hi 
http://quakeone.com/qadapter/

If you download the quakeadapter, (and Worldcraft 3.3, and install them as instructed) you will be able to find the quake-defs-by-czg.fgd file in the Worldcraft DIR. (under Windows, you need to install WC3.3 to 'Program Files' (not ... (x86/)).
This file explains to an extent how all of the different entity types work (well it will tell you what attributes each one can have etc). I have trouble findind said .fgd file anywhere else, that is why I recommend you download the quakeadapter for WC3.3 - it's the only place I know of where that fgd file can be found.

AFAIK the entity 'targetname' fields are filled with random indexes ('17239830'), rather than meaninful names (i.e. sliver_key_door), so you will have to probably play the original map to find out the exact behaviour of the entities in the map. 
Edit:

...in the original id maps. 
 
are you trying to transfer them from one bsp to another bsp?

you will not be able to do that if the number and combination of brush models (doors, triggers) do not match. the .map file would need to be recompiled. 
Yeah 
I was assuming you were working on .map files.

If you are trying to mod the BSP files then dont.

Just get the .map sources, load them into an editor, and it will all start to make sense :)

If you recompile the original sources with a modern compiler you can actually achieve better lighting, transparent water, more efficient visual optimisation. 
Ok 
Got the Qadaptor installed. I dont have the .map files or the .ent files its been a while since I compiled a map, I used an old program called BSP a long time ago, think it was DOS , and it would take the ents and compile them into the map, and form a bsp if I remember. 
Winqbsp 
M:\QuakeArchive\madfox\compile\winbspc12\winbspc.htm 
Oops 
sorry, that's my own.

http://quakeone.com/navigator/

maputillities/winbsp(decompiler) 
Teknoskillz 
Here are the original map sources from Quake:

http://rome.ro/2006/10/quake-map-sources-released.html

You can load them into your editor! 
Ricky 
cheat! 
The BSP Editor Is Still Going Strong 
http://www.bspquakeeditor.com/

IT's certainly one of the more attractive modern editors, and it's open source if I recall.

You basically have to build the map in your editor, then you run the .map file through three compilers:

QBSP (TxQBSP is the best at the moment IMO)
This makes the physical world model that is the bulk of the .bsp file, and it also populates the .bsp file with all of the entities you have put in the .msp file (solid entities like doors, and point entities like monsters, ammo, light sources and scripting entities (which have a location even though they don't physically appear in the game))

Light
This adds a chunk of light data to the .bsp file, after making a 'light-map', basically every pixel of texture in the map is given a brightness.

Vis
This 'visually optimises' the map, for running speed. It adds a chunk of 'vis-data' to the .bsp file, which tells the game engine, whilst it's running the map, which parts of the map to draw depending on where the player is stood (so it doesn't have to draw the whole world-model in each frame, when you can't see 90% of it anyway)

Once you have run all of these compilers on your map/bsp file, your map will be 'fully compiled' and ready to run.

If you wan't to add CTF to the original maps, you can load the .map sources linked above into an editor, save your .map file after you have added your entities for CTF functionality, and then compile the .map file into a .bsp file, and light and optimist the resulting .bsp file. :) 
Doors And Triggers (and Any Other Entities) 
Can be flagged in the map file as 'not in deathmatch', I'd imagine that CTF is a type of deathmatch effectively (anyone?).

This way, if you play singleplayer then doors etc will be there, but when you play DM/multiplayer they will be gone.

id software used this feature to add multiplayer support to all of the singleplayer maps in the original Quake. It means you don't have to pack two full-sized different versions of the same map into the game package. 
Latest Version Of BSP Editor (AFAIK) 
Ooo Er Missus 

average leafs visible: 593
max leafs visible: 2546 near (-288 224 704)
c_chains: 2003978043
visdatasize: 1058 kb compressed from 4668 kb

Elapsed time: 63h 35m
State time: 13:42

G:\Bsp\Bsp96b\Quake\Maps\pause
Press any key to continue...


What are c_chains 'cause that looks an awfully large number? What is State time? 
Quake Models In Radiant 
Just saw this at I3D: it's possible to have Gtk- and NetRadiant display the actual models for entities instead of the colored boxes. You need to edit the entities.ent file and add the model path to each entry, e.g. model="progs/player.mdl". They are loaded from the pak file, but are displayed unskinned (unless, I suppose, you extract the skin somewhere). The big problem is that only the model is shown, not the bounding box, which makes correct entity placement unnecessarily awkward. 
Mike 
I had the same with my map.

Awfull lot of vising time, but I gave up at 67houres.
Recompiling some real small brushes to func_wall made it up to 8 houres.
For vising it takes too long.
My example

average leafs visible: 389
max leafs visible: 1544 near (-352 -152 -158)
c_chains: 1540051406
visdatasize: 668 kb compressed from 3718 kb

Elapsed time : 8h 58m
Session time : 8h 59m
State time : 1h 43m

I don't know for state time.
I don't think it are the c_chains, more some queer effect of brushes.
Try hiding extensive places with a big cube. 
Bsp Limits 
Try comparing the bsp limits...


18087 planes 361740
65325 vertexes 783900
29085 nodes 698040
1743 texinfo 69720
56641 faces 1132820
58573 clipnodes 468584
15487 leafs 433636
64691 marksurfaces 129382
236371 surfedges 945484
127066 edges 508264
447 models 28608
96 textures 2493028
lightdata 1639628
visdata 863654
entdata 193675

vertices, clipnodes, faces and marksurfaces are usually the ones to max out first, but sometimes nodes can too. it depends on how you map.

in most (all?) modern engines like fitzquake, the limit for vertices, clipnodes, faces and marksurfaces is 65536.
limit for nodes is 32768.

 
Limits 
Oh, I am not concerned about limits. And 63 hours vis time is not a problem: I just start the computer, shut the door (noisey fan) and take a peek each night before I go to bed. I just wondered what c_chains were.

No, the map is fine, plays fine, looks fine; and I only use FitzQ so going over a few limits is fine. 
BSP Editor 
RickyT23 posted a link to BSP editor. Anyone use it? Can it do things better than Hammer?
I tried it out for a few minutes (lots of buttons). Is it worth learning? 
BspEditor 
I've used it for many years and never found anything better (but I did stop looking once I had used BspEditor). It is worth learning but use the tutorials and read all the notes because although it has a general Microsoft look and feel, it is not intuitive.

I use version 96B because later versions omitted support for Tony Brownlow's complier routines, and I use that program call to run my own compiler. However, the later versions do have some good additional facilities, so if I was starting again, I would have used the latest version automatically and never have know about the support for Brownlow.

Nevertheless, the built in batch file processes work just as well except that you have to write additional routines to make use of all the features of later compilers.

I have never understood why more people did not latch on to it? 
BspEditor 
Screenie showing models in the 3D view complete with bounding box (shambler and torch visible)

http://i.imgur.com/GTHgc.jpg 
BSP Editor 
I'll try it out. Is it possible to have dialog boxes similar to Gimps "dockable dialogs" (boxes outside of the main window). That would be great for editing with 2 monitors. Any editors do that? I think it would be great to have the visual representation on one monitor the 4 views and the nuts and bolts entities, textures... on the other. 
Efrags? 
What are efrags and should I be concerned if my map goes over the limit? Fitzquake seems ok with it and gives me a warning, but the warning appears after the map has loaded instead of before like the surf limits etc. 
Q1 Tooltips 
"Too many efrags!"

This console warning is normally caused by having entities (typically torches) too close to or
even partly inside solid walls. Another possibility is too many (or too far apart) brushes that
are included in one brush entity. EFrags means Entity Fragments. Enhanced Win/GLQuake has higher limits.
 
Madfox 
Thanks for that. I should have checked the compiler tips, since it was helpful last time and I'm assuming that's where you found that info. Sorry for being lazy :) 
 
It's indeed 'fragmented' entities like when you put all details in a room in a single func. The efrags count increases especially fast when doing this with func_illusionaries. Use devstats to keep track of current number.
Also note that clients handle efrags differently - older ones are usually more picky about it than e.g. Fitzquake and may constantly spam the console if the limit is exceeded. 
Efrags 
I always place torches 4 units inside the walls because I don't like the look of 'floating' torches, which is what you get by placing the torch's bounding-box flush to a wall.

My current map has hundreds of torches placed like this and does not report the efrag error.

Mind you, I do get:-
33744 marksurfaces
8808 signon buffer
64 lightmaps
1257 byte packet
343 visedict

at map loading, and in game at one point I get:-

36 blights
601 edicts

...but it plays fine :) 
 
I don't think the torches-in-wall explanation is correct anyway. Best torch placement is where the origin of the torch is 2-4 units away from the wall, yeah. Certain areas may require to set the light level of the actual torch entity to 1, and use a point light several units in front of it. There's absolutely no reason to have floating torches or flames in a map - even through there are editors that only show them as boxes, it's all just the laziness of some mappers not to place them properly.

Mike, don't be lazy yourself and go optimize the map for vanilla limits. With those marksurfaces and edicts counts, it looks very possible to do that. 
Torches 
I'm pretty hazy on the exact working of efrags but I can see they are about entities straddling multiple leaves in the bsp tree. I wonder if tweaking the torch model to have a 4 unit offset would avoid the problem. On the one hand that would fix it if efrags were generated by entity bounding boxes crossing leaf boundaries. On the other hand, the efrag code seems to be in the rendering portion of the engine so maybe it's the model bounds rather than the entity bounds which matter. In that case moving the model instead of the entity does exactly nothing... 
Addendum 
I can confirm it is the model bbox not the ent bbox which counts. Please disregard that suggestion. 
Negke 
"Don't be lazy", well, as I am sure you know, it is not a case of being lazy; it is a case of mapping for my pleasure, not other peoples. If you ever see this map, you will understand why it is not meant for vanilla Quake, and will not be worth bringing inside the original limits. The original map was over 20,000 brushes with 700 monsters, and covered the full 4096 x 4096 area. I had already cut it down and released FMB_BDG a few years ago and what I have left is the balance.

Besides which, weren't the compilers and engines enhanced just so we could 'break' the limits? Otherwise, there was no point!

Anyway, don't worry, I know what you mean ;) 
Efrags 
~690 at the moment, and I have a lot of large funcs. I can probably reduce them a bit as I've nearly finished the map now, but I wonder if I'll be able to reduce them enough. I'll do some tests tonight to remove the largest func_illusionaries.

Aside from that, it's just clipnodes and marksurfs that are over. No way in hell I can lower marksurfs enough to bring it under the limit without spending a massive amount of time removing detail, but clipnodes should be easy enough, since there are lots of arches and small details in the map.

God I'll be glad when this pos map is finally finished and I can forget about it at last :/ 
 
I think I recall seeing marksurfaces actually DROP when converting func_s to world geometry. 
Necros 
Not too hard to imagine if the func and the world intersect or overlap, as both sets of brushes would get faces culled, which might offset any extra splits. 
Quoth Triggers... 
anyone know if a trigger once can start disabled, be triggered by another entity to become active, then trigger normally by the player? 
I Forget 
But we had that in the RMQ progs 
 
no, but:
http://www.celephais.net/board/view_thread.php?id=4&start=4469&end=4469

(trigger_changelevel does have that functionality though; set 'startdisabled' to '1') 
You Could Put Buttons On The Floor And Cover Them 
terrible idea but it might work 
Thanks 
I noticed the changelevel had that functionality, but didn't try using it as a trigger. In the end I used two func_breakables for what I wanted to do. Doesn't do the same thing exactly, but it does what I want to do now.

Thanks for changelevel tip though. Will try that if I need to later. 
PS 
you are very welcome to slap those things into the wiki at quaddicted so one does not have to search for post 12765 in thread 124, eg http://www.quaddicted.com/tools/mapping_tricks or something 
Removing Projectiles 
Looking for a way to stop nails and rockets. Working on an idea, I have enemies placed outside their sight range. I would like to keep the player from hitting them. Anyway to block rockets without having them explode? (using Quoth) 
 
try a trigger_void... that should work. obviously though, it'll have to be placed in a way such that no monster touches it. it also needs to be wide enough to catch a fast moving rocket (otherwise it'll be on one side of it in frame 1 and on the other side of it on frame 2 and never register the touch). 
Thanks Necros 
trigger_void did the job 
Lighting The Void... 
I have a few areas of void in my map and I need to make sure that the bottom of the void is lit bright enough to see flying enemies as they pass over it. I have a few problems:

1. how do I set the angle of the light cone? I looked in the light manual and found the option _softangle, but I haven't tried it yet. I want to set the cone angle to 180 so that the light will only illuminate what's below it.

2. I want the void to be black, but it's grey if I use a black sky texture or the void skybox. This is really annoying. I can use black polygons and it will look black if I don't put any light there, but I need *some* light to illuminate scrags etc.

I'm going to have a play around and see if I can get it working properly, but if anyone knows this stuff off the top of their head then please let me know! 
Lighting The Void... 
I have a few areas of void in my map and I need to make sure that the bottom of the void is lit bright enough to see flying enemies as they pass over it. I have a few problems:

1. how do I set the angle of the light cone? I looked in the light manual and found the option _softangle, but I haven't tried it yet. I want to set the cone angle to 180 so that the light will only illuminate what's below it.

2. I want the void to be black, but it's grey if I use a black sky texture or the void skybox. This is really annoying. I can use black polygons and it will look black if I don't put any light there, but I need *some* light to illuminate scrags etc.

I'm going to have a play around and see if I can get it working properly, but if anyone knows this stuff off the top of their head then please let me know! 
Void Lighting 
Put a few (one may even be enough already) light entities close to the bottom and give them "mangle" "0 -90 0" and "wait" ".1". The light value determines how bright the models are, so you'll want to make sure it matches the surround areas. Note that the lighting will only affect models within a 1024(?) distance; everything above will still be black.

Important: if the void is made of sky, you also need to put a solid brush (with upscaled textures!) inside of the bottom sky brush, because sky alone can't be lit. Needless to say, you need to ensure the sky volume is big enough so that the projectiles can disappear correctly even with the solid brush inside. 
Weirdass Problem 
In some of the QdQ movies, there are outtakes where monsters spontaneously become indestructible - they can't be killed by gunfire, grenades bounce off of them, hitting them with the axe makes a stone sound, and the genocide cheat does nothing.

In the map I'm working on right now, this weird bug seems to affect the monsters almost every time the map is played. Even stranger: it affects only ogres, including flak ogres, and it affects them regardless of whether they are present in the map from the start or spawned in.

For the moment I've worked around the problem by giving all the ogres identical killtargets and targetnames, which causes them to be removed from the map when their HP hits zero, but I REALLY don't want to complete and release the map that way. For one thing it looks silly and disconcerting (they just DISAPPEAR without animating or playing a death sound) and for another it affects the ammo balance in a way I really don't like.

Any ideas? 
I Should Also Mention.... 
I thought it might be a joequake/qdqstats related bug, but it happens in winwarp too :/ 
 
Which mod are you using? Do they have any non-standard spawnflags? Does it also happen in Fitzquake as well? 
Negke 
thanks for the help as usual! 
Fern 
It's not something I know the answer to off the top of my head but I would like to try and debug it. Can you send me either the whole map or enough of it that the bug is easy to reproduce? 
 
negke:
1) just Quoth
2) spawnflags vary between cases, which is part of what makes it so weird.
3) It happens in FitzQuake every time just like the other engines

Preach:
I'd love to send it but I'd rather not post it. Got an email address?

FWIW the problem seems to appear pretty regularly when the ogres are hit with quad damage and to almost disappear when I take out the quad. I really wanted that quad secret because it's an awesome area for one, but I might just replace it with something more tepid like a cross. :P 
E-mail Is In My Profile 
n/t 
Ahhhhhh 
I forgot we even HAD profiles. 
Problem Solved....? 
Wondering why the bug almost always appeared when Quad damage was enabled and very rarely otherwise, I experimented a little further and figured something out. I was using the "remove head gibs" Quoth optimization and ogres became immortal instead of gibbing. Severed heads are back in and now they die like decent monsters. Maybe it's just a bug in Quoth itself (related to the ogre models now being merged?) that no one noticed because no one bothered to have ogres, quad, and optimized gibbing in the same part of one map before :P

Preach, feel free to disregard the email, or laugh at how much my map sucks. your call. 
Ah, Solved 
That makes it very easy to investigate, and even without running your map I can see how to fix that. I think the ogre must have been the first monster tested with the flag, and it has a single vestigal line of code which no other monster has. So I've fixed this bug (and a related one where eliminators would still precache their head mode even with this flag set). It's now in a potential 2.2 patch for BUG FIXES ONLY.

I say potential because it might be worth holding on until a more severe bug comes to light, before going to the trouble of getting everyone to get a patch. The 2.1 patch fixed an unavoidable crashing bug in an existing map, and this is the only change in 2.2. If anyone has any good crashing bugs in Quoth 2.1 now's the time to share! Fern: let me know if it's impossible to get the map to run on a stock engine without that optimisation, as that would probably sway me. 
It Probably Won't Run On A Stock Engine Anyway... 
And I really had no good reason to enable the optimization in the first place, so overall using this experience as an excuse for a patch seems unnecessary. Thanks for your attention though. It's not every day you find a reproducible bug in software everyone's been using with satisfaction for years. :) 
Preach 
if you're going to do a patch, it might be nice to fix the bug with multispawners and auto-awake monsters. 
Yeah 
Which way round was it broken? It was failing to wake monster with the flag set, right? Not waking everyone without the flag 
 
yeah, basically nothing happens when you turned on the setting. They would spawn in one at a time, but because they weren't awake, only the first would spawn and the spawner would wait until the space was free before spawning again. 
Frame Rate Too Fast 
FitzQ .85 - is it possible to slow the frame rate down by some command? I have an effect that doesn't quite look right and I want to slow it down so that I can see what's happening. (Intel i7 is just too damn quick!) 
 
This is the multicore timing bug. The only way to fix it is to use a different engine afaik. Quakespasm is a good alternative. :) 
New E-e-e-engine? 
...me trembles with fear...

Wish me luck, and if I don't return I leave my goldfish to Mildred, and my conkers to Jeremy. 
Wait 
Mike, if you just want to turn on slow motion for testing purposes, the command you are looking for is:

host_framerate.

I find that setting it to 0.002 gets me a slowmo which I can study animations by, but my understanding is that the appropriate setting varies depending on the computer (so you couldn't use it to make good a bullet-time powerup) 
Phew! 
My bacon is saved, and I get to keep my conkers after all. Thanks Preach. 
 
Oh sorry, I misunderstood when you mentioned the i7. :)
You can also try host_timescale which is in fitzquake engines only. 0.5 is half speed, 1.0 (or the default 0) is full speed. 
Pretty, Pretty 
It's staggeringly pretty in slow-mo.

(but it does show nails appearing from the side of the gun and not from the end of the barrel) 
 
yeah i created host_timescale because host_framerate is sort of confusing to use. 
Wtf..... 
Put succinctly, my map currently runs awesomely, until I light it. After running light, the monsters start spawning above the ground, getting stuck in the air, and walking through walls.

Any idea how the HELL this is possible? 
Vondur... 
... do you have flying shell boxes that attack you with Scrag green fireballs ?
If it is the case, then it is because you loaded a saved file generated from the previous version of your map... I experimented this kind of behavior and it indeed a kind of "surprising" :) 
Jpl 
what? 
Oh Shit.. 
.. sorry Von, I've been screwed by the green color of Fern's name. Actually post #12166 was for Fern :P 
JPL 
I had the same on responding you for jtl.
Someone must have made that teleporter, falling out in small cubes. 
 
Is it possible to create an entity in Quoth that would sit and quietly emit a rocket/grenade trail? 
Yes... 
Search the teaching old progs dat thread. What you need is to assign a mdl - either the rocket or grenade (or create a new one which is empty but still has the rocket or grenade trail flags on) to an entity.

I think the method is to apply such a model directly to an info_notnull.

The difference between the two trail types is that the rocket has the glow decal. 
 
One caveat to that: non-moving particle emitting entities do not emit particles. :(

What you could do is make a one vertex model with an emitting flag set, attach that as a model on a func_rotate_train and have it move between two path_rotates 1 unit apart at a very slow speed. 
Preach Argues Against Hacks 
I know I'm usually the one suggesting hacks, but this case I'd say don't. Firstly because hacks are a problem in mods that might release a new version: either the people making the mod need the testing power of a major studio to catch potential breakages, or you run the risk of your map being broken by a patch. We don't have that kind of testing, so why take the chance?

The second reason you shouldn't use a hack is that there is an entity specifically for this purpose: mapobject_custom
http://www.quaddicted.com/webarchive/kell.quaddicted.com/quoth/quoth_tutorial.html#mapobject_custom
Make a model with your required flags and away you go.

Once you've done that you might find that no trail appears from an object that isn't moving. If so then look at spawning an invisible model with the grenade trail set using the info_rubble
http://www.quaddicted.com/webarchive/kell.quaddicted.com/quoth/quoth_tutorial.html#func_breakable

There is a model called air.mdl in the quoth pak which is intended for this purpose (it's the effect used by the polyp breath attack). 
 
ta for the info guys :) Will try it when I build up the motivation again :p 
Quoth Polyp Question 
negke mentioned that they have two skins... but I have no idea how to change the skin. I want one to match a blood theme and negke said there was a brownish one, which might work better than the red one. 
 
i think by just setting 'skin' to '1'. there's no 'official' code to support the skin.

incidentally, fitzquake allows -quoth which can be used in combination with -game, so you could make a mod dir with a new polyp skin and then you would run quake -quoth -game than and the 'than' mod files would override quoth files without interfering with quoth itself. 
Quoth.. 
Kell made a nice tutorial website you should read. Please have a look here http://www.quaddicted.com/webarchive/kell.quaddicted.com/quoth/quoth_tutorial.html ;)

For Vermis skin answer, please look here: http://www.quaddicted.com/webarchive/kell.quaddicted.com/quoth/quoth_tutorial.html#vermis 
Thanks 
I will try that (the skin 1 thing). I looked at a polyp with impulse 101, but I didn't spot any skin parameter so I thought maybe it wasn't suppported, and that negke was just dreaming.

JPL: thanks, the guide is very helpful (was already using it) but there are quite a few small things missing from the doc. 
Vermis, Very Miss 
Does anyone understand the Vermis?

I have placed the bottom of the Vermis bounding box 128 units below the 'ground' level. At that height, when I stand next to the Vermis he can't bend down low enough tp grab me.

Also, when on an elevated section and behind a wall that is low enough for me to see and shoot him without having to jump, he does not see me and continues to shoot at the last point that he has sight of me (before I went behind the wall). That means I can just move along the wall and continue shooting until I kill him without fear of being killed. If I jump up, he sees me OK but when I move along the wall again, he just carries on shooting at the last point and I can carry on shooting him with impunity.

Is this normal Vermis behaviour?
Is there an optimum height for placement so that he can grab me when I try to run past him?
Is there enything I can do to ensure that when I can see him, he can see me? 
Reveal Scroll 
The reveal scroll cheat is unfortunately only an aid to debugging map problems, rather than a real wand of revealing. It simply runs the eprint command on the entity which it finds. The rules of eprint are that it skips over the 100+ fields on the entitiy which are set to zero, and prints just the ones which have values. This means it's not very good for feature discovery, as you have to turn on the features before you can discover them...

What I will try and do is zip up all my "unit test" maps which are meant to thoroughly test all the quoth entities, to try and catch regressions in new versions. They are a useful reference because if you see something you want to be able to do in one of the maps, you've got a .map that demonstrates how (admittedly polyps with alternate skins are not part of that...yet). The problem is my existing hosting is about to disappear so I'm still working on a new home.

I will share one tip that I don't think made it into the mapping guide, and I forgot about until a few weeks ago so I'm worried I never posted about it. Quoth supports "flags" on the developer command. If you set developer 2 then all triggers in the map will become visible. If you set developer 4 then monsters with the teleport flag will be visible before they spawn (but blink on and off). You can add these flags together to get both effects. Developer messages appear at all levels but 0. 
 
negke never dreams such things up!!
(except sometimes) 
 
Is this normal Vermis behaviour?
Yeah, the vermis will shoot at the last spot it saw the player until it sees the player again.

Is there an optimum height for placement so that he can grab me when I try to run past him?
I just winged it every time I added it into a map; moved it up and down until it was in a good position.

Is there enything I can do to ensure that when I can see him, he can see me?
Not really. The vermis can only 'see' from a single point like all other monters.
Unlike all other monsters, it's huge. In ne_ruins, for example, I allowed larger monsters to 'see' from two separate points which helps them keep track of their targets better and reduces the chance of exploiting.
The vermis should probably have been able to 'see' from multiple points along it's vertical axis.
As it is, there is nothing that can be done. 
Verisimilitudinousness 
Oh bugger, another bright idea bites the dust! 
Necros 
I notice in the released Vermis code:-

//if (trace_ent != targ)
// return FALSE;


Is that why it keeps shooting? 
JPL 
no I didn't load a saved game, it happens when just loading the map from the console. Even if I quit the game, run qbsp+light from scratch, start the game again, and then load the map, the weird behavior persists.

it happens in every engine too jsyk

:( 
And It Should Go Without Saying... 
If I quit the game, run qbsp, start the game again, and load the map, it looks and plays terrific. If I quit the game afterwards, run light on THE EXACT SAME MAP, start the game again, and load the map, I get monsters in walls and floating above the floor. 
Congrats 
Apparently your brushwork is so terrible that it even affects something completely unrelated. Perhaps you might want to consider some subtle grid-love after all... 
Mike 
Yes, for the most part. If those lines were not commented, it would stop shooting when you were out of sight.

Also, the vermis' 'eyes' are actually at '0 0 25' relative to the monster's origin (about where that bulb is near the middle of it).

also, it uses visible() in it's run function to determine is enemy_vis is set but then enemy_vis is never actually used.

Looking back, I was a pretty shitty coder back in the quoth days. :( 
Ehhhhhh Blow Me :P 
No seriously I was going to do that anyway...
(even though this is AFTER snapping all brushes to the grid) 
Yo Fern 
Hook a fella up with your unlit and lit .bsp, not just for rubbernecking, I'll see if I can help, honest! 
Yo Preach 
No can do. Made a few modifications and utterly destroyed it. I *could* theoretically go to the most recent backup but I don't much feel like reconstructing so much work just to recreate the error it inevitably led to.

For your amusement though, here's what it looks like now. Amusingly enough, the number of errors actually GROWS when I remove brushes. wouldn't you expect the other way around?

http://www.suspenlute.com/stuff/raep.jpg 
Hmm 
That looks a bit like what happens when you have 0-volume brushes and they end up stretched to infinity. There's an error checking command in worldcraft/hammer which will find brushes like that. Have you tried using an alternate compiler and see if you get better results from it? 
Ferndur 
I just don't understand why or how Light should cause an error like that, because it only generates the lightmaps data and adds it to the bsp, but it doesn't affect any entities or clipping hulls. Normally, anyway. I take it this is BJP's light tool with no additional compile flags? 
Yeah.... 
that pointfile is also going through a solid wall btw.

negke: for what it's worth it was with -extra -light 37 but that shouldn't make a difference

preach: I tried LordHavoc's kit and got even worse results than before

everybody: this map had over 300 warnings when I finally gave up. I'm just going back and trying to get it under 50 or so and then seeing what happens so trying to help with this problem is now superfluous, thanks though. 
Fern 
If the pointfile is going trough a solid wall, it means that you have a misaligned poly somewhere around... and certainly by something like a 0.000001 delta: those are the most critical to resolve unfortunately... as almost invisible in the editor (you may have to check all poly coordinate to find it.... QuArK behavior) :(
OTOH, what you can do is to try with aguirRe TxQBSP.exe and add "epsilon -0.01" option, and check what it looks like ingame (without running vis and light)? The -epsilon option change a little bit the way collision detection and poly expansion processing
is performed AFAIK, and sometimes it gives interesting results.. The default epsilon value is 0.05, (like standard BSP compiler), and reducing the value increases the precision, hence helps to detect HOM and misaligned polys..
Let us know whether it helps ;) 
Bob-Toolz 
Maybe Radiants Bob-Toolz Brush Cleanup could help too. 
JPL 
-epsilon 0.01 is default 
Fern 
Try both bigger and smaller value...

Quotes from txQBSP readme...


.....
TxQBSP 1.11 (Feb 16 2005)

1. Improved handling of complex maps such as terrain. This is done by increasing precision when identifying unique planes (faces) and modifying hull expansion logic. This reduces the risk of clipping errors and creates much smoother clipping hulls which can help player/monster movements.

All maps don't benefit from this, therefore two new options have been introduced; "-oldexpand" which just disables the new expansion logic and "-epsilon x" (default 0.01) which sets the plane identifying tolerance. To revert to previous compiler behaviour, just add options "-oldexpand" and "-epsilon 0.05".

The default settings have been chosen for overall best results. If you have a big map that still doesn't build correctly, you can try lowering the epsilon even more, e.g. 0.001. In most maps the default settings have little effect on # clipnodes, but some maps can see either a significant increase or decrease. Thanks to Tyrann for this one.....



hence my mistake on epsilon default value...

Note I solved some issue in my previous huge maps using this epsilon option (i.e in Gateway to Hell, I had a hard time to fix a leakage onto a stair step, that was misaligned by 0.000001)...

Experiment ;) 
Well... 
JPL: low epsilon values seem to help with various issues, but light still moves the monsters around.

Preach: I did find a lit/unlit version for your perusal so you've got mail 
..... 
txqbsp with epsilon 0.00001 and hmap2 - light makes everything work again. Maybe I can still be lazy with this after all :P 
Fern 
May I suggest you contact directly aguirRe in order to get direct feedback from him ? I guess he could be of a real help to understand what is exactly the issue, even though he is not involved as he was some years ago. I am pretty sure he would not be reluctant to help you... give it a try and let us know ;) 
Quoth Monsterjump 
Is there an easy way to make trigger_monsterjump trigger once? 
No 
But you can killtarget it after use, maybe even by the monster itself. (*)

(*) Not sure if Quoth fixes this, but normally, unlike other entities, monsters can't just have a killtarget, they also need a dummy target for the former to work. In this case, both could point to the trigger_monsterjump. 
Triggers 
I used a trigger_once killtarget

trigger_hurt, trigger_monsterjump and trigger_push could use more control. Quoth has better control for trigger_hurt. Be cool if they had playeronly/monsteronly, target and count. 
Monsterjump 
Has a lot of potential - ONLY_MELEE for example.

Count is a good idea, and I always liked the Drole Rage thing as well. 
Oh, 
And just being able to toggle monsterjumps on and off would be cool.

Taking the melee only thingone step further this would allow for climbing fiends.

Just sayin :) 
Texture 
I could have sworn I saw an animated texture of burning coals but I can't remember what map or .wad it was in and cba to check every one right now. Anybody know off the top of their head what I'm talking about? 
 
you're not talking about the doom texture with the kind of veiny glowing hardened lava? 
That's What I'm Using Right Now... 
but I don't think so 
Make One? 
 
Rapture 
 
Ahhhhhhh 
thank you 
Texures 
http://www.cgtextures.com/

Site has some good textures. Not Quake ready 
Well... 
Ehhhhhh Blow Me :P
#12189 posted by Fern [63.231.65.70] on 2012/10/28 00:29:22
No seriously I was going to do that anyway... 
GTKRadiant And Q1 
I see that with GTKRadiant 1.6, the developers have dropped support for any and all games except for Q3/QL/ET and Urban Terror. What version of Radiant are the Q1 mappers using these days, GTKR 1.5? NetRadiant? Something else? 
Netradiant 
works perfectly fine 
 
I use 1.5 
Stoneage Editing 
I am using 1.3.8 (SD version of radiant) with a special entity.def and various shader files to remap all the textures to the root. I can't use 1.5+ because of the Intel video bug. 
 
Also using 1.5.
Works like a charm imo. 
So They Put The Doggie Cure In The Cheesecake?!? 
Well that is a striking concept. My dog would never say not to a piece of cheesecake I'm sure. 
Tronyn 
I'm looking for the source of a certain texture. Can you remember where you got the crate texture named f_051 from? Light brown wood. It appears in autumn.wad, for example. 
... 
SV_RecursiveHullCheck: node number 34226 outside 53513 - 54143 for edict door, model *48

I'm not actually looking for help with this, I just thought it was an awesome message. 
Latest Build Programs 
Hi,
Does anyone know where to find the newest or best qbsp, vis and light programs ? For Quake (worldcraft), I mean.
Thanks ! 
 
Thanks 
a lot ! 
 
the link to light.exe was broken, so i tried to fix it, but it still doesn't work because the filename has uppercase chars, but the link is not being generated with uppercase even though the source page has them. 
 
That is terrible, what a stupid bug. Maybe prepending http://www.quaddicted.com would work. 
That Wiki Page Could Use A Complete Overhaul.... 
 
 
you dont say 
Spirit: 
yup, that worked. 
Quoth 
Is there a way for spawning a megahealth with info_multispawn? 
I Believe So 
The way you're supposed to to it use the classname "info_health" everywhere you'd usually use a monster classname, but also set the second spawnflag on the info_multispawn - spawnflags on the info_multispawn get passed onto the things it spawns. Not tested this particular case though... 
That Worked 
Thanks. 
SV_TOUCHLINKS: NEXT != L->NEXT 
Haven't touched the map for a couple of months and today I go to have a play-test because I think it's ready for a full vis and this pops up. FitzQ carries on OK but what am I looking at here; good, bad, or forget it? 
 
If it doesn't crash (which it does in some cases) then), it's probably forget it but it can be fixed nonetheless, I think. 
 
there is something to do with entity links. that message means that fq is avoiding a crash by fixing the link.

It can be cause by setting origin of bmodel entities during a touch function. probably other things as well. 
More Weird Questions... 
Are func_breakable's supposed to be damaged by monsters? In my last map at least two people got an ogre to open the ROS secret and I wanted to incorporate something like that in mission 2. But right now for some reason the brushes break when the player shoots them but not when ogre grenades explode on them. 
Radius Damage 
I suspect the problem is not specific to a func_breakable, but is down to the way radius damage applies to brush entities. The grenade does damage to all brush entities whose centre-of-mass* is close enough to the grenade. If your func is large enough, grenades on the ground won't reach it. One test would be to turn it into a shootable func_button and see if that can be triggered.

A possible (untested) solution if that is the problem would be to add a set of point-sized, 1 health trigger_once entities that target the func_breakable. Spread them around enough to give you good coverage.

*Here centre-of-mass means the centre of the bounding box enclosing the brush object, not a calculation based on volume or density. 
 
Shootable triggers don't work as point entities unfortunately - a point can be touched, but in order to receive damage it needs to have a volume. 
Negke 
I'd have thought they'd be impossible to hit with nails or shotguns but that they'd still receive radius damage, is that not the case? 
Preach Again 
thank you. splitting the func_ brushes into several parts worked like a charm. and until your post I didn't realize func_breakables could be targeted, so that provides a workaround just in case the first plan doesn't work. 
Preach 
Yes, you're right. Radius damage still works. 
Quoth Sounds 
Having a bit of a problem with toggling a play_sound_triggered on and off. My intention is to have the player trigger the sound on (spawnflag 1 is supposed to give that effect, right?) by picking up a weapon, and then off by killing a monster nearby. Instead, the sounds keeps playing after killing the monster.

The ents in question:

// entity 257
{
"classname" "weapon_supernailgun"
"origin" "2048 2048 64"
"target" "desertambience"
"target2" "fog_sand"
"target3" "woodsecr"
}
// entity 258
{
"classname" "monster_scourge"
"origin" "2144 2048 56"
"angle" "180"
"target" "desert_out"
"target2" "desertambience"
"target3" "fog_off"
}

(...)

// entity 261
{
"classname" "play_sound_triggered"
"origin" "2048 2048 128"
"targetname" "desertambience"
"noise" "necros/highwind.wav"
"impulse" "1"
"spawnflags" "1"
"speed" "-1"
"state" "1"
}
 
Preach 
A weird occurence in my map, can you explain what's going on? I use into_notnulls as dormant triggers for unlockable doors, and their touch field uses multi_trigger in order to allow monsters to open them as well. There's one of such triggers that spawns automatically on mapstart (only used to create a smaller door radius). Now, what happens is, it fires its door once right after spawning (understandable as both touch), BUT it also fires whenever the player (and I assume monsters also) teleport around the level. Wtf?!

Another question about the func_wall-as-door hack you posted once: do you think it could work as a door while at the same time still supporting the func_wall_use function so as to change the texture when triggered? 
 
I think there might be some quirk with the sound entity that's not letting it turn off again. I'll need to check when I get home... 
Negke 
There is a force retouch in the teleport death check which I believe causes touches for all entities to be reconsidered.
When you make a hack trigger you bypass normal touch check which means ALL entities can trigger it. 
Looping? 
necros/highwind.wav
Goldwave shows a cue point on that file 
Onetruepurple 
I think the toggling code may have never worked. When you toggle an active play_sound_triggered it silences the currently playing sound but doesn't cancel the scheduled retrigger of the sound. This is not the advertised behaviour so I will put it on the fix list for 2.2.

In the meantime, it sounds like you would get away with killtargetting the play_sound_triggered entity instead, since I guess you are alright with it switching off permanently. If the sound still persists when you killtarget, write back and I can describe a more complicated set-up to ensure it gets used and then immediately killed. 
Killtarget Didn't Work. 
n/t 
Ok, Plan B 
The slightly more complicated way that I think stands a good chance of working. We want to first target the play_sound_triggered so that the broken toggle code at least silences the currently playing sound, then immediately killtarget the entity so it can't play again.

Luckily when the code was fixed to allow entities to killtarget and target things at the same time, the order that these things happen is targets first, then killtargets. This is to allow self-destructing set-ups to work without relying on using entities which have been removed (too much), but it also helps us here. Set the scourge to both target and killtarget that play_sound_triggered. If that doesn't work you might have to hold out on the patch... 
Nope 
Seems like killtarget won't remove the sound no matter what. 
 
If that doesn't work you might have to hold out on the patch...

Eh, I might end up scrapping this bit altogether since the execution is far removed from how I envisioned it.

Thanks anyway! 
 
k, I had a chance to look over my code and I remembered:

In order to do what you are doing, you need to set 'wait' to 999999. As long as the sound has it's own loop points (as that one does) it will work fine. 
As An Aside 
At the end of scampsp1 I had tried to use Shub's death sound at the start of the end battle, and it turned out to be looping... I threw so many millions of entities at it to kill the looping behavior... but uughh *shudder*. 
The Funny Thing Is 
sometimes it actually did turn off! 
Stopping Sounds... 
I made it "Fort Driant" map, stopping the looping sound of the central nuclear power plant.... as far as I remeber the idea is to chain triggers that loops, and one is triggering the sound. note the sounds doesn't have to have loop marker, as it is repeated by trigger... so with a kill target, it is possible to break the chained trigger , hence breaking the loop, and then stop the sound...
dunno whether it is clear enough...
Other option is to exhumate the map code... though... 
Necros 
Adding wait only made the sound not turn on on the first time it was targeted. 
 
that's odd. it is supposed to turn on immediately. are you within hearing range of the sound when it is triggered? if you are outside hearing range, the engine will not bother registering the sound as started and it will not be playing when you move into range. 
 
The SNG, scourge, and the sound are close to eachother in a box detached from the rest of the map that the player teleports in and out of.

Maybe the teleportation is a problem? 
 
yeah. that's it then. like I said, if a sound starts outside of hearing range, then the engine ignores it and doesn't register it as playing. so if you teleport into hearing range after it has started, then it won't be playing.

if you can make it start a split second AFTER the player is in hearing range, it will work though. 
That Can't Be It 
Since the sound is triggered by picking up the SNG.

Maybe I should just send you the map. :P 
 
I can take a look, sure. 
Ne+ 
Indeed. I didn't notice at first, but all the other doors open as well. Guess I'll have to bite the bullet and use SUB_Null then. There won't be that many roaming monsters, anyway. 
Well 
if you can find what errant entity is in the area touching the trigger, maybe you could move it?

but yeah, that's the unfortunate part about bypassing the touch checks. :( 
OTP 
You had 'state' set to '1' on the sound entity. this was stopping it from working the way I described earlier.

if you remove that (or set to 0) and then put 'wait' to 999999, it should work. 
Thanks! 
 
Necros 
How exactly did you do that perma-powerup trick in ne_tower? I tried the same (respawning items in a remote closet, teleport destination inside ceiling), but it's very unsmooth. If I remember correctly, it wasn't even noticable in your map. 
Func_movewall 
Any tricks to make func_movewall actually work when rotating a train, with monster/player inside?
I can get several loops around the path but eventually the passenger falls out.
Perhaps two paths, don't rotate the func_movewall and rotate the rotate object. Would limit the look of it though...
Any ideas? 
 
Nope. They suck. I tried it with my crane sequence but if the player pushes against the wall they just slip through. 
Trains... Or Too Much Minecraft 
Old school works. plain old func_train style.
I found if you make the movewall one entity, a box it works good. Just limits the design of the rotate_object to something centered around the box. Made my train a bsp model (don't have to fight texture alignment). Set up a rotate_object out in front with model set to s_null.spr and effects 8. headlight! If i can get it to go up and down hills I'll post a demo. 
 
negke: It wasn't permanent and it wasn't completely smooth either since the view angle is not preserved when you flicker in and out of the powerup closet. 
Dangerous Slime 
I assume the compiler is adding water/slime/lava sounds to my map. For some reason slime and water both use the same sound so it is not easy to determine if a liquid is dangerous or not. (besides making the texture glow green!). Does anyone have some acid burning sounds to play as ambient? What does everyone do for slime? How do you show it is dangerous? 
 
I've usually used a distinctive texture.

You could also add your own ambient sound emitters with a more distinctive sound.

You could also add signage that says "danger! toxic slime" near the slime pits. Or maybe skeletons floating in the slime, or floating dead fish on the surface.

Really, I question the decision to use a non-obvious texture in the first place. Do you have a good reason for doing that? 
 
I am using a slime texture and it is green, but I am also using water alpha of 0.6 and this makes the slime look watery. Quake also makes this more of problem because it plays a water ambient sound which does make people think, 'that is green water!' :P 
 
I assume this is about the slime in ITS? The texture is quite obvious - at least it's one of those the somewhat experienced player recognizes as slime from the original levels. However, this is obscured by the automated wateralpha which makes the texture harder to distinguish from regular dirty water. In this sense, the dark green slime texture may be better than the brighter one. Or a sizzling sound could help, although it would probably have to be dynamic as metl said. Or, since you introduced particle effects to a lot of objects, what about subtle green particles (bubbles) above the slime surface, around the edges, or around things that touch it (floating goo, some sort of residue from something that melted there earlier). 
 
nothing to add but FYI the lava ambient sound is not implemented. There is code in the compilers and in the engine too, i think, but it doesn't do anything. :( 
 
To be honest this is something I am surprised has not been mentioned before and probably why czg made his slime/water so dark coloured so it looks more solid and dangerous. The side effect of water alpha in engines is that dangerous liquids can look like coloured water. It is a shame the water alpha is not specific to liquid types and not across a whole level.

I am also surprised how the stupid quake engine plays a water sound for slime when it should be a burning acid sound. Luckily I got some feedback from someone who does not play quake and it is a valid point. 
Just A Thought... 
I made a static model that you could use as a placeholder
to give another character to the slime.
ripple

It's a small model on 2 x 4 64 units, and can be used with every texture to create a ripple shape.
download 
Sock 
It's unfortunate, sure. But is it really that much of a problem if a single player gets surprised by it? You could file it as a learning experience. 
Sock 
Bright green goo on the surrounding textures maybe? 
 
@Madfox, for some reason that ripple model looks strangely erotic, but thanks for the idea.
@negke, well I have added an acid burn sound, painted the walls green to match the slime, mentioned it in the books nearby, changed the water alpha to be thicker. The next step is putting warning signs up, I suppose I could create a medieval danger sign! :) 
 
Have an Ogre visibly pee in it, no sane person would dive into after that. 
 
If only Romeo had made that pee animation ... 
Slime 
One feature in the RMQ engine is separate values for:

wateralpha
slimealpha
lavaalpha
telealpha

Would be nice to see that ported into other engines. 
Func_rotate_train Custom Sound 
Using Quoth. I can add custom sounds to path_rotate. Can func_rotate_train have a custom sound? My FGD shows sounds 0(none) or sounds 1 (ratchet) 
Custom Func_rotate_train Sounds 
Yes, you can override either of the sounds by setting the noise and noise1 fields on the entity directly.

Also, re: the slime question, you can add an func_illusionary brush with a slime texture if you want opaque slime. You can add it a little bit below the waterline and get a layered effect, and you could even apply alpha to the entity if you just want lower transparency. 
Thanks Preach 
noise1 is the train run sound. Works well now just 1 more question. path_rotate plays the sound. As the train hits a path_rotate the sound is restarted (if not looped). How do I make some path_rotates not effect the sound? 
Sounding Out 
The path_corner will always trigger some kind of sound when you hit it, there's no way to keep a looping sound going smoothly without it restarting. The path_corner does have the ability to replace the train's sounds, so if you've got a non-looping sound, the trick to preventing it re-sounding at the path_corner is to give that path_corner the noise "misc/null.wav". You then have to make sure you restore the sound at the next path_corner you want to hear it from - the sound is overwritten from that stop onwards! 
Sorry For My Ogrografic 
 
Once again without the text please. That is hilarious! 
Peeeeee 
 
 
I'm ashamed. 
Weeee 
Good for an intermission camera shot:) Ogres pissing off the castle battlements 
Hahahaaaa!!!! 
 
XD 
Also good for letting the ogre pee on the player if he gets killed. 
Sock 
I don't think anyone mentioned this already, but you can disable the water and slime sound effects using compiler flags. The sounds are added at compile time and whether you can hear them or not is dependent on whether they are in a visible leaf or not. This makes them absolutely suck for open maps, where it is usually much better to just add your own sounds.

add these to your vis command line options:
-noambientsky
-noambientwater
-noambientslime
-noambientlava (doesn't have a sound anyway...)
-noambient (disable them all)

http://user.tninet.se/~xir870k/readmevis.txt 
Preach 
I have this map that uses point-sized triggers for monster teleports and centerprints as usual. For some reason, however, they are all messed up in Quoth, spawning with an actual bbox instead of a point. This might be related to bbox-borrow hacks I used, but it shouldn't affect the point triggers (and doesn't in other mods). Any idea/care to take a look? 
Features 
Quoth has built in support for point sized triggers:
http://www.quaddicted.com/webarchive/kell.quaddicted.com/quoth/quoth_tutorial.html#triggers

Essentially you position the entity where you want the lower corner of your trigger, and set mangle to the desired dimension of trigger. If you don't specify dimensions, the trigger defaults to 64x64x64, which is what you're seeing, I guess.

The best workaround would be to set mangle to something very small, like '0.1 0.1 0.1'. This should stop the point triggers overspilling. 
Addendum 
In retrospect this default size is badly done. Any default size could potentially break a map, but making it very small would probably avoid problems in 90% of cases. One more for the 2.2 patch... 
Yeah That Sounds Like It 
Funny I never noticed it before - and I always use point triggers for monsters. Probably because Quoth usually breaks so many things in my maps that I don't even test it carefully anymore. I'll try the low mangles. Thanks.
Disclaimer: this wouldn't be necessary if it wasn't for some specialists who always seem to run maps in the wrong mods without even realizing... :/ 
Paths 
Does Quoth treat monster pathing differently? Is the next path_corner called on touching the point instead of the box? Several monsters have problems on their patrols through cramped areas. 
Path_corner Changes 
Yes, there are some changes to accommodate the extra features quoth path_corners use. It looks from the tutorial like they've never been documented though...Corners support the following extra field for monsters:

wait: When non-zero, monsters will stand at this path_corner for wait seconds before continuing. If wait is negative, the monster will stand indefinitely. While standing, the monster will turn to face the angles set on the path corner.

The code that handles this is lengthy and I've been trying to pick my way through it without breaking it. I do know that one of the changes is that the monster is expected to reach the centre of the path_corner before it stops - there's a 4 unit margin of error, but it's much closer to the centre than the usual quake behaviour.

This can cause compatibility problems - in fact I already know that it breaks some pathing in e4m2. Unfortunately that leaves us in a bind, because reverting the changes now would break paths in maps designed for the new behaviour. So I think it may have to stay broken... 
Func_wall_relay 
Is there a way to have a solid brush entity with a trigger (relay) functionality? Apparently a regular func_wall's use field can't be overridden just like that. It seems like this should be possible with a notnull, but I'm somewhat confused as what the think field has to be. Sure, I could use a door with multi_trigger in its use field (to enable delay) or even a button, but this seems like even more of a hack than a clean notnull setup. The impact on network packets/performance is the same in either case? 
Func_wall Explaination 
func_wall already has a use function - it toggles the texture, which is why you can't set a custom use function directly. However, you should be able to use

"think" "trigger_relay"
"nextthink" "0.1"

to change the use function post-spawn. 
 
Awesome, thanks. I wonder if this creates a new set of possibilities that we haven't thought of before...

I knew you normally can't set custom use functions directly. However, strangely enough, it works on doors. At least setting it to multi_trigger allows for "delay" where originally the target is fired instantaneously. 
Delayed Response 
I think delay works on doors even if you don't set multi_trigger - the quake code is very good about using SUB_UseTargets for everything that fires an event. 
It Does! WTF 
For years I was under the impression it could only fire the targets immediately after activation unless set to multi_trigger. Feeling incredibly silly now.... 
 
Quoth question:
Could I make func_breakable objects bleed when shot? Also would be cool if it could trigger something on being blown up :E 
 
you could wrap the func_breakable in a normal shootable trigger that targets the breakable. 
 
That's what I'm doing atm but it's a bit awkward, especially if you want the player to stand on the breakable (don't ask me why k? :p ) cause they ice skate around :( 
It's A Cheat 
But why not add the blood trail flag to the gibs it fires? It won't bleed when hit but will splat when destroyed. 
Loading Quoth After Loading Engine 
I know you can run a mod using another mod as a base using e.g. fitzquake.exe -quoth +game warpspasm, but is there a way to do that from the console? 
 
No. 
Strange Marksurfaces Problem 
I'm working on a map, the problem is that I've exceeded marksurfaces limit, the map will run, but I want to make the map "standard" (it's an experiment, I want to use default Quake textures, respect standard limits, etc).

I've deleted some details, so I managed yo get from 32.893 to 32.237, but I need to go lower because I need to add some areas to connect some parts of the map with other parts.

So I started to delete small rooms and I had a huge unpleasant surprise. I deleted a small room behind a wall, it's a very simple room, but still... it has 4 walls, floor and ceiling, plus the entrance to the room is a digger made in the wall, that should take quite a few marksurfaces.

I was hoping in a nice drop, but marksurface went from 32.237 to 32.275. Jow is that possible? That room is completly isolated, the only area that connected the room to the map is a wall...

I work with Quark.

Any suggestions? 
From Experience... 
are all (most) of the vertexes on the grid and none (few) of the brushes penetrating each other at weird angles?

I had similar problems with dom3m1 (deleting simple architecture that wasn't even touching anything and having it destroy the entire map) and it really all came down to being lazy and not respecting the grid.

As negke could tell you. :P 
Off The Grid 
Yes, thanks for the very fast response. Unfortunately I started the map back in 98, I even finished the map (but it was a simple DM map and it was quite ugly). Almost everything in that map was off the grid and instead of starting again I continued that map.

But I still cannot understand, it's beyond logic how deleting a room behind a wall will increase the marksurfaces number.

I understand that the compiler will "break" the "walls" into smaller "chunks", but it's only a simple wall that has a digger cut into it (deleting only that digger should decrease the marksurfaces greatly). And then there's the entire room behind the wall.

Weird, very, very weird :( 
Basically... 
The more floating vertices and odd intersections your map has, the more desperate measures qbsp needs to take to make it presentable. In every case, you're basically giving the compiler a rubik's cube and saying "solve this" and your .bsp file will always be the programs saying "I did the best I could!"

While on the subject, you should be happy a weird marksurface count is all you have to deal with. I had to delete two torch-holders THAT WEREN'T EVEN TOUCHING ANYTHING because somehow having them float there in the middle of the room made compile time jump up 5 hours, outleafs drop to 0, and the map unloadable

Incidentally have you tried lighting the map yet? Because I think I'm still the only mapper to build something with such horrible brushwork that running tyrlite on it literally broke the hull. 
Lights 
Lights are there (except a few tunnels that are still "pitch black").

I think I understand what you are trying to say, but it's still very frustrating for me.

I just tried something else, I've deleted the "entrance" to the room by deleting the digger, the room is still there, the compiler didn't elimiated it because it has a light and a weapon inside, marksurfaces dropped from 32.237 to 32.228.

But if I delete now the cubic room (4 walls, floor and ceiling) will make the marksurfaces go up to 32.275.

If anyone has any other suggestions or ideas, please let me know.

Thanks. 
I Call Them "Mocksurfaces" 
Because to me it seems like the compiler randomly changes the number to make fun of me.
Optimizing a map to get under the limit can be a real bitch - especially since the behavior doesn't seem to follow logical patterns.
You saw it yourself, removing or simplifying stuff sounds like it should lower the count, but in reality sometimes it actually makes it rise. In my current map, for example, I had the strangest actions affect the mocksurfaces: moving a door one unit made the count jump up by 100, when moving it by two units it remained the same as before; or even better, at one point I could influence the count by, I don't know, maybe up to 300 points simply by moving the monster teleporter room up and down by a couple of units. Weird shit. The position of the brushes in the map list (old vs new) also affects the outcome.

In consequence, I don't really have a definite suggestion on how to effectively lower the count. Try the usual measures first - turn details into funcs etc, simplify walls (e.g. make new textures that have wall+trim) etc. 
 
marksurfaces are a different thing than just vertices or faces so deleting stuff does not always reduce them. I don't really know much more than that though.

Stock engines can run a map with slightly higher than max marksurfaces, iirc. 
 
The room you just deleted, see what happens if you copy/paste it to the top of the .map in a text editor. Long shot, but it's really a matter of clutching at straws for a good part... 
 
Also check if there are walls made up of multiple brushes (in the same plane) with the same texture but different offsets, e.g. from copying or moving with texture lock. Often barely visible, but QBSP treats them as individual surfaces instead of a single one. 
Hulls 
Thanks negke, I feel a little better now. Fern said something about hulls, I must admit I don't know what are those, but checking the Quark log I assume that my map is split somehow in 2 hulls

------ GrowRegions ------
Processing hull 1...
----+----+
----+----+
Processing hull 2...
----+----+
----+----+

Looking at the map I see that it seems to be split in 16 zones, check the screenshot here:
http://www.abload.de/img/mapogyqh.png

So I thought to move all the map to the left to have the map in only 8 zones. If I cut a little from a long tunnel I could get it much better, only to one "zone".

Anyway, the first step was to move it only to the left a little (selecting everything and pressing left arrow a lot of times, keeping everything to grid).

But the map didn't compiled at all after that, I get
SubdivideFace: Didn't split the polygon near (-1920 1536 488), tech14_1

I encountered that error in the past when making long thin polygons, I only needed to scale the texture to get rid of the error.

Now I see the error after I "move" the map in editor...

Anyway, back to the question: what is a "hull"?

I noticed one time in the past that if I use noclip and I continue to move forward I end up soon in the "back", like I woul be teleported somehow. Does that has anything to do with the "hull" concept? 
 
The engine uses the three hulls for collision. See here for a short explanation.
This is largely unrelated to your marksurfaces problem.

The zones are only a visual addition in the editor, the map doesn't need to stay within a zone for better results. Having said that, with all the weirdness surrounding the marksurface mystery, moving the entire map could potentially affect the count, for better or worse. The SubdivideFace error could be related to the texture lock messing up some offset perhaps.

On the editor shot, the level doesn't look very large, so I'm a little surprised you hit the limit already. Or does it only seem that way from that persective? 
 
As for suddenly ending up on the other side when noclipping in one direction, this is because the standard bsp format only allows a maximum world area of 8192^3 units (+4096 to -4096 on every axis). 
Map Size 
Well, the map is not large at all, but it's made from many, many slim walls, it has a lot of "bars" and it's not optimised at all.

If I had to compare the map with another map (only regarding the size - "volume cubic meters :)), I'd say that it's about twice the size of E1M1, but it's much more cramped, there's a lot of little rooms and tunnels. 
Because... 
<Perse|Fr3n> is there in Q1 a way to make messages print in the corner instead of the center?
<Perse|Fr3n> i.e.you got the nails, you got the silver keycard, you got the comandant's severed head


I know I can kill the object, trigger a sound, and use info_command "bf" to emulate picking up an "object" but I was wondering if, short of messing around in .qc, it were possible to also emulate the confirmation text one normally gets when picking stuff up. 
ASDF 
forgot there was an echo command. problem solved. nevermind. 
 
One of the reasons I dislike Fitz is by default it puts text messages over the crosshair rather than above it which is really annoying if you're fighting (also annoying are engines that don't print such messages into the console so if you miss it because you were busy/it was too long you can't reread it).

I dunno if it's changeable cause I just use different engines :P 
 
One of the reasons I dislike Fitz is by default it puts text messages over the crosshair rather than above it
Just add a couple of '\n' to the front of your centerprint messages and they will appear below the crosshair and not be so intrusive to game play. 
 
Don't they then end up in front of the crosshair of other engines? 
Preach 
And what is it with those missing door sounds ir_start.wav and ir_stop.wav (as well as er_) in Quoth? 
Region Locked 
There's actually a fascinating history behind those sounds. They were only ever made available in the Japanese version of Quoth called &#12527;&#12479;&#12522;&#12460;&#12521;&#12473;&#35441;&#12377;&#12289;&#27578;&#12373;&#12428;&#12383;&#22971; (lit: speaking raven, slain wife). The Asian region release came with the construction kit along with arcade mode and a completely different model for the gaunt
http://tomeofpreach.files.wordpress.com/2012/12/horror.jpg

Sadly these files never made it into the European version, although for save-game-compatibility reasons the progs has to look for them...Or I screwed up and never noticed because they were sitting in the dev sounds directory outside the pak. Will you hurry up and ask for your copy of the 2.2 beta negke, you'd clearly be a huge asset to the testing! 
Since Func_ Isn't Japanese Compatible Either 
Them Japanese Always Get The Better Releases.... 
Ok, why not (lots of reasons). Let me test the beta so I can play through all of those terrible unbalanced Quoth maps again! 
Cliff Faces 
are a pain in the ass. 
 
 
Cliff Demons 
O_O 
 
 
that's cool! how'd you make that? 
Skyboxes 
It are free OBJ. files from Poison on Renderocity. Mighty objects there!
I just packed them up in Vue with a red fluid into a bright skybox.

http://www.renderosity.com/mod/bcs/cliff-demons-landscape-props-/60215 
 
could even be imported into a Quake 1 map by using q3map2 and a q3bsp supporting engine with reflective water (ie FTEQW).

Nice scene madfox. 
Sign-on Buffer 
Does 8008 sign-on buffer exceeds 7998 affect how sound is played?

I have a triggered sound in one map that, if playing when the player dies, stops immediately and the death sound starts. Just right.

The same sound in a differnt map, with the same progs.dat, with the same trigger, does not stop and continues playing when the player dies and the death sound plays over the top.

To all intents and purposes, the scenario is fairly simmilar except that the entity and brush count in each map is different: the sign-on buffer error only happens in the second map.

Actually, the error count is quite high in the second map:-

* at game loading
- marksurfaces 33824
- 8008 sign-on buffer

*at map loading
- 64 lightmaps exceeds 64 (?)
- 1046 byte packet exceeds 1024
- 295 visedicts exceeds 256

* in game
- 602 edicts exceeds 600
- 33 blights exceeds 32
- 602 edicts exceeds 600


Any ideas?

(in FitzQ these errors do not affect gameplay so I am not minded to do anything about them. But the overwritten death sound error has nuisance value above the other errors) 
 
The signon buffer would only affect things when a map is loading. It's something to do with all the data being uploaded to the server for the first frame (monsters for example, which is why spawning them in delayed reduces the signon buffer).

More likely something else in your progs is doing it and it's a coincidence that it occurs in one map and not another or something else in that map is causing it. 
Necros 
OK, thanks.

I think it's time to retire. 
...gracefully 
... 
Darkplaces 
So I thought I'd see if the map ran in another engine and I tried Darkplaces. All brushes and all entities have outlines in-game. What's that all about? 
 
.obj can be used in Darkplaces at least like any other .bsp file in a q1bsp, eg using Quoth's map model entity.

Mike: Delete all configs, delete all mods, protect your sanity! 
Spirit 
I cant delete ALL mods as the map I am testing uses my own mod.

I can also see the entities bounding boxes as a fairly transparent grey box. Interestingly, I get no error messages at all.

As for saving my sanity: I fear it is too late Esmarelda, for the cows are now nesting in the trees, and the time is way past cloudy. 
Maybe 
r_showbboxes 0 
Quake Compile Tools 
I'm working on an experiment to create a highly detailed somewhat large room. Not really a conventional map (no monsters). Now it's time to vis the map. I could call it finished without running vis.exe, obviously it will not benefit from vis. Problem is if I want to create a proper Quake level adding more areas vis will take days/weeks.
My question is to anyone who knows in innards of vis.exe. Could a version of vis be created with a way to flag an area as ignore. A bounding box around a room that tells vis don't calculate whats inside but calculate the box to the rest of the map.
I know how to use func_ as details and all the tricks like that. Too much func_ makes for crap lighting.
func_viscluster?
https://developer.valvesoftware.com/wiki/Func_viscluster 
Short Answer 
No. 
That Was Short :) 
 
Long Answer... 
 
Thats The Trick Lighting!! 
ijed Thanks for the info. I do know the vis tricks. Had a thought of making the whole thing into a bsp model and using skip and clip, connect to other rooms with vis blocked halls. maybe....

If only func_ could do lighting. 
Func 
Receives light, but doesn't cast shadows. Its still possible to get decent looking stuff with it, but more likely to produce artefacts as well. 
Obj In Quake Maps 
will not be solid, while the q3map2 compiler can simply compile it into the map, including clipping. 
Wc3.3 Radiant 1.5 Problem 
I made a map in radiant then used worldcraft to compile it, when I did it saved over the map in some crazy valve format that radiant can't read, is there any way to bring it back? 
You Dont Need To Use WC To Compile 
Use TxQBSP to make the .map into a .bsp

Use WVis to do the vis process

Use Light to do the light. 
Horrorprn 
but how do I get the sucker back into worldcraft? 
File> Export To Map? 
 
No Dice 
it says it's saving it as a game map, when I open it in notepad++ data is formatted differently and when I open it in radiant it says it was expecting a # instead of a [ 
Tricky 
AFAIK - although I heard mention of a script that strips out the extra texture information that WC adds.

Essentially it adds a few numbers to every brush to describe extra texture information - which is how WC3.3 manages to have so many more controls for alignment.

Not familiar with Radiant but if it refuses to read a WC3.3 level then maybe another editor will allow you to convert it back. Beware though, since you could well lose all texture alignment using either a script or editor to bring it back. 
 
WC saves in Half-Life / Valve 220 format. Someone posted a converter program at quakeone.com once, but I don't remember who or when. It might have been Scrama...

http://scrama.3dn.ru/tmp/MapConverter.zip

I haven't tested it.

http://quakeone.com/forums/quake-help/servers-coding/3997-half-life-bsp-q1-8.html 
Awesome 
it worked. 
 
Nice. (This means Worldcraft can theoretically be used for q3bsp/rbsp/fbsp mapping, too.) 
 
In a map editor, would it be useful to be able to create new textures out of multiple brushes without having to go into a 2D editor? 
Yes 
A lot of the textures people make are combinations of existing textures done in order to reduce r_speeds. This would be great for trims etc.
It doesn't take that long to do in a 2d editor though, and obviously you can do more. 
 
Most of the textures I make are things I can't do with brushes.

What I do wish is that I could swap textures in a wad while Radiant is loaded and refresh the wad when desired. 
 
Not that making textures in editor would be a bad feature if it could be added. 
Sounds Like Nice Feature 
 
 
You mean arranging brushes so that the texture looks different? I do this already quite a lot.

Do you mean capturing such a configuration and saving it out to a 2D format? 
 
The latter.
I do the former all the time, but it tends to waste vertices and inflates clipnodes and visleafs. 
Interesting 
Combine textures to combine brushes. Would this also help the lightmap?

Highlight multiple faces create the texture then merge brushes apply new texture. Is that the idea? 
 
Pretty much. It's kind of like, you'll be mapping and making your trims as usual. You realize you'll probably have the same trim + texture layout everywhere so you just make a new texture right there on the spot, inject it into the wad and keep going. 
Brushwork Textures 
This is pretty much how I created most of the textures for my MOD, In The Shadows. Once I had a brushwork template I liked the look of, I did a print screen of the brushwork and then painted over it in PS. Added the new texture to my WAD and then tested the texture on the brushwork. After that it was a simple case of brushwork cut and paste.

I also re-used sections of the texture for variety detail and odd angles, so each new texture could be used multiple times and still be consistent.

This approach can create a consistency with architectural shapes and textures. It will also make a map feel like a designed location rather than a haphazard combination of brushwork and texture. 
Jealous 
" After that it was a simple case of brushwork cut and paste. "

Ah, the joys of proper texture lock that works.
Not really sure why I still use wc1.6a. 
Because 
In 3.3 you lose cross-editor compatibility and have to convert the textures to wad3?

...I still use it though :) 
Texture Luck 
Sock uses an old version of Radiant, I don't know how it works there, but the texture lock in new(er) versions produces decimals in the offset values which are not supported by standard QBSP. This can lead to textures getting misaligned by 1 unit in-game while looking perfectly right in the editor. Got to keep this in mind. 
WackyCraft 
When I say 'cut and paste brushwork' I do not mean texture lock/rotation. If you look at the architecture of my maps they are consistent, each arch, door or pillar is the same size because I cut and paste the brush shapes and then apply the texture afterwards.

I created the textures based on the brush shape so I only need to nudge the texture surface until it fits. This approach really makes a room/area feel like it is designed to fit together. When the texture and architecture are in harmony, the scene looks and feels better. 
Netradiant 
Coming back to this after 9-10 months.

Anyone know how long the netradiant site has been down? http://dev.alientrap.org/wiki/7

My version is dated march 1 2012, but there is a bug with the 3-point clipper that crept into that version. Just wanted to know if there had been a newer build since then. 
GTKRadiant 1.6.3 
Move to the latest version, it has better support and there is a coder actively working on it. They are always looking for people to offer feedback and get stuff fixed.

http://www.quake3world.com/forum/viewtopic.php?f=10&t=48330&sid=590f6d83bfd40da9dfdae6ea9aedaa98 
 
 
Ah, looks like they finally added a workaround for the foreground/background issue. Though I'm pretty sure there's still no fix for the NextView button/shortcut not working on the floating window layout. It's been there for years. Will have to stick with Gtkradiant 1.5 for another while...

Kinn, the old download directory is still accessible here, but there's no newer version. There appear's to be some slightly newer build by Ingar dated July 2012, not sure how many fixes it actually contains (if any). 
Cheers 
Ok, thanks chaps - negke, good to know the old download page can still be accessed. I couldn't find it through google or anything. The Ingar build contained 7 trojans according to Kaspersky - probably false positives but...eh.

I'll stick with my current version I think. The clipper problem is minor-ish. (Basically, the "1, 2, 3" number labels on the clip points don't display anymore, which makes 3 point-clipping a game of chance more than anything). 
 
Kinn, I always Shift-Enter the clipper unless I know for sure which side will be removed. 
Scampie 
yes, that's ok once you have the correct clip plane - problem with netradiant's bug (and it's only an issue with 3-point clipping), is that if you lay down the 3 points in XY, then change to XZ (say) to shift the points in Z, because the points are not labelled 1-2-3, then often you lose track of which point needs to move where in order to get the desired clip plane in the first place. It just slows the process down and makes it more annoying. 
Ah 
I get what you mean now. that sounds like a real pain. 
Dead Monster Floating 
I have just noticed that a dead Imp 'floats' a couple of units above the ground. Comparing models in QME, I can see that e.g. the Hknight and the Imp final death frames are both on the grid, and also the eye position is -24 for both.

What determines the final resting place of a monster? 
 
don't really know what the eye position is, or if it does anything.

the 'bottom' of the monster is determined by the bounding box set in the QC.

This is -24z for all monsters (unless you are playing around with non-standard bounding boxes)

As long as the bounding box is set normally like it is for small and large monsters, then any vertex on the model that is 24 units below the origin of the model will be on the ground. 
Necros 
Yes, that was it - looks like a typo in QC as the z was -34. Thanks. 
Texture Query... 
Has anyone come across a texture set that even remotely evokes the Australian bush or outback? 
HL1? 
I think I saw it converted somewhere. 
Guide For Radiant 
Is there any guides on how to setup GTKradiant for quakeworld? which version should I use? 1.4, 1.5 or 1.6? 
This Tutorial Is Pretty Good: 
 
Why are brushes stored as planes and not verts + tris? Was it only to on save filesize? 
Probably Because It's A Better Way To Define A Convex Polyhedron 
with a list of planes 
I Think That's The Main Reason 
On top of that, enumerating vertices and adjacency information is considerably more complex than simply giving a list of planes. And of course there's much more that can go wrong. 
 
Oh,so this is a case of it being the best way to represent the data then? I guess it's only easier for puny human minds to think of it I'm terms of verts and faces. :) 
Well 
From today's point of view, it certainly isn't the best way. We all know the problems associated with this data representation. But in 1996, it was a different case because in QuakeEd, brushes were mostly manipulated by manipulating their faces. I'm not even sure it had vertex manipulation at all. 
Isn't It Still The Best Way? 
Given a list of triangles, you've got no idea whether it's even a valid brush (convex polyhedron) without doing loads of maths.

With a list of planes - by definition, the brush is simply the intersection of all the inside half-spaces. Easy peasy. 
 
But with modern computers, those maths should be trivial? 
Well... 
...let's just say this is a question of "how should the brush be defined for the purposes of editor manipulation?", which I think is the important issue here...

Regardless of how it is stored internally, in terms of user interface, you could try to treat it like a bunch of polygons - and I think WC/Hammer did that, allowing you to pull verts around willy-nilly.

However, this is pointless IMO, because all that means is you are exposing an interface that allows the user to produce an invalid brush. Now you either have to detect and prevent those manipulations - which simply means you might as well just go with Radiant-stype manipulation in the first place, or - in the case of WC/Hammer - go "sod it, let the designer spot the invalid brushes later and fix them himself".

This was basically the reason I ditched Hammer and moved to radiant. 
True 
That's very annoying.

But I don't think its an issue that can ever be properly eliminated just because of the amount of tools and potential upsets in Quake.

We've all seen brushes that have no reason to provoke a leak, or deform weirdly when compiled. And then rebuilding the exact same brush typically solves the issue.

I still use WC for two reasons - the texture locking and general laziness to learn another editor. 
 
I think it was a good choice by Carmack for reducing user error. As was stated above, a brush formed via clipping planes is, by definition, convex. It has to be - or it's empty, in which case you can discard it.

The errors we see in maps are, I believe, a result of rounding errors and precision problems but the basic idea of how he stored the brushes was actually very smart.

Where it was a poor choice was in texture alignment control. If he stored actual verts, he could have stored actual UV coordinates along with them, and then we'd have some truly beautiful looking Quake maps because you could have real UV tools and make everything perfect. And texture lock would be the default action in level editors, not a specialized feature. 
Back Then It Was Smart 
But by today's standards, it makes operations like vertex editing and rotation very complex to do correctly. It's quite a hassle because the tool chain is not prepared for the brushes that modern editors can produce, even if they are correct.

As a programmer, I have to take care that what the user sees in the editor is actually what QBSP will produce after being converted to the halfspace representation in map files.

Also, the map format has nothing to do with "user error". The user should not have to look at map files. The editing software must take care that the user can only produce correct map files, and the compilers must correctly translate the map file into the representation the engine understands. Ideally, the user should not have to worry about this. And that would be much easier to achieve if you could store vertices in the map files.

The way it is now, the complexity is shifted out of the map files into the editor and the compiler. That's not a good thing. Ideally, the map file format would make it possible for an editor to precisely store in it what the user is seeing in the editor. But since this is not possible with the map file format, the editing software must not let the user create geometry that either cannot be represented in a map file or that cannot be reproduced by the compilers. A very complicated task, I will tell you. 
 
Hmm, I think by user error what I meant was tool errors. If the map editor can only spit out a set of planes, then it's impossible to feed a concave brush to the QBSP compiler. That sort of idea.

The guy using the software shouldn't have to think about it, I agree. 
Yes But 
He usually has to because no editor completely solves this problem. They produce invalid brushes, micro leaks , drifting vertices etc.

Also the half space format in map files does still allow a number of errors such as duplicate planes, empty brushes and open brushes.

I used to be a fan of the map file format, but writing an editor has killed my love for it. I'd much rather have to deal with bugs that I can reliably fix that with precision errors that keep cropping up all over the place.

Maybe if there was a specification on how vertices are computed from planes things would be better. But all editors and compilers have their own way of doing this. 
 
Oh please don't get the idea that I'm defending it. I would MUCH rather have verts and UV coordinates and just get on with it. I think the MAP file format made sense to Carmack at the time since his experience with 3D stuff was fairly low at that point but it's far from ideal. 
 
It's like the decision to planar map everything by default. That works, yes, but it's not as great an aid to level designers as he apparently hoped. You usually end up having to touch almost every face in the map anyway... 
Yeah 
That's why I intend for TrenchBroom to eventually support Valve 220 maps where you can change the texture mapping in any way you like. At least TXQBSP supports this extension. 
Valve 220 Format 
Hrm, can someone point me to an example map or two that uses the 220 format? Would like to support this in my qbsp as well. 
 
e4m1rmx.map here 
 
That's great, thanks! 
 
What would be the ramifications of building an entire map out of tetrahedrons where each brush only contributed a single face to the final mesh? 
If You Mean Like 
If you mean like make an organic-looking mesh in a modelling program and write a converter that spits the mesh out as a .map of tets, well...

...it would generate a gargantuan number of different bsp splitting planes that may or may not cause the the bsp algorithm to take a shit. Also, hull1 and hull2 would likely be awful leaky messes as the tets expand in funky ways. 
However 
from experience of mucking around with this kind of thing myself: Let's say you make a cave system as a triangle mesh in a modelling app and turn it into tetrahedrons.

- The larger the tets are, the less problems you get.
- If all the vertices are grid-snapped, and the chunkier the grid, the less problems you get. I found below grid-16, things pretty much leak 100% of the time. Above that size, things leak maybe only 70% of the time. Why? Not sure but it might be something like: the chunkier the grid, then statistically (over a large mesh) the less different clipping planes there are.

I personally think there is still promise in this approach, but the solution should come via a modified .bsp compiler...

Imagine a compiler that takes a triangle mesh as input. Hull 1 and 2 are found by "pushing" this mesh in a way so the hull 1 and 2 meshes are still nice and clean. Also, without having to treat them as tetrahedron brushes, then you don't have to worry about errors caused by figuring out the unseen faces and clipping them away. By definition, you are going the .bsp compiler a contract that says "there are no faces here that need clipping away, and every face there is, should be visible and in the bsp tree", which should allow you to cut out all manner of error-prone middlemen. 
That Said 
after tarting around in trenchbroom this morning, I doubt I'll ever need to do it like that.

It seems I've been getting along great with a workflow that's basically: block out an organic area with big chunky brushes (cubes and whatnot) in Radiant (currently radiant's ortho views still make that my preferred way of laying stuff out quickly and accurately), but then I can now import the rocky bits into trenchbroom - and then proceed to trenchbroom the fuck out of those rocks, and import them back into radiant. Magic. 
 
Let's turn trenchbroom into a verb.

"Damn, you trenchbroomed the SHIT out of that map..." 
 
Thanks Kinn.

I was curious about the technical problems that might result from trying to compile maps made excessively out of tetrahedrons. Sleepwalkr and I briefly discussed ways of improving trisouping and I was thinking about having the user create a single triangle and then have the editor generate the rest of the brush basing the final vertex on center of the face and normal of the face and such: https://github.com/kduske/TrenchBroom/issues/316 
It's Worth Pursuing This Idea 
I'll post some shots of my experiment in a bit... 
Ok, Heres Some Shizzle I Did 
First, I made a mess mesh in Maya. I decided to make a big caverny thing with crazy rocky bridges going everywhere. This is a big-arse cavern:

Outside looking in:
http://i.imgur.com/XmNM8iu.png

Inside:
http://i.imgur.com/FlUqsNh.png

Now, I found through experimentation, that the higher the grid granularity (that the verts of the mesh were snapped to), the less problems bsp seemed to have with it. I found grid 16 seemed a good compromise between minimising bsp pant-soilings, whilst still being a fine enough grid to allow decent shapes to be sculpted.

To enforce the grid, I created some melscript to snap all verts in the mesh to this grid, which I made sure I did before exporting the mesh.

Now the fun part. I had to write a load of code to turn the mesh I exported into a quake .map file. Now, I am fairly lazy and instead of going to the trouble of writing a proper tool to do this, I realised that I spend most of my day tarting about in the Unity3D engine - an engine that already imports meshes and has an API already exposed for me to access and manipulate those meshes.

So I wrote a load of code as a Unity project that processes an imported mesh and writes a quake map file. In essence, I turn all the triangles into tetrahedrons and spit out a .map file. I do a load of misc crap as well like sanity checking the mesh for duped tris, and putting textures on it and stuff.

Now, you can get quite clever with the tetrahedron conversion. The naive approach is simply to write one tet for each triangle. However, it is better to look for groups of triangles that can be combined into a single brush. In many cases you can turn two triangles into a single tetrahedron (let's call these "tri-pairs"), where two faces are visible in the map, and two faces outside (as opposed to one face inside and three faces outside). Beyond single tris and tri-pairs, you can search for even larger groupings of triangles, 3, 4 or more, that can also easily be turned into just one brush. I detected these, but in practice it is so rare to find a valid grouping larger than a tri-pair, that I only bothered in the end to divide the mesh up into tris and tri-pairs.

With the tri-pair you don't need to worry about generating any extra verts, as you will see later. With the single tri, you need to create an extra vert to extrude the back face into a peak of three faces. Getting the position of this is as easy as getting the tri centre and whacking it back a little bit in the normal direction (and i even gridsnapped it after that but dunno if that made a difference as those faces should get stripped away by bsp anyway).

Here is what it looks like once converted and loaded in Radiant:

http://i.imgur.com/fnGtCtn.jpg

Ignore the ugly blue crap - that was a misguided attempt at some sort of waterfall.

Notice there is a tri-pair here that is a single tet with 2 faces in the visible map, and also a single tri with just the one visible face:

http://i.imgur.com/YdiEMYC.jpg

Here is a view from the back, so you can see how the unseen faces are created:

http://i.imgur.com/qNJxZLK.png

Now you can just go ahead and compile the map. Sometimes you get leaks, and sometimes you don't. It's just luck, and has nothing to do with any mistakes in the pipeline up until now - your mesh can be completely watertight, but the bsp algorithm with still find some reason to do a shit.

If the map leaks, find the leak position, then go back to maya and move a vert or two in the affected area slightly - there's no science to this - just move them a bit in any direction, and then grid snap, export, generate map and compile. If it still leaks, go back to maya and repeat the procedure until it no longer leaks. It's just luck, but my investigations found a correlation between chance of leak and grid snap size, which led me to settle on grid 16.

Here is what it looks like in quake. Excuse the ugliness, but I just slapped some lights in there so i could see it. Again, also ignore the retarded waterfall:

http://i.imgur.com/7KFbqeb.jpg

http://i.imgur.com/ElcbLjN.jpg

I'll try to get some code out to you guys at some point. 
And 
clown-vision version of the map, from the outside:

http://i.imgur.com/qluJllO.png 
 
clown-vision, lol

So that's basically how I had it working in my head. It's bizarre that you were randomly getting leaks though. When I build organic stuff out of tets, I never had any problems with random leaks. I was using grid of 16 as well for it, sometimes even going down to 8.

I'm assuming this was all done with aguirre's txqbsp? 
Yep Txqbsp 
I never really got my head around the leaks issue - I think they mostly happend in hull 1 and 2, and when you think of how bsp has to expand the brushes, your shell of lovely tets in hull 0 is going to turn into a hideous mess in the higher hulls, and bsp has to deal with it (not very well it seems).

This was why I suggested earlier a theoretical (and much more awesome) approach could be to write a modified bsp compiler that can actually process meshes directly (along with normal brushes), totally avoiding the need to treat them as tets, and makes sure that hull 1 and 2 are nice "expansions" of the original mesh.

From one I understand of bsp - one of the first things it does is find all the unseen faces of a brush and strips them away right? Is it feasible to add in the faces from a mesh at this stage, and then proceed as normal? 
 
From one I understand of bsp - one of the first things it does is find all the unseen faces of a brush and strips them away right? Is it feasible to add in the faces from a mesh at this stage, and then proceed as normal?

I hope someone versed in QBSP lore will weigh in, it would be interesting to know.

That said, while that makes the most sense, I am trying to think of ways to get this kind of thing done prior to the compilation process.

I wonder if it might have been your editor doing that when it imported and then saved the map? Have you tried loading it up in Trenchbroom, selecting all the world brushes and running the Snap Vertices command on them? 
Planes 
I wonder if it might have been your editor doing that when it imported and then saved the map? Have you tried loading it up in Trenchbroom, selecting all the world brushes and running the Snap Vertices command on them?

Do you mean "did brush verts that should be snapped get a little bit off grid in the .map file?" Because I can say that they definately didn't - when I wrote the .map file I specified the planes using the actual vertices of the triangle faces, so the plane it writes would be as mathematically close as it can be really. I think however bsp converts the planes from the "3-points" representation in the map file to a "distance from origin and normal" representation which of course introduces floating point errors that sadly I can do bugger all about. I think if the plane is orthogonal, then the distance / normal represenation should be error free, but with a non-ortho plane we're in Wild West territory once bsp has its way with it. 
 
I was going to suggest using the snap vertice command in TB. It sorted out some leaks on my WIP map (which was causing some crazy weirdness in both DirectQ and RMQ but not Fitzquake or GLpro)... 
But That's Just A Grid Snap Right? 
The verts in my cavern map are definately grid-snapped - I can tell by opening up the map and looking at the plane coords (which are just the 3 points of the triangle face) 
 
It also split some invalid faces on my map. I'm not sure how it works, but it magic'd away all my problems. 
TB Grid Snap 
It works as if you were to move every vertex to the closest point where all coordinates are integers. When a vertex is moved like this, all incident faces are split into triangles like in the vertex editing mode. Afterwards, all faces are merged again. That's why it will also correct invalid faces of brushes.

I doubt that this is Kinn's problem though. I would suppose that it is related to imprecision when QBSP generates the vertices from the planes. Depending on how the planes are arranged (geometrically) and in which order they are used to cut other faces, the generated vertices can be off even if all plane points are integer.

TrenchBroom's snapping won't help in this case either. This is a problem inherent in how QBSP generates vertices from planes. 
 
Ah, right sorry. It's still weird to me that the vertices don't actually exist. 
Meshes 
I think it should be possible to have a mesh representation that qbsp can use, probably easiest and best if it ended up that those faces were like 'detail' faces as well and you put caulk brushes like Q3 behind it to block vis and seal the map. It would of course need an extension to the .map file format and cooperation of both the editor and qbsp.

I wonder if there's already something like this in quake 3 (not the spline stuff, but a general mesh)? I'm not familiar with the map format there.

Kinn: does qbsp from tyrutils do any better with this or do you get the same problems there? 
Q3 
I'm not sure the full technical details, but in Q3, the compiler finds all the .ASE models used by misc_model entities and adds them to the .bsp itself. I'm not sure if the engine actually instances them from an index within the .bsp or if compiler actually converts them to world geometry.

Either way, it doesn't require much from the .map format, since as far as it is concerned, the model a normal entity. The editor just has to support displaying the .ASE supplied to the misc_model entity. 
Kinn 
that experiment is impressive! 
Things 
Ok, i did a test to see how TyrBsp coped. I noticed that TyrBsp doesn't support the -group switch, so I had to move all my terrain brushes to worldspawn. When I compiled it, it worked ok with no leaks :}

However, I then tried Bjp's bsp on the same map (after moving all func_group brushes to worldspawn), and that also compiled it with no leaks this time.

With the terrain in a func_group though, Bjp's bsp created a leak (yes, the -group switch was enabled). I can only think that this is to do with that changing the order at which the brushes get processed, and the fact that it is in a func_group isn't actually the problem here, in general (but i'd have to do more tests to confirm).

As a related question - Tyrann, do you plan to support func_group in future?

Vondur - cheers :} It was born out of my frustration with Radiant's crapness when trying to do simply trisoup "heightmap"-type terrain. The original plan was just to do heightmap stuff with tri prisms, but it soon became obvious that I may as well go the full wallop and do the tetrahedron thing for arbitrary meshes.

A little part of me still dies though whenever I look at it in game with r_drawflat 1 enabled. T_T...I wish there was a way of improving that mess. 
 
You don't need to have a special map format.

Stage 1: Load all brushes into map, group them together and make them a special brush entity like for example "func_mesh"

Stage 2: Add a spawnflag switch "solid" to the "func_mesh" entity. If the mapper does not want the mesh to be solid then create a simple brush mesh behind for collision and map leak testing and mark with a "skip" surface that the compiler understands.

Stage 3: Compiler takes "func_mesh" and treats the set of brushes as detail. If solid, add them directly into the Hull mesh. Make sure the light compiler understands the new entity "func_mesh" and casts shadows on itself and surrounding brushwork.

Stage 0: Allow the compiler to take brushes and validate and check the brushes before. make sure triangles, valid planes etc. Save this checked version in a map format ready for import later.

This pretty much describes the process for creating a misc_model mesh in Q3 using a compiler and light program like q3map2. 
Things 
Sock: if you want to represent your mesh using the verticies and not planes in the map file, then a new format will be needed. I think this is what the others are getting at.

Kinn: Adding func_group support right now. 
Hrm 
Now that I think about it, three point plane definitions... are triangles. *facepalm*

So it could look just like the current map format, although the semantics would be completely different inside a "func_mesh" entity.
I.e. a compiler that was not aware of the special meaning of func_mesh would barf due to the wierd structure of the "brushes" contained within. 
Not Necessarily 
It would just create planes and then recompute the vertices from those, with all the errors inherent in that process.

An aware compiler would just skip this computation and take the vertices from the plane points. 
Sock 
Stage 1: Load all brushes into map, group them together and make them a special brush entity like for example "func_mesh"

So this still requires us to create a collection of tetrahedron brushes (or whatever) to represent this "mesh"?

I suppose this would work if all the unseen faces of the "mesh" brushes are flagged with a special texture that tells the compiler to discard them immediately. Then, the compiler will have a proper mesh of just the visible faces as a starting point, equivalent to as if it had just loaded in, say, an external .ase mesh. 
 
So it could look just like the current map format, although the semantics would be completely different inside a "func_mesh" entity.
I.e. a compiler that was not aware of the special meaning of func_mesh would barf due to the wierd structure of the "brushes" contained within.


Sounds perfect, all the brushes would be contained within the entity definition inside of the map file. So it can safely be ignored by editors/compilers that do not understand.

So this still requires us to create a collection of tetrahedron brushes (or whatever) to represent this "mesh"?

This is where a stage 0 would be needed. A compiler would have to triangulate all surfaces and then convert all marked surfaces into a tetrahedron mesh and save it as a map file. All of the back faces should be marked with something like terrainskip.

Another solution is to create the terrain from brushes and mark all non-visible sides with the terrainskip that the compiler can get rid of later.

The ultimate benefit of this system would be that the terrain brushes are treated like detail, they can be solid/clip and can cast / receive shadows. 
 
An example work flow:

* create terrain brushes (rough shapes)
* Group brushes into a func_mesh entity
* Use Trenchbroom to vertex edit the brushes
* Mark all backside surfaces with terrainskip
* Change spawnflags to suit application (solid/shadows)
* Pre-compile the brushes into a special mesh (faster)
* Or create mesh at compiler runtime (slower)

It would be good to have a pre-compile stage of the terrain brushes as this will speed up the final compile of a map.

Also could we have a compiler feature that has AI clipping? Brush surfaces that can be included in the later clip hulls but are invisible normally. 
Before Anyone Jumps To Work On This 
Please let me think about how this would best be supported in TrenchBroom. Preferably, the method of creating a mesh would be compatible to creating Quake 3 meshes, because that would make it easier for me to add Quake 3 support. 
Now I'm Completely Confused 
Surely the benefit of meshes is that you use a dedicated tool like Maya to model them (which is designed specifically for this kind of work), and don't have to worry about buggering about with tetrahedrons and manually flagging backfaces to be culled and whatnot? 
 
The process above is how I created my Q3 map Pyramid of the Magician and here is the source if you are curious to see what it looks like in an editor. (will probably need Radiant to look at it)

I think it would be easier for most people if the terrain mesh could be created from brushes and vertex edited into the shape they want. The real trick to this whole process is the compiler not the editor. 
That Was 
more a response to sock than sleepwalkr 
 
Kinn

If the editor/compiler support for this is added, I think OBJ import will be absolutely essential to making it useful. 
 
Surely the benefit of meshes is that you use a dedicated tool like Maya to model them

The beauty of the Q3 ASE model format was it could be created from brushes or in a modelling package. Forcing the process to only work in a modelling package would shut out people who only have the editor.

Using the compiler to convert a mesh into a brush mesh (tetrahedrons) would bring all the terrains into a single pipeline. Plus the compiler could mark all back surfaces of the tetrahedron with a terrainskip. One other solution is the mesh is in a special external file (like ASE) which will require editor and compiler support.

The thing that is lacking from Q1 terrains is a detail flag, an optional clipping HULL and proper shadow support. 
 
If all the special compiler is doing is turning a mesh into a bunch of tetrahedrons anyway, then I'm not sure what real advantage you get from a special compiler.

Anyway, who here uses Unity? I'm wondering if there's any audience for this maya->quake unity project that i've made. 
I Have Some Basic Knowledge 
of Unity, though I'm not currently working on anything with that engine.

The power of it is that it's free, if you include the logo at the start.

Have you tried throwing it at your phone or a browser yet? 
Well 
It's currently just some crap i bashed together as a script i can use via the unity editor.

So that others can use this, I think the best thing then would be for me to turn this into a standalone app that you can just run without needing to install Unity. I'll try to get on this asap.

Of course it's overkill doing something like this through Unity. I just did it like this for my own convenience at the time because it imports almost any mesh format already, already has an interface for me to input settings, options etc... 
Actually 
I won't be able to use unity's mesh importers at run-time, and I ain't writing my own (I'm too busy right now). It'll have to stay as editor-only. I can make it a bit more user-friendly though.

The Unity editor is free to download and use though, so anyone can use it if they don't mind installing it. 
Maps 
by the way, if anyone wants to have a gander at the .map of that terrain shizzle, to see what it looks like, here is that cavey test thing:

this one has all the brushes as worldspawn and doesn't seem to leak:

https://dl.dropbox.com/u/61424391/Quake%20Stuff/bdwtest07a.map

This is the same geometry, but the terrain is in a func_group for convenience. Leaks in txqbsp currently. (yes I am using -group).

https://dl.dropbox.com/u/61424391/Quake%20Stuff/bdwtest07.map 
Mesh 
When I wrote above I was thinking of just using the triangles of the mesh in the .map format, not having full tetrahedrons. Anyway, a few good ideas here. :) 
Recently... 
I was thinking about messing around in mapping for Quake. I last played around with it about 2002 or so and was discouraged by the engine limitations and the communities (then) general disdain for newer engines at the time and the maps that required them (I was using TxQuake I think but don't hold me to it, it was a GLQuake spin off) so I stopped trying as everything I was doing was going to kill the original engine in R-Speeds alone and so many comments here were purist in nature that I didn't consider it worthwhile to go on. I see now that that opinion has changed considerably so I'm willing to look into it again.

The problem that I am facing now is that I've forgotten pretty much everything regarding spawnflags, triggers and the like (I still have a what I consider to be a firm grasp on the basics of brush manipulation and r-speeds and all of that).

Is there a basic guide that is still out there that covers the basics? Consider me as a newbie that needs everything spelled out in excruciating detail.

I searched through this entire thread and what I am seeing is a lot of dead links (For example using "triggers" or "guide" as search terms).

Google isn't much help as just about everything seems to be sending me to USGS type sites regarding earthquakes.

I have already installed Hammer 3.3 and the Quake One configuration utility, have the wads and have refamiliarized myself with the software changes from 1.6 although I haven't as yet bothered with the more recent tyre-tools 0.5 as I'm not getting that far into it as of yet.

Any suggestions would be appreciated. 
Doesn't 
Baker's quake adapter have a mini-guide? For WC you can also search the Forge tutorials which were beginner things on setting up stuff like doors, keys, counters and so on.

Might well be 404 though. I'll have a search once I get to a computer. 
In Fact 
I seem to remember WC 1.6a had some docs included inside for Quake. 
 
I didn't see a guide for Quake adapter that addressed the entities in detail but I will look again. It assumed a basic knowledge of flags IIRC. I used to have that written down or remembered but after over a decade I've forgotten much of that.

Quakeforge.net is pretty sparse and really seems to also assume a knowledge base that I currently don't have anymore.

I didn't think of WC1.6 but I suppose that I could install it and see what's there. I'm pretty sure that I have a copy buried somewhere. 
And To Add... 
The PQ stuff is now gone, which was my first idea in this search for information. Many of the dead links went to things like Necros's guide which is what I probably was going to reference first anyway. 
Almost Everything... 
that you need can be found in The Forge -
http://www.quakewiki.net/archives/worldcraft/index2.shtm

For Entities -

http://www.quakewiki.net/archives/worldcraft/entity/standard/standard.shtm

I'd say that's fairly comprehensive.

Also QuakeAdapter is good for getting you started, though I think at this point jumping into TrenchBroom is the best option (but I know you had trouble getting it to work). 
 
Yeah. I just came across that on my own after trying different quake and forge combinations in Google (and adding archives to the search). I'll use that and play around with it to try and re-familiarize myself with it.

I still expect to put up some dumb questions though. I'm "Special" like that sometimes. Thanks for the reply though. 
Kinn 
Good news: current git version of tyrutils qbsp with func_group support has no problems with bdwtest07.map. 
Help The Noob :) 
Hi, I'm completely new at mapping for Quake. I found this site via Carmack's tweet and thought I'd give it a try. So I have a very basic question-how do you save your map so it is seen by Quake? And what do you have to do to just make it work? I'm on Mac OS X 10.6. Thank you! 
Hey "dunno" 
There's several things you need on top of the TrenchBroom editor. When you make levels with it it will save .map files. These then need to be converted to the quake .bsp file format (which is in turn placed in quake/id/maps).
To create a .bsp file you'll need a BSP program, a Light program and a Vis program.
You can download these tools from here -
http://disenchant.net/files/utils/tyrutils-0.5-win32.zip

Next you'll want to make compiling your .map to .bsp super easy so download Necros compiling program -
http://shoresofnis.wordpress.com/2010/03/30/ne_q1spcompilinggui/

And you'll also need to get yourself the textures used in Quake to create your levels, the one that has all the standard textures in one .wad file are here -

https://www.quaddicted.com/files/wads/id.wad.zip

Also the help document for TrenchBroom is here -

http://kristianduske.com/trenchbroom/docs/ 
But He's On A Mac 
You will need these tools:

http://disenchant.net/files/utils/tyrutils-0.5-osx.zip

and the compiling GUI doesn't run on the Mac. You will have to look at the command line parameters of the tools, I'm afraid. Are you familiar with the Terminal? 
He's On Mac OSX 
So those tools won't help. Are there native Mac versions available somewhere? Has someone ever attempted to port BJP's compilers? 
Oh, I See 
(stop beating me to it) 
I Have 
ported BJPs tools to OS X, but I haven't published them. But I will provide OS X builds of rebb's tools at some point. 
My Mistake...! 
My brain was half-asleep! :P 
Thanks A Lot! 
The main thing I love about open-source communities is that everyone is always so eager to help, even if their brains are half-asleep :D
I have windows installed on my Mac (boot camp), so I guess I can download those utilities for windows and use those. From what I understand, these formats are cross-platform compatible, right?
And I've already downloaded the WAD and read the help :)
Thanks again 
P.S: 
I use Terminal now and then, so I'll also give Mac utils a try :) 
 
If you can use Windows, I would just use Windows. Tools and utilities for the Mac are few and far between...

But yes, the file formats are all compatible. 
No, That's Not True 
Tyrann's tools are readily available for the Mac, so there's really no need to go to Windows for this. Also, the quakespasm engine (quakespasm.sourceforge.net) is cross-platform and runs very well on the Mac. 
 
You can get by, yes. But you don't have many choices. There's usually one of everything so I hope you like it! :) 
True 
But tyrann's tools are pretty good! 
 
That they are. 
 
and the compiling GUI doesn't run on the Mac.
rats, i've been thinking i should remake that gui in java for cross platform. :( 
Me Again 
So I've made my very first map in Trenchbroom and saved it as .map. Now I have a probably very silly problem - I'm clueless as to how I should install qbsp and other utils. It's not as simple as a double click, is it? Thanks! 
 
Just place the compiling programs in the same folder as your .map file and run them like this -

qbsp.exe mymap
vis.exe mymap
light.exe mymap

Where mymap is the name of your map... once you have run all three it should load your level! (just hope you put some lights in there and also the info_player_start entity!) 
 
You'll also have to copy the BSP file to your "quake/id1/maps" folder. 
Translation To Mac ;-) 
Open a terminal and run the following

cd <path to your map>
./qbsp mymap
./vis mymap
./light mymap

Notes:
1. You can enter the path to your map file by dragging it onto terminal, so you can enter cd<space> and then just drag the folder where your map is located onto the terminal window. Then hit Return (in the Terminal).
2. I'm not sure whether the names of the compiler tools in the above description are accurate. They might be different.
3. You can download Mac versions of the compiler tools from http://disenchant.net 
Thanks! 
Funny, I've really searched many different help sites, but none said anything about putting map and utils in the same folder... the Mac utils still don't work, however (I'm on 10.6, maybe wrong version), so I'll have to stick to windows.
Thanks a lot, guys :) 
 
I hope I don't bother you guys too much with my questions, but since there's not much help available I'm pretty much forced to ask people around. I've noticed the Create Brush Entity/Trigger/Teleport and the Teleport Destination entity, but I don't know how to make them work :/
Still, I am quite happy I got to the point where Quake finally recognizes my map :D
Thank you! 
Oops 
I forgot to explain that I'm trying to make a teleport, and that's what I need help with ;) 
You Need 
Two things - the trigger area, which can be any brush, usually painted with a 'trigger' texture so you know what it is at a glance.

Turn that into an entity 'trigger_teleport' and make a info_teleport_destination.

Call the target of the trigger and the targetname of the destination the same thing, it doesn't matter what as long as they're the same.

"my_first_teleporter" or whatever :)

And it'll work. Problem is you won't be able to see the trigger in game - you'll just vanish and reappear at the destination when touching its area.

So you can include another brush there with the starfield texture which will make it a liquid volume, and look like the teleporters in the original maps.

Final thing to remember - all triggers are rectangles, if you include more brushes inside then they will just draw a big box over the top encompassing all of it to make a box.

In other words, prism trigger shape = rectange trigger volume. 
It Works! 
Hooray! Man, I love this feeling :D
However, two issues showed up. The powerups (quad damage and invisibility) don't work. I only used drag&drop, do they need extra attention? The other thing are messed up textures, like when you enter void with noclip. Can it be caused by a leak I've overlooked or something? The map is basically a box with flying ledges connected with stairs and bridges, maybe the box is too big?
Thanks again, I'm having wonderful fun :D 
Powerups 
My guess is that the powerups have fallen out of the level. In game, enter "developer 1" in the console before running your map and you should get a message telling you when they fall out. If so, try placing them a bit higher up - you want to avoid them intersecting the floor. 
Powerups 
Should just work without anything else needed. Not sure what's going on there.

The second issue sounds like the HOM or Hall of Mirrors effect. That means you've got some weird brushes that are making the vis process break.

Look for stuff that's very small. Try not to get smaller than 8 units unless it's for something that's also a func_door, func_wall or whatever. 
 
How big is the box and which engine do you run the map on? Sounds like Winquake choking on a huge box and items disappearing either due to an overflow or because they spawn in midair and drop down from a great height. If this is the case, reduce the size or switch to a modern sourceport (QuakeSpasm). 
 
Or alternatively increase the texture scale of the box brushes to some large number, e.g. 99. 
Weird New Map Problem 
I did a bit of work on my map today and suddenly in the console it's giving this message -

mod_loadtexinfo one or more textures is missing from bsp file

But I have looked around the level and nothing seems out of place? Could this be some kind of limit that I have reached? 
I Think That Was All :) 
Thank you all again, I think I finally got it all working. Now I just need to work on balance and good light, which is pure pleasure :) 
FifthElephant 
Did you remember to list all the .wads in worldspawn? 
OTP, 
I've not changed or added any new wads, been working from the same files this whole time but only in the most recent rebuilds it's sending this message. 
 
Maybe animated textures not having all their frames added? Do you see any checker board replacement textures in the game? 
 
Oh, hold on, what engine is his? Did you just enable developer mode? 
I'm Using Fitz 
But like I said I have only added extra textures from the same wad file (idbase_ultimate). Nothing removed or changed. I enabled developer mode after seeing the message and it lists off a lot of textures but I loaded up DM3 and that also listed missing textures too (but doesn't print the error message)... 
 
Most likely a null texture on some side/back face or rogue brush. Open the map in a text editor and search/replace all instances of __TB_empty with some texture name from the wad. 
 
What's the deal with worldcraft refusing to select certain brushes in the 3d view? Or textures for that matter? I don't ever remember it doing that. 
Nah 
Mine doesn't do that. If there are two brushes in the same place (or with a face in the same place) then you get z-fighting and it is hit-and-miss to select the one you want. That is the only thing I can think of.

Unless you have the dreaded 'hand-symbol cursor over the 3D viewport' bug, in which case you can try and upgrade your graphics driver. That was a problem on some NVidia rigs IIRC. Sometimes just re-starting Worldcraft can fix that one though, or re-booting the computer. 
 
It's neither of those. I was quite literally trying to click a single non-overlapped ceiling brush and instead its selecting some trim brush below and off to the side of it. Turning off hardware acceleration seems to have fixed it. 
Trenchbroom/Toetag Doesn't Build .BSP 
I'm not sure what I'm doing wrong. I haven't figured out how to even begin to comply a map in Trenchbroom yet (I've been testing both editors) and when I try to build one in Toetag it throws up the following error.

Compiling: Full Rebuild

==========================================
QBSP
==========================================

qdir: /Applications/Quake/
gamedir: /Applications/Quake/id1/
outputfile: /Applications/Quake/id1/maps/dquake.bsp
--- LoadMapFile ---
/Applications/Quake/id1/maps/dquake.MAP
6 brushes
3 entities
1 miptex
3 texinfo
forking hull processes...
--- Brush_LoadEntity ---
6 brushes read
111044 meshes read
---- CSGFaces ----
36 brushfaces
24 csgfaces
12 mergedfaces
----- SolidBSP -----
24 split nodes
6 solid leafs
19 empty leafs
0 water leafs
33 leaffaces
33 nodefaces
----- portalize ----
----- FillOutside ----
36 outleafs
---- MergeAll ----
6 mergefaces
----- SolidBSP -----
6 split nodes
6 solid leafs
1 empty leafs
0 water leafs
6 leaffaces
6 nodefaces
----- portalize ----
writing /Applications/Quake/id1/maps/dquake.prt
---- tjunc ----
12 world edges 24 edge points
0 edges added by tjunctions
0 faces added by tjunctions
----- MakeFaceEdges -----
---- GrowRegions ----
6 regions
24 real marksurfaces
12 real edges
--- FinishBSPFile ---
WriteBSPFile: /Applications/Quake/id1/maps/dquake.bsp
************ ERROR ************
Error opening /Applications/Quake/id1/<TApplicationDelegate: 0x10337d0>: No such file or directory

==========================================
LIGHT
==========================================

----- LightFaces ----
extra sampling enabled
************ ERROR ************
Error opening /Applications/Quake/id1/maps/dquake.bsp: No such file or directory

==========================================
VIS
==========================================

---- vis ----
testlevel = 4
************ ERROR ************
Error opening /Applications/Quake/id1/maps/dquake.bsp: No such file or directory

==========================================
Finished
==========================================


It's quite frustrating and it's been years since I made maps for Quake (or tried to, anyway)

I messed with World Craft over at a friends house probably five years ago. It's amazing that Quake has two level editors for OS X yet DOOM has none. So I jumped on it.

Any help would be greatly appreciated! 
Paste That To Pastebin 
Then post the link here. The board software is truncation long lines. 
Main Error 
Error opening /Applications/Quake/id1/<TAppli... 0x10337d0>: No such file or directory

This shows up on both qbsp, vis, and light builds.

The other junk I posted isn't really needed I don't think. Sorry about that! 
It's Still Truncated 
Paste it to pastebin please. 
In Case You Don't Know It 
EvilBunny 
I think that the compiler UI/program is having problems writing to the path, maybe, but you can try these simple steps:

1 - get the tools into a folder on your c:, like 'C:\quaketools\' or something.

2 - Copy your tool's executables to that directory (TxQBSP.exe, Light.exe and WVis.exe preferably).

3 - Launch a command prompt (Start-> Run (or search)-> type 'CMD', press enter, Or Start->All Programs->Accessories->Command Prompt.

4 - Navigate to the new 'quaketools' directory by typing (without quotes) 'cd c:\quaketools'

5 - Save your .map file (from your editor) into this new directory.

6 - From the command prompt you can now run your tools 1-at-a-time. Type 'txqbsp nameofyourmap', then after that you can run vis and light in the same way.

This is the way the tools are supposed to be used, using your editors UI for the tools can be problematic for a number of reasons (Windows UAC for example). 
Error Pasted 
http://pastebin.com/0K5Xj3DE

I hope I did that right. I had no idea you were talking about a website. Sorry again! :X 
For RickyT23 
Thanks for the suggestion. However, most of those instructions are rather foreign to OS X. I could look into it further, though. 
 
ToeTag has some weird requirements ... I THINK you have to work in the id1/maps folder or the compiler won't work. Something like that. 
Willem 
/Applications/Quake/id1/<TAppli... 0x10337d0>

This looks like it's trying to interpret an object as an NSString that really isn't one. Maybe that's the root of the problems? 
Thanks! 
Wonder of all wonders... it was so simple and I didn't think of it..

Putting toetag in quake/id1/maps actually makes it work..

Ha. thanks again everyone :D 
Ah - Sorry - I Assumed You Were Using Windows 
 
Help, I Need Somebody; Help, Not Just Anybody... 
When I was youger so much younger than today, I never needed anybody's help in anyway. But now those days are gone, I'm not so self assured so I need someone to look over my map and play test it for me.

But there's a bit of a barrier: I will not change anything - not game-play, textures, lighting, music; not nuffink nohow. I just want to know if it works, can be played, and doesn't get broken during play.

I really just want confirmation that it is good enough to release to the ever eager public (all 29 of you), or not as the case may be. A kind of second opinion because it most definitely is not as I originally intended.

Anyone up for that? Just one? It's a big file... 
Me 
 
Post Screenshots 
and upload the file somewhere, you will usually receive critique in no time... 
He Knows 
This is for a pre-release final bug check thrash of the map, so he doesn't want it to be public. 
 
SleepwalkR

Oh I'm sure it's something like that. It's a bug I actually fixed in what was going to be the next version of ToeTag before my Mac died and I haven't gotten back to it ... maybe one day. :P 
Yeah 
Competition is good for business ;-) 
Onetruepurple 
Thanks for offering; send me your contact details: boss 'at' mikewoodham 'dot' com

I will be airborne for some time so I will not reply immediately. 
Mike 
I think there's like 31 people who play now, thanks to TrenchBroom. 
Ijed 
Yeah, it looks good - if I was still mapping I might have given it a try, although I have absolutely no issues with BspEditor.

I wonder how many people really do still play Quake SP maps? 
 
Normally you'd have it tested BEFORE running the long fullvis..... 
 
"I wonder how many people really do still play Quake SP maps?"

At least the people here ^^ 
Only The Lonely, Know The Way I Feel Tonight 
Ooops, excluding the times that I have play-tested my own map, I haven't played Quake for years. 
They're Coming To Take Me Away Ha Ha, They're Coming To Take Me Away 
So I'm just packaging the map for OneTruePurple to play test for me and have a quick look at the darker areas of the map and holy smoke, there's coloured banding all over the dark corners - there'a lot of dak corners as it's a 'cavern' map.

I've only seen these areas after quick Light and quick Vis and they have never shown up with this banding before. I thought running the Utils full-on was supposed to improve the quality?

I used my i7 laptop Nvidia with latest drivers, and my Pent4 with ATI, and they both show the same soddin' thing. What gives? (rhetorical question, I just need therapy) 
Ying Tong Ying Tong Ying Tong Ying Tong Ying Tong Yiddle Eye Po!!! 
 
How Many Roads Must A Man Walk Down 
No, I really am cracking up. Four years ago I used the same computer, same video drivers, same utils, same settings, and the same map file (FMB_bdg). The FullLight/FullVis I did then produced a perfectly acceptable dark-corners map with no banding - I have the original bsp output file, I've checked it.

Now, the only thing I have added since then is the Skip util; I didn't use the Skip texture in the map but it runs automatically as part of the batch file for a FullVis.

Can anyone shed some light on this (not too much in the dark corners though)?

What seems quite rediculous is that I can run a quick Light/Vis and there is no banding. As there's also no grey-flash or snagging etc, should I just release it not fully Vis'd.

Is that heresy? 
Yes! 
But you should be able to run light independently of vis anyway - removing the banding by having the x4 or whatever turned off.

So you shouldn't need to re-run vis to regenerate the light map. I think. 
Yeah Mike 
Just re-do light. 
Wood'um 
What's this about banding - care to post a screenshot?

Btw, if you still have the original .prt and .vis files, you can fix certain things that require a QBSP recompile (texture errors to a certain degree, bmodel positions) and simply insert the fullvis information on the fly. 
Every Picture Tells A Story Don't It 
First, this is a cavern with sculpted walls and fog.

The first picture shows -fast Light and Vis, the second with the banding, was -level 4 Light and FullVis.

http://s17.postimage.org/7zui23axr/fitz0000.jpg
http://s24.postimage.org/ytgmq1tcl/fitz0001.jpg 
That Looks Like... 
your video card is set to 16bit rather than 32bit!

Weird, did you change the video settings? 
Yeah... 
that has nothing to do with lightmaps 
Ten Green Bottles Hanging On The Wall 
No, both of those shots were taken today on the same laptop computer within a couple of minutes of each other; not more than 40 minutes ago.

The card in the laptop is definitely set to 32 bit. 
Get OTP 
To benchmark? 
 
How does it look just with -extra (not 4)? 
 
That looks like a fog error, doesn't it? I can't imagine that has anything to do with his lightmaps. 
Mike: 
Shots taken in the same session or different sessions?

If different, launched with the same shortcut or batch file, or different shortcuts/batch files? 
 
That's probably gamma or brightness or something like that. Both look terrible on my night time red tint and 0.8 monitor gamma setup. If I disable that, the first one is find. 
 
it really does look like 32bpp vs. 16bpp to me. Even the down to the discoloration on the statusbar graphics in fitz0001 
I See 
A similar thing when using the SetGamma utility - which I use so that the worldcraft 3d window isn't too dark. 
Metlslime 
Not the same session of FZ. Because I was running from batch files, I closed the FZ session between maps.

You might be pointing me in the right direction: I will now go and check the two batch files for differences in calling the -game and -map. 
There Was I, Diggin' This 'ole 
From the config file:-

vid_bpp "32"
vid_fullscreen "1"
vid_height "768"
vid_refreshrate "60"
vid_vsync "0"
vid_width "1024"
viewsize "100.000000"
volume "0.7"
vid_restart
+mlook


However, one of the batch files has -bpp 32 in the command line it produces, and the other does not.

If I run the maps from the same FZ session using the command line with the -bpp 32, NO BANDING!

Is it correct that the config file does not take precedence over the command line? And is it correct that with no -bpp 32 in the command line, the entry in the config file is ignored?

And I suppose the default -bpp is 16? 
Mike: 
default bpp is 16, yes (glquake legacy, probably should default to 32 now)

if any video options are on the command line (-window, -width, -height, -bpp, -refreshrate) then the config file is ignored and the command line settings are used.

Otherwise it should use the config file during startup.

You can always verify by looking at the console for something like "video mode 1024x768x32 60Hz initialized" 
Eeeee Eee Eee The Martian Hop 
Got there in the end. Thanks.

But now the end is near and so I face the final curtain...

Stand by onetruepurple, it's on its way of that I'm certain (well give me a day or so to recover from this trauma) 
Try Making... 
an autoexec.cfg file for your settings so it always uses the settings you want. (I don't know why it doesn't always save) 
 
Does anyone know why some editors have different texture projection axes which made it necessary to have -altaxis/-oldaxis on QBSP? Was it just a mistake or was there some reason for it? 
From Bengt 
Note : TreeQBSP behaves slightly different than other QBSP variants. To make it behave more like
the others, the following command line can be used :

qbsp -oldaxis -oldleak [mapname]

In most cases, the new style leak line (default) is considerably easier to follow in Quake,
but if it doesn't seem correct (e.g. the line goes right through solid brushes) you might
want to try the old style line. You can always use the "-leakdist #" option to reduce the
amount of dots in pointfiles. If Quake cannot load the entire pointfile, use the Quake
command line option "-particles #" to increase the capacity.

Also, transparent water is not default (like in TxQBSP), but can be enabled via the
"-transwater" option. Beware of the performance hit in some maps.

Some lighting problems might occur when using most light tools together with a compiler
that supports enhanced texture positioning (e.g. QuArK ETP or Valve 220 Hammer). Light 1.27
and TyrLite 0.94 (see Tyrann's site below) or later versions support ETP. 
Necros 
I'm not sure about this, but I suppose it was a programming error on some editor. The algorithms for both variants are exactly the same except for a < in one and a <= in the other. This is TB's implementation which is basically the same as the one in the compilers and in Radiant:


unsigned int bestIndex = 0;
float bestDot = 0.0f;
for (unsigned int i = 0; i < 6; i++) {
float dot = faceNormal.dot(*BaseAxes[i * 3]);
// no need to use -altaxis for qbsp
if (dot > bestDot) {
bestDot = dot;
bestIndex = i;
}
}


BaseAxes is an array of 3-tuples of vectors. This is the version to use without -altaxis/-oldaxis. The other version has dot <= bestDot. 
Thanks 
So it looks like the original treeqbsp had the 'wrong' projection code as well? Or the creator used an editor with the wrong projection and thought it was the correct on..? 
Angle On A Trigger 
I've just noticed that one of my trigger_once has an 'angle' set to '-2'. This has crept in somehow but is entirely wrong.

The effect is that the player does not seem to activate the trigger without "wiggling" at the place where the trigger is sited, and it will not be obvious to the player that a wiggle is needed.

Can I remove this field directly from the .bsp file - I do not want to remove the trigger? I seem to remember that you can edit the bsp provided that... you don't alter the file length, or something like that?

The player does not actually pass through the trigger, they simply touch the trigger (it's against a wall).

I can change it in the editor of course but this is the level that took a gazillion hours to compile so I am trying not to compile again. 
Mike Woodham 
You can remove the field and then run qbsp with the -onlyents commandline. 
Necros 
I don't know who started this, but I suppose that some editor got it wrong and the original author of Tree tried to fix it. Or maybe he just got it wrong. It's super annoying, though. 
Mike 
Remember to run light -onlyents as well if you have switchable lights in the map. 
@negke 
Wow, now I understand why when I did onlyent compiles all the lights were screwed. Awesome tip, should be in quake wiki! :D 
Qbsp And Vis 
I thought qbsp ran on the map file, and output a bsp file that you then had to run vis on to optimise visuals.

If I run -onlyents on the modified map file don't I end up with a bsp that still requires vis to be run on it? (That's why I was hoping that I could just manually modify the entity in the bsp file and leave all the compiled visual stuff alone.) 
 
No, because the entity lump is seperate from the BSP lump. It can update the entity keys/values without throwing away the BSP info. 
Did It Anyway 
I found the entry in the bsp file, changed the '-2' to '00', saved it and ended up with the same file length. Ran it and it worked, so I guess the answer is that you can. 
Willem 
I am clearly not understanding how this all works.

qbsp: takes a map file and turns it into a bsp file?
light: takes a bsp file and applies the lighting as defined in the entity list saved within the bsp file?
vis: takes an existing bsp file outputs a visually optimised version of the bsp file? 
 
yes, but each of those compilers puts their data into different parts of the bsp, so when you do -onlyents on qbsp, you're telling it to only update the entity list and not touch the lighting or vis.
and when you do -onlyents on light, you're telling light to only redo the lighting on switchable lights and update their connections with the entity list. 
Almost 
The vis data is a separate part of the file, like the light data.

You can replace the vis data, just the same as you can replace the light data.

The vis data does not modify the BSP tree.

Or am I wrong? 
Input Or Output? 
Does that mean when I run qbsp with -onlyents, it isn't outputing a NEW bsp file, it is only updating an existing bsp file with the revised entity data?

Is there anything wrong with the way I did it, which was to directly edit the bsp file? Admitedly, the 'angle' field is still there but is now contains a zero value, which seems to have solved the "wiggle" problem straight away. 
 
Does that mean when I run qbsp with -onlyents, it isn't outputing a NEW bsp file, it is only updating an existing bsp file with the revised entity data?
Correct.
Is there anything wrong with the way I did it, which was to directly edit the bsp file? Admitedly, the 'angle' field is still there but is now contains a zero value, which seems to have solved the "wiggle" problem straight away.
There's nothing wrong with that, it's just more work. 
 
also, btw, when you put an angle onto a trigger, it makes it so the player has to be facing 90 degrees to that trigger, so the wiggle is really just you accidentally pointing slightly downwards so that it was less than 90 degrees from the straight down angle and the trigger would fire. 
I Have Seen The Light And It Is A Wondrous Thing 
Thanks necros, now I've got it and your last comment is the last piece of what was puzzling me: I didn't even realise that triggers could angles. 
Map Optimisation... 
Are there any good guides around for optimising a map? My Deck remake is fairly detailed, maybe too detailed(!)... I'd rather optimise it than to start chopping detail down.
UT had occlusion brushes and such, will using skip textures on the void-facing brushes make a difference (is this what you're supposed to do??)... 
WC 1.6b 
Anyone got a copy? The link up-thread is dead. 
 
func_detail entities should help. As for optimizing the map itself ... is it actually slow? It's hard to make a machine run slow with Quake these days. 
 
It's hard to make a machine run slow with Quake these days.

It really isn't. 
Combining Lightmaps? 
Is there a way to add up 2 .lit files?

I've been playing around with Q1Rad a little and I like the area lights and indirect shadowing it gives.

I've got a light_environment for the sky and light emitting slime as ambient lightsources but I wonder if these can combined with lightmaps from Bengt's light tool for the pointlights?
I like the idea of having bounced area lights to supplement the crisper lighting from pointlights. 
Willem, Otp... 
maybe it's my machine? I find I have to tweak settings a bit on some of the newer custom maps. I've started using RMQ as my main engine a lot of the time because it usually always gives me a solid framerate (plus I love them coloured coronas) 
Spiney 
Not that I aware of. Lit files only hold colour data, btw.

think it might he cool to bring back radiosity lighting for quake, but in a more controlled and sutble way... 
 
It really isn't.
Maybe you need a better machine. :) I have yet to see a Quake level that gets my machine above "bored". 
 
Maybe you need a better machine. :)

You try playtesting somebody's 100+ monsters map without a fullvis and come back. But eat a bowl of dicks with deqer first. 
Willem 
That may as well be just luck. Some Quake engines are not as optimized as others, and then performance depends completely on the driver. For example, I got severe slowdowns on my 2012 iMac before I patched QuakeSpasm to use a different texture and lightmap format. 
 
Wasn't trying to offend, otp, just fooling around. My machine IS a beast though. 
Willem 
The Quake engine scales differently than modern game engines. So a large map can indeed make even a fast computer choke. Like Sleepy says, some ports handle it better than others (RMQ and DirectQ come to mind). For example, the unvised version of Tronyn's latest map ran quite poorly on my machine, at least initially, and it's by no means a slow computer.

And this is only about polys. If you take additional features into account, replacement graphics and real-time lighting, it's actually fairly easy to make the game run slow. 
FifthElephant 
I'm not aware of any distinct guides. There's always room for optimization. Func_detail won't help here, it only makes the vis complete faster. It's sometimes possible to bring down the wpoly count by turning certain things into func_walls and illusionaries or move touching brushes apart. This requires experimenting, however, as it can well turn out to be counterproductive. Check the map with r_showtris and r_drawflat to search for and investigate locations where unnecessary brush face splitting can be avoided. 
I Think.. 
part of the problem is due to Deck being simply a big atrium, plus the detail I've put into it also.

I can't seem to get r_drawflat to work, I think it's due to there still being a giant hole where I haven't made the ceiling work.

Am I supposed to use skip textures on the void-facing polys? (haven't done that yet either if you are) 
 
Void facing "Polys" (I assume that you mean the faces of brushes that are touching the void here) are ignored however putting a skip texture on them would probably confuse the bejesus out of any bsp compiler.

You might be able to make a big "Curtain" of additional skip brushes that occlude the faces facing inwards. I don't know if that's going to help or hurt you though. 
Re: Giant Hole & Void-facing Ploys 
Once you fill that hole, the compiler will automatically remove all void-facing ploys. This will cut your r_speeds in half, probably. So basically you can't accurately gauge performance until the hole is filled. 
 
skip on 'void facing' polys will not cause problems, but it unnecessary from a technical standpoint. (some people do that because it's clearer to look at).
The reason is that the compiler completely removes all faces on the outside of the map before the skip removal process runs. 
Ok 
That makes sense. I wasn't aware of the order of the steps that qbsp does things. I do know that with other "Special" textures that mixing some of them with others on the same brush can be a bad idea. I was just extrapolating from that. 
 
skip was actually added into the whole compilation process much later on. it's a separate utility that runs after qbsp. 
Ok 
I've only messed with it once so I'm pretty clueless on using hint and skip outside of knowing what it does in a very basic sense. I was fiddling around with it and made a Quake shadow like you can see in e1m3 (I think) using nothing but a skip texture and func_detail. The func detail made the shadow and then the skip texture made the brushes that cast the shadow invisible.

The latest tools (Tyranns anyway) have skip support built into them so no need for a separate step. 
Map Error 
I'm at the point now where I'm making the level air-tight so I can start testing some stuff (it's not 100% yet but it IS around 99% complete in terms of geometry).

The compiling error I get is in the pastebin -

http://pastebin.com/ZdU0diLA

The only problem is when I look up the the co-ordinates of the error message it's actually pointing to a light entity and not a brush!?

Can lights cause leaks?? 
 
QBSP doesn't pinpoint the leak precisely, only the point entity closest to it. You can load the pointfile (.pts) in TB or put it in the maps dir and type pointfile in the console, both of which will display a line that leads from that entity to the leak (=where it goes outside the map).

Note that a "leak" doesn't always have to be a hole in the brushwork, it can also be caused by point ents that are placed on the outside. 
How Deep The Rabbit Hole Goes... 
Well, I've got some wondrous screenshots here...

http://i48.tinypic.com/27ypkiq.jpg - showtris 0

http://i47.tinypic.com/28ksdns.jpg - showtris 1


I looked at the pointfile and I ran around the map looking for some clue, nothing. Then I typed r_showtris 1 and I found a massive line that is so far away from my actual map that when I try to fly towards it I get "teleported" back to where I started.

I thought maybe the entity was so far away that I would never find it, so I created a selection brush around the whole map and "locked" it, then did a ctrl + a & delete to see if I could delete it that way, no luck though...

Any ideas? 
Sleepwalker 
Which lightmap/texture format was the problem and which one did you patch it to use? 
It Was GL_RGB 
And I patched it to use GL_BGRA. GL_RGBA is fine, too. 
Fifth 
That's likely a microleak. It's a tiny rift between two brushes that only qbsp can see. This is a result of TB being shit - sorry. I'm working on a fix for such problems. 
Fifth 
Select the brushes where the line passes through and snap their vertices. That might fix the problem. Also note that you can import the point file into TB. See the docs. 
SleepwalkR 
I tried to load the pointfile into trenchbroom but the whole map goes black and all I can see is a very very tiny line that goes on forever, when I try to "unload" the pointfile it doesn't work. It stays black. 
 
Untill you find the leak you can just box the map and use fastvis. 
OH YEAH 
btw sleepy: this is likely because my videocard is shit, but if I load point file, it blacks out my 3d view except for 2 yellow lines and I have to load a new map to get it back. 
Sleepwalker 
Thanks, will keep that in mind for TyrQuake.

Hopefully will get a chance to help out with TB a bit more soon! 
 
When you load a point file, the camera snaps to the start of the line, maybe that's why it looks black? 
Different Tactic 
Ok, so I decided to load up my map in the latest trenchbroom build (was running version 1) and obviously it said there was a bunch of mishapen brushes etc so I rebuilt them or tidied them up. Did a whole bunch of messing about with stuff, removed the slime (I know it's a portal and I was getting some weird portal messages) and I managed to get it to compile. But it still wont vis...
Here's the pastebin -

http://pastebin.com/dxJu1g1q 
Have You Tried TreeQ? 
It should give the line # in the .map file where the error resides. So you can just go into a code editor and delete the faulty brush. 
Or You Could Just Run A Search For Those Values... 
 
TreeQ.. 
you could have provided a link! :P

I found it anyway, managed to plug about 3 holes by setting it to -noents (this has required some serious google research!!) and I reckon there is a whole lot more.
One of the biggest headaches is I found a bunch of curved walls that I have made where I can shoot rockets clean through the wall, in the editor the vertices look perfect.

Oh and my lovely tri-soup rock terrain is also showing up as leaky (after I fixed a bunch of brushes I noticed the leaks were gone but now I can fall through some of the faces, it's like I fix one problem and it creates another!) 
FifthElephant 
Why not help others by adding to the Quake Wiki with your new found solutions to a problem that you encountered? Your progress with dealing with various issues is exactly what it's meant for. Be verbose and complete. If needed the issue will be boiled down and answers given in following edits. 
Fifth 
This is very likely my fault. It's a bit too complicated to explain right now, but basically, I thought I could get away with how I am treating vertices and plane points. I did a bit of cheating to make the vertex editing in TB easier, but I recently realized that it's not a good idea.

So I have been working on fixing these problems for the last two weeks, but sadly, this whole issue is just a rats nest of more problems. It'll take a bit longer - sorry. 
SleepwalkR 
Some of these problems are definitely my fault, I had left a few holes around but since I am using a generic brown texture on the brushes in these areas I have made it very difficult to spot.
The solution in this instance may be to use a bright pink texture for all my brushes and then just texture the surface on the inside of the map (should make it easier).
As for the vertex problem, are the vertexes handled any differently in version 1 than version 1.05 (ver188)?

quaketree, I have intended on doing a bunch of professional videos for trenchbroom and a lot of plans were made and I sat down with the guy doing the recording/editing and it looked good but we supposed to record the first few tutorials this week and it just never happened.
Starting to think it may never happen. 
The More I Fix... 
the more it breaks... Ok I thought that cleaning up the map I made in TB v1.0 using TB v1.05 would provide some kind of solution. But the more I fix the tri-soup the bigger and more numerous the holes become. I might go back to TB v1.0 and clean up the holes there instead.
It's becoming an issue to an extent where I may just release a buggy .bsp file and the .map src for people to mess around with.

SleepwalkR, I love the editor and I hope you manage to fix whatever the problem is. The real concern for me now is I may have to resort to Worldcraft again until it's fixed, which I really *dont* want to do. 
Well 
Tb is not magic, so the limitations of the map file format still apply. It would be interesting if you could post the map file and let me know which brushes are problematic. Then I can see where it's going wrong.

Vertex handling is different in 1.0.5, it will mask less errors. But it still suffers from problems related to floating point coordinates one the map file.

I would generally suggest to always seal your map even if it's work in progress. That way you'll see immediately if something breaks instead of getting overwhelmed by a sea of errors. 
But I Thought It *was* Magic! 
No that's understandable and to be honest this was a test/learning map that got out of hand and became a real map. I think my best option may be to remove all the fancy terrain style geometry (and box it up), and then fill all the normal leaks first. And *then* I can retry making that geometry with a more robust approach (or even starting that part from scratch in 1.05). Basically I thought I was pretty much done with map but it looks like we have to spend a little more time together before we move on. 
Also.. 
did you mean to say mask or make? 
Mask 
TrenchBroom generally tries to hide the fact that vertices often don't have integer coordinates, but that approach is flawed and I'm working on removing it. 
Elusive Brush Corruption 
I noticed stuff like tetrahedrons or brushes with a lot of vertices lend themselves well to map corruption in TB. For rocks or terrain just mashing deformed cubes together is more work but seems more stable at the moment. 
Spiney 
my terrain is completely cube-based. I didn't consider making it any other way.

A lot of the problems have come from my work method of basically making the level in an open room-by-room fashion. I could have avoided a lot of problems if I had blocked the layout first and then added all the details second. Maybe... I dunno, I'm still learning. 
Maybe Necros Could Chime In 
He has the most experience with mapping with TB. 
State Of The Map... 
Ok, I chopped out *all* the terrain brushes, blocked in those areas to stop them leaking, fixed all the pointfile problems and got a build that vis'd... I have a couple of HOM's (that don't leak for some reason) and that's it.

So my todo is simply to try and remake the terrain without getting any leaks. I have a couple of ideas on how I might achieve this, I think the problem was the void-facing terrain were misshapen rather than nicely boxed and uniform.

It's a bit of a nightmare but I have definitely learned a lot in the last couple days. 
 
Quake is ooooold and rickety. Expect problems. :) But it's fun... 
Fifth 
If you can pull it off and learn some best practices, make sure to write them up on the QuakeWiki or here, please! 
Best Practice? 
The whole process has been a big ol' practice! That's what the map was about. I have keep a lot of the different stages of the map, so I can easily do a mapping retrospective.

As for the writing I don't really have a desire to write it up on the wiki, but I really want to have a go at making some youtube videos on the process I took, lessons learned etc.
I'll start pestering my film-maker friend until he caves in.

Pro-tips:-
-box out your map/layout
-use trenchbroom 1.05 from the start
-get your hands on TreeQBSP from http://user.tninet.se/~xir870k/
-become best friends with the "pointfile" command and "r_showtris" 
TB 1.05 
*does* seem to have better vertex accuracy for more standard shaped geometry, after I did all my pointfile detective-work I selected all the brushes and did a correct vertices & snap vertices... seemed to sort out the last remaining HOM's on the map.

Only trouble now is I have no terrain in my map after I brutally removed them all. I'm going to do it bit-by-bit and *hopefully* the map will have it's finalised geometry! Then I can get back to the fun stuff, testing, item placement etc. :) 
Well 
I was talking about what to avoid specifically for TB. Apparently there are some things which will lead to bad brushes etc. and I'd like to know how that happened. 
SleepwalkR 
The map design videos would be TB-centric.

In terms of how to avoid bad brushes, who knows? I never took off grid snapping and I almost never went below the standard 16 units. I think some brushes just "become" malformed if you play with the vertices too much or you make shapes that are just too crazy!
Even some of the (very plain) curved walls which were grid aligned had become very very slightly nudged off the 16 unit grid. It wasn't until I did the correct/snap vertice trick that it was fixed.
Again, the tools used for pointfiling and treeq really helped me to get to a water-tight map. Though I think whatever you fixed between version 1 and 1.05 obviously helped a lot. I just hope I can redo the terrain, that *IS* after all one of the big selling points of TB ;) 
Turns Out TB Was A Trojan Horse All Along 
A QuArK in disguise!!! 
Here's Some Advice... 
I was using the co-ordinates and the pointfile to find leaks (as is the standard procedure), and to locate them easier in TB I was dropping in a monster_boss entity and entering the co-ordinates in the "origin" key, then when the entity moved I would delete and replace it with a shambler (again with the same co-ordinates), and then with a rottfish. Only last night at 3am when I was looking for the leaks I had forgot to take the shambler out the map when I compiled the fixed map... It scared the bejesus out of me! I decided that was a good time to stop mapping and sleep. :D 
I Think 
those problems are mostly the result of imprecisions when loading the map. I'm working on an improved version of the vertex generation algorithm that will do a better job of avoiding degenerate edges and faces.

An edge is considered degenerate if it is very short (shorter than 0.5 units) and a face is considered degenerate if it is a triangle and contains such an edge. This should help avoid such problems, however I can't predict whether QBSP will do the right thing, too. But I think everything will be much better if I can switch TB to use only integer plane points. 
Negke 
You're not too far off there, sadly. 
 
those problems are mostly the result of imprecisions when loading the map. I'm working on an improved version of the vertex generation algorithm that will do a better job of avoiding degenerate edges and faces.

That might explain why some problematic brushes (one that caused a crash for instance) look completely different when reloading the map?

In terms of how to avoid bad brushes, who knows? I never took off grid snapping and I almost never went below the standard 16 units. I think some brushes just "become" malformed if you play with the vertices too much or you make shapes that are just too crazy!

Pretty much my experience.
One thing I think can be problematic is adding new vertices, in certain cases those can create strange n-gons that almost certainly will get screwed up after a while. Also dragging planes on a non-grid-aligned plane tends to end up badly a lot of times (especially in conjunction with above case). I guess that kind of makes sense when you think about the floating point issue... 
Spiney 
That might explain why some problematic brushes (one that caused a crash for instance) look completely different when reloading the map?

It might ;-). I can't say without seeing an example. 
It Almost Sounds Like... 
you're running into the same type of problems that plagued Quoole 0.99 (creeping brushes). I hope that you can figure it out and fix it. 
Possibly 
I promise that I will find a solution, even if that means that vertex editing has to be dumbed down a bit. 
Dumbed Down Crushes Creativity 
That would be a great shame because this is one of the best features of the editor. It would be a shame to fall into the trap of GTK 1.5 and force mappers to only create limited brush shapes because of vertex problems. Personally I prefer the ability to push brushwork to the limit and then have tools that look for problems afterward.

I personally use SDRadiant 1.8.3 and when I get issues with brushes I take the brushes and cut them. This forces the editor to re-generate all the planes and this usually fixes most of the problems. One other solution is I use an editor plugin called Bob's Tools. This goes through the whole map looking for potential brush plane errors and re-creates any brushes with problems. When it is finished it highlights what has changed (selected) so I can decide if to save/carry on. 
Yes 
I liked how Quest would allow me to make invalid-shaped brushes which I could sort out afterwards, whereas in GTK 1.5 I always have to go out of my way to create properly angled (rotated) or abstract stuff, because its validation system is so overly rigid and limiting. 
 
hi, was very busy today and didn't have a chance to check func.

i'd really need to see how the map is made to be able to tell, but a lot of the time, i found just snapping the vertices seemed to always fix my problems. i never really did anything special to get it to work.

sorry i can't be of more help. 
One Should Always Snap The Vertices 
But it's not obvious to new mappers. When TB was released, I actually expected it to do this automatically - making perfectly valid, grid-snapped trisoup terrain/brushes without additional user input. Easier said than done apparently. I suppose a notification popup ("Do you want to snap/validate brushes?") before saving wouldn't be the smoothest solution, either. 
Snapping Verts 
This is actually what I meant by dumb down. This would solve all problems, but there may be situations where the user wants off grid vertices? 
Wanting Offgrid Verts. 
most of the time I'd say you don't want off-grid verts, but I know for certain in my map there are a couple of instances where I *do* have them (on purpose). But you'd be unlikely to tell if you looked in the editor as they are clipped along the same plane as another brush that *is* grid snapped properly.

I think I'll stick with v1.05 and just run through the motions of checking at every stage. 
Func_unsnapped 
Fringe cases, certainly. Again, a Quest example (call me neqer): you could generate brushes of certain geometric shapes which would rely on lenient treatment of vertices/coordinates. Snapping them to the grid triggered a bunch of consistency warnings; leaving them unsnapped could make their vertices 'wander' with each save/reload sometimes. I used it to make trees
 
also arbitrarily rotated brushwork can be compiled correctly when the vertices are off grid. most of the cooler bits in CZG's honey are all off grid. 
Off-grid 
I can't think of an instqnce where this would be beneficial. But then again I have my own boxy style of mapping.

Why not make it an option, default on? 
Negke 
So you resave multiple times to get irregular spheres?

Maybe that could be a 3dsMax style 'noise' function...

Which could also be used to instantly generate terrain - and then tweak it to fit the level requirements with the vertex tools. 
Very Loud Ambient Noises 
Now that I have a map that compiles properly I have noticed that the ambient sounds for the water is very loud. What gives? 
What Compiler 
Are you using?

It shouldn't affect anything greatly, some of Bengt's stuff allowed for control over the ambient sounds from sky volumes as I recall.

Quake sounds function on visibility, more than audiable range. They're quite primitive in that respect. Maybe you don't have enough other ambient sounds? If they're drowning out weaponfire or monsters then something very weird is going on. 
 
to avoid confusion:

there are 2 types of ambient sounds:
- point sounds which are made with ambient_* entities and attenuate with distance centered on the entity.

the other type is area ambient sounds which are based on if specific vis leafs that contain either sky or liquid are visible to the player. in simpler terms, if the player can 'see' water, then a water sound plays, if they can 'see' sky, then a sky sound plays and this sound is full volume until you can no longer 'see' the area in question, at which point the sound just stops. 
Off Grid 
Would still be possible as the result of anything but vertex editing. Going into vertex mode would snap the veers however. 
Necros 
Honey is all on grid; The 0.125 grid. 
Ijed 
It's the contrary, actually. The sounds function on range. Otherwise you would run around a corner and the all the ambient and monster sounds from the previous room would suddenly stop. More often than not you also hear sounds through solid walls when they really should be blocked for logic reasons. 
I Have Only 
used slime water portal/brushes but they're real loud. At the moment I'm just using Bengt's TreeQ alongside Tyranns light/vis, once the map is done I'll be using his bsp tool too. I tried using -noambient and -noambientsky but vis recognises neither of these things and it doesn't vis quite right. 
So... 
you guys are saying that snapping vertices usually fixes most brush problems? 
SleepwalkR 
Version 1.05 managed to fix the more simplistic geometry in my map that I created in version 1 that was creating the errors. It didn't work on the really crazy terrain geometry that I had made. But I have yet to retry making the terrain, I have some ideas on how best to approach the terrain but my fear is that I will be fudging around the real problem (and I could still end up creating bad shapes that you can fall through), we'll see how it goes. 
Did You Trisoup It? 
Because the more planes you have per brush, the more likely it is to get errors. 
SleepwalkR 
I made a grid of cubes and then selected all of them so that I could edit multiple vertices at once. I hope this is the right method. 
 
Czg: is that an important distinction? Maybe if TB snapped to a 0.125 grid? 
Which Compilers/editors Support That Size? 
Isn't that idTech4 resolution? 
Doesn't Matter Ricky 
The compilers don't give a shit because the map files only contain the planes. 
FifthElephant 
Sounds good to me. Necros? 
SleepwalkR 
So it's an editor restriction?

I'm just asking because I've been dealing with 24 sided circles and curves, and there are severel limitations on what can be done with a 1x1 grid, at the scale of Quake. 
Severel??!?! 
several? or severe? Take your pick. Was meant to be the latter.... 
Yes 
It's an editor restriction. 
OK - So Obviously I'm A WC/Hammer User 
Come to think of it, I think WC allows for stuff to be off grid, so the real issue is the grid resolution in the editor because you need to use snapping to make sure that your faces are truely flat. If not then you get compiler errors when compiling your map, HOMs etc. So in theory I can create more complex brushwork in another editor and import it into WC/Hammer.

Hmmmm..... 
The Important Thing To Remember Is That 
Vertexes are not stored in the map file. Face planes are stored in the map file.
The editor derives the vertexes and edges by intersecting the planes in a brush.

Take a look at this:
http://i.imgur.com/Uk8xH4q.png (modo)

Imagine that's a wedge brush to begin with. Ignoring the third dimension, it is defined by the planes A, B and C. Those planes are stored by storing the coordinates of three points the plane passes through. Traditionally, these three coordinates have to be integers. The two dots on each "plane" in my drawing show suitable coordinates for this. (Again, ignoring the third dimension here.)

Now if we clip that brush using the plane D, we are simply adding plane D to the brush definition. The coordinates for this plane is also easily stored using integers.
HOWEVER, one of the new vertexes that the brush gets, circled in red, is definitely NOT on grid. Its coordinates would be 2/3'ds of something.
The brush is still perfectly valid and "on grid" in a sense, even if its vertexes isn't.

SPoG wrote a really excellent document about the technicalities of the MAP/BSP format a while ago. It was hosted on PQ but then that died, so I rehosted it but then spawnpoint.org died, so now I have no clue where on might find this again.
If someone has it, please link it here because it is essential reading imho. 
On-grid / Off-grid 
As has been said, the compilers don't give a toss about whether or not brush planes/verts are in integer coords, or powers of two or anything like that.

That said, in terms of building a nice bsp tree, the less unique planes, the better. Being "on grid" generally means that more of your brush faces will share the same planes, and the bsp algorithm can build the tree in a nicer and more optimal way, minimising the number of faces that need to be split because they straddle planes, and the complexity of the bsp tree.

Of course once you start making terrain maps, planes will be all over the place whether you are "on-grid" or not, so the bsp tree will be getting all chewed up regardless. 
Yes. 
 
Ok I Found That SPoG Article 
http://www.quakewiki.net/archives/spog/stuff/technical.html

Seriously go read it. Some parts of it are quake 3 specific though. 
Also There Already Is A Quake Wiki 
Why don't you guys go work on that one instead? 
Re: 12656 
Sounds good to me. Necros?

You're asking about Fifth's terrain method? I would recommend triangles instead of cubes, but yeah, the essential method is the same. You build a flat mesh of stuff and then pull vertices up and down to make terrain. 
Kinn 
As has been said, the compilers don't give a toss about whether or not brush planes/verts are in integer coords, or powers of two or anything like that.

That is misleading. The compilers do not give a toss about vertex coordinates at all because they will recompute them (and try their best to fix any errors). And of course as far as the compiler is concerned, floating point coordinates for plane points are fine, too. But these have inherent problems in that there is always rounding involved. When the editor saves the map file, it will round the floating point coordinates and when the compiler loads the points, rounding may occur again.

So bottom line: The only way to accurately transport any brush through a map file is to use integer coordinates for plane points. Everything else will result in vertices not showing up where you saved them unless the plane points happen to be all integer.

That said, the errors introduced by floating point coordinates are usually negligable in the BSP - it will look just fine. However, it might be the source of two problems: Microleaks and wandering vertices. By the latter I mean that vertices don't have exactly the same coordinates after saving and reloading the file.

I think for TB, the best way to go is to keep the vertex editing as it is. The user already has a way to correct almost all errors. However, I intend to:

- Recompute all vertices when the user leaves vertex mode. This way, the user sees what QBSP will see.
- Let the user choose whether they want floating point or integer coordinates for plane points.
- Show warnings for brushes with off-grid vertices and floating point plane points (can be suppressed).
- Improve error handling when loading maps (auto-heal super degenerate edges and such).

I think that gives us the best of both worlds. You can use TBs vertex editing unrestricted, and the editor will show you have the geometry will actually look like in game when you leave vertex mode. Users with very old compiler tools without floating point support can also still use the editor. 
Sleepwalker 
The suggestion of snapping the plane points (not verticies!) to a 0.125 makes the most sense - you won't get any rounding errors in that case. You could make it a configurable option too - 0 for no rounding at all, but place a warning on it or bury deep so only people who really know what they are doing will mess with it. 
 
you won't get any rounding errors in that case

No rounding errors during writing the file or reading it back, just to be clear. Obviously precision limits still apply to everything after that, but then the ball is in the compiler's court ;) 
No 
Bad idea - that's not what I mean - you can still end up with bad surfaces, from a mathematical point of view. If you have a surface with four or more corners, then in order for that surface to be truly flat the corners have to be on the same plane. So snapping (even to a 0.125 grid) can still result in surfaces not being flat.

I just mean when I'm creating brushwork, for stuff like 24 sided circles and weird angled stuff, it would be nice to work at 1/8th of the scale I am currently limited to working at on a 1x1 grid. 
Trenchbroom 
Can split a four corner face into two three corner triangular faces, I know that.... 
Automatically I Mean 
 
RichieT23 
But it's only the plane-definition triangle that would have it's points snapped to grid, so it won't matter how many points there are in the face/winding ( see czg's post ). 
Yeah 
ricky - you can't make invalid planes just by altering the plane coords, and you won't make an invalid brush with such a tiny amount of snapping unless the brush is basically degenerate already. 
Tyrann 
What if the snapped plane coordinate cannot be represented as a floating point number? I'm still a bit confused by floats, to be honest. Also, where did you get this idea? Does any editor do this kind of snapping? 
 
but surely any multiple of 0.125 within a realistic range (ie a range of values you'd find in a quake map) can be represented perfectly in floating point unless im missing somthing? 
 
With standard single precision, you have 23 bits of mantissa, so if you stick to 1/8 precision you will use 3 bits for the fractional coordinate and you have 20 bits left. Which means that any coordinate on the 1/8 grid will have a precise floating point representation with the coordinate range +/- 2^20 (1048576).

I'm not aware of any other editors that snap to a fractional grid, but I do remember looking at a version of radiant some time ago and seeing the code which always snapped their plane points to integers. 
Haha Yeah 
Well I have an algorithm that will find quasi-optimal integer points for any given plane, but even then it doesn't work too well. I could try snapping to .125 or an even lower value and see how that goes. 
 
Yeah, that only says how precise the final representation can be. You may (and probably will) need extra precision for intermediate calculations. It's tricky stuff! 
 
The Doom3 editor supports 0.5, 0.25, and 0.125 grids. 
Yes, Grids 
I can add that to TB in a jiffy, but the major problem right now is how to represent the planes with maximum precision across file saves. 
 
One option, and you probably don't want to do this, is to go the Worldcraft route. Store maps in your own format and export to MAP for compilation. That would retain perfect precision at all times and only need to snap once, eliminating drift. 
 
Of course, but it does show that even id ( and JC ) are fine with that kind of granularity.

And as others have stated already, certain fractional steps ( 0.5, 0.25, 0.125, 0.0625 ... ) should not cause rounding errors - as long as the absolute value "in front of the dot" is not too large.

This page is pretty handy to see whats going on : http://www.h-schmidt.net/FloatConverter/ 
0.125 Plane Point Rounding != Vertices On The Grid 
If you limit the plane point coordinate precision, you will be unable to snap vertices to the grid in certain situations. 
Willem 
It will eliminate drift, yes, but it leaves the problem of finding good representations of your brushes when exporting the map file. You must remember that TB will also support games like Hexen 2, where floating point compatible compilers are not available. I think it's better that the user actually sees what the geometry will look like to the compiler. 
 
But it would mean you don't have to use integers, but could use certain fractions of floats for your drift-free plane definitions - which could mean more accuracy to what the user intends - or am i seeing this wrong ? 
 
Sorry if I sound like an idiot for asking, but if a brush is just a collection of planes at a certain vector how can they even become degenerate? Convexity? 
The Brushes Won't Degenerate 
But if you limit the precision of the plane points, you limit the number of points where a vertex can be because not every plane can be represented with limited-precision plane points. As the easiest case, think of a plane that is parallel to the XY plane with a Z value of 0.4. This plane cannot be represented with integer precision plane points. The closest approximation is the XY plane itself.

The problem is that it is impossible to represent the many brushes which can be created with TB's vertex editing (or arbitrary rotation, for that matter) if you limit the precision of plane points. Of course, the smaller the value you snap the points to, the smaller the errors will become.

In any case, I feel the best way is to leave this to the user. I will add a setting to the map properties dialog that will allow the user to choose between integer coordinates and floating point coordinates, and to increase the maximum number of digits written to the map file to a really high value so that the rounding will be minimal. 
Well All I Can Say Is 'I Wish Worldcraft Could Go Down To 0.125 
That would help me a lot, without me having to learn a new editor. 
Well, Mine Go Up To 11 
 
Logic Gates In Quake 
I made a little tutorial about how to make logic gates in Quake. Currently I just wrote a text file and made an example map, but I plan to put a page on the wiki when I have some better pictures to use :)

http://www.quaketastic.com/upload/files/misc/tutorial_logic.zip

It shows how to make AND, OR and IF ELSE. Using these as building blocks you can do all kinds of things (if else is actually two gates inverse of each other anyway).

What I didn't explain is that the single door logic gate is essentially a NOT gate. 
Very Cool! 
I'm sure there'll be many cool puzzles coming out of this. 
No Textures 
Hi guys, I just wanted to give this editor a try and read the docu but I don't have any textures loaded.
I am using DarkPlaces and chose the DarkPlace folder for my directory with the Quake stuff in it.
But I don't see any textures being loaded, what am I doing wrong <.< 
 
which editor?? trenchbroom?

edit > map properties > + button > find your .wad file 
You... 
need to download the .wad files.

https://www.quaddicted.com/files/wads/id.wad.zip <--- the standard textures

There's a lot of different texture .wads in that directory too, they *should* all be quake 1 .wads 
Thank 
you very much!

I used to make maps for Doom and thought that wads are in the main directory like DOOM2.wad (also because of the Quake.wad mentioned in the documentation ^^).

And I know this is a different topic, but can I also make maps for the Q1 expansions like SoA or DoE somehow? I'd love to make use of the entities featured in those games. 
SoA And DoE 
You will need to hunt down the .fgd files (the entity data that Worldcraft and Trenchbroom use) for them. I don't have them, sorry. They used to be over at PlanetQuake but that site is dead now. 
This Should Be The Right File 
That's... 
the one. 
Thanks For The Link But... 
I get an error in the console line "Parse error at line 8, column 1: Unkown Entity definition class @ Main". Are other fgds not supported by TB yet? 
It'sMe 
Open the FGD in a text editor and delete lines 8 up to and including 13. 
I Believe That... 
Trenchbroom has extra data in it's fgd file that isn't in the originals. You would have to add things like the colors and model info into it for it to work 100% in Trenchbroom.

And that looks like a problem with that .fgd. Try commenting out the @main lines down to the worldspawn entry by putting a \\ in front of each line. I'm not sure which editor uses that command but it's not a standard Worldcraft item. 
Quaketree 
TB only adds the model info, and that's completely optional.

And yeah, the @Main section in that FGD file seems to be erraneous. You can comment stuff in FGD files with two slashes //. 
Was Testing Out Preach's Awesome Trigger Spawning Hack 
and made a very simple map to show it off. You can find the map here:
http://www.quaketastic.com/upload/files/misc/tutorial_logic_01.zip

and Preach's article is here:
http://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/

Very useful for those who are making a map for vanilla progs. 
Interesting... 
I can imagine some clever puzzle maps for standard quake with this. I've been thinking about coop maps recently, I have noticed that many maps that are built for singleplayer have broken co-op support and I'm considering some kind of prefab solutions that I could use this for. 
 
To be fair, the chances of your map being played co-op are so slim these days it's really hard to work up the enthusiasm to set it up. 
 
You mean compared to the millions of people who play the standard singleplayer maps?


FifthElephant: Please do! Coop is great fun and some proper maps would rock. 
 
You know what I mean. If 10 people play your map in single player, you'll be lucky to have anyone who gives it a run in co-op. 
 
I know what you mean but so what. Is modding for Quake about popularity? I don't think so for most people. 
Spirit... 
I saw your post on facebook via some friends! Made me smile quite a lot (I think/hope it was you)!

As for co-op, I don't see why mappers don't have it in mind before they start smacking brushes down. It seems like a huge oversight to me.
For example, I saw in the coop vid of Vondurs Nastrond situations where one player is in a room and 3 are locked out, why not make it a one way room by having a drop-down or lift on one side?
Why have it so the player has to run aallll the way through the map only to fall in the lava? Would it be so much extra work to have a teleport/checkpoint?
Why not have ammo closets that are open in coop?
What is the point of having keys break a map when you can just use a button?

I think quakes coop could be like Zelda Four Swords with guns! 
It's A Shame, But... 
there aren't really many players, so a really well done coop mode probably won't be played by many people.

That said, I think there is a niche of a niche audience who do still play coop. I love coop Quake, but I don't know who plays or how to play anymore (netquake?) More maps supporting coop, and especially a map tailored for coop would be welcome. Just don't expect everyone to be able to play it. 
 
"Is modding for Quake about popularity? I don't think so for most people."

Of course. And if putting in co-op support is what turns a mappers crank then go for it. I'm just saying that for most mappers, that's probably not what they're in it for. :) 
Btw 
I always add coop AND dm support to my maps, even if dm is usually a token effort.

I didn't realise keys broke maps :/ I thought it was only a problem if you triggered stuff from key pickups. I normally put a trigger around the key, but that causes its own problems, since it is sometimes possible to get the key without hitting the trigger if the player is careful :(

What actually is wrong with keys in coop? 
Reason For Adding Coop + Dm 
My reason for adding support for coop and dm is simply that the community is so small, that it's nice to make something as many people as possible can play. I always release map source too for this reason, since although it's unlikely, maybe someone will want to tweak something in dm or coop, or perhaps even make a remix (see e1m1rmx remixes).

I totally respect people who are mapping for their own enjoyment though. New maps that only support sp are better than no new maps!

It's my opinion that you should always release your source though, since it's no effort to add it in the archive. 
Keys In Coop 
I've heard that keys can break coop, something to do with them being lost when someone dies and the level being uncompleteable (that's a made up word!)... also if you make the key stay on pickup then you can't have multiples of the same key in a map. I haven't tested it but I have *heard* it can be problematic.

If you're making a SP map I don't think it should be too much work to make it coop (unless you have very small 1-man sized trap rooms etc), I can imagine having a slip-gate style start area where each "checkpoint" unlocks a progressional shortcut teleport back to near where you died. It'd be nice to have a cookie-cutter copy/paste prefab or template that mappers could drop into their map with relative ease to setup coop. Some maps, like DM5 Remix, are so small that it doesn't take much time to run back but other maps (like Stark Monstrosity) are huuuuugge if you die. 
 
Well, I think every id map has keys in it so it must be something you can account for. 
Coop 
Keys works fine in coop. But there's a bug that keeps weapons from firing their targets which can break a map if they're supposed to trigger something that's critical for progression.

I do add DM settings to my maps, too - for fun, the sake of completeness and a nod to the oldschool, not because I think they make particuarly good DM levels or expect anyone to actually play them. Good for DMSP, though. I've also made a few tweaks for coop in places, although not very sophisticated. I kinda consider DM more important than coop... because coop usually works just like SP most of the time (out of the box, unless there's a showstopper). Quoth has specific coop flags which makes it easier to create gameplay that actually requires cooperation, while in ID1 it seems mostly reserved to the field of hacks. 
 
it's not a conscious decision on my part to ignore coop, but it's just not something i think about most of the time. 
 
FifthElephant: Yee, that's me. Trying to get some more people interested in Quake again. It's hard to get them to do more than press "like" or leave comments though. But seeing hundreds of views within seconds is very motivating and encouraging. 
Coop 
I did intend to make my RMQ maps coop capable, because I think it's nice to have your map not break outright if someone does play coop, it's simply good practice that way.

Willem is right though that quake coop is a niche of a niche.

Now for total conversions that might get a slightly larger audience (as if those were ever made), I do think coop is worth it but then you have to put some time in to polish it and advertise it as a core feature (similar to what Lara Croft and the Guardian of Light did - people were suddenly playing coop and enjoying it because the game did it really well and the two main chars complemented each other while solving puzzles etc).

So, I'd definitely go to great lengths to put in coop if it was a core feature of a mod that, say, got an audience via moddb somehow, but for Quake speedmaps I'd probably not.

An engine that supported splitscreen coop the old fashioned way would be an incentive - FTE might be able to do that, actually. 
 
and another point: today's huge sprawling maps aren't very coop friendly, because there is just a lot of running around. Would almost need vehicles to quickly reach the other player. Unless you stay together at all times, in which case coop is a bit pointless. It's more fun if the other guy takes a detour to open a door for you or something. Map has to be designed for it. 
Huge Map Coop 
which is why I suggested a slipgate hub where checkpoints activated a teleport shortcut... or didn't you read my wall of text? ;)

Also I would love to see splitscreen quake! :D 
Coop / DM Support 
I'd agree it's good practice to include it, a nice bonus extra. Like having a custom start map.

Big maps can be coop friendly - I made all of warp work like that, although I think there's one bit in warpb where a player can be temporarily locked out. But probably more than 1, my memory is hazy.

A nice side-effect of making the maps coop friendly in warp was that it meant adding lots of short-cuts as the player progressed, which had benefits in SP as well.

DM in big maps is trickier. The best idea I heard for that was just to use a small segment of the map and wall off the rest.

Kind of wasteful, but depends on how cleverly you do it I suppose, and for how many players. 
Mine 
The best idea I heard for that was just to use a small segment of the map and wall off the rest. 
Func_illusionary That Can Be Killed? 
I was just wondering if it's possible to make something in standard progs that behaves like a func_illusionary, but is non-static and can be killed during gameplay. Anyone know? Any hacks? 
Self.use = Sub_Remove? 
 
Wait 
i'm retarded.

killtarget makes that pointless 
Than 
I have a way, but I need to warn you that it is a hack. Negke often checks with me if a particular hack will continue to work in Quoth. The answer in this case is a definite no, and it won't be accommodated any time soon. This is because it relies on the assumption that monster corpses will remain after death, which is not true in lots of quake mods!

So add these fields:

"think" "demon1_die6"
"nextthink" "0.1"

It will then go non-solid after 0.1 seconds (so some items might come to rest on it before the transformation, if you aren't careful) 
Great Proofreading There 
Add these fields to a func_wall... 
 
A slightly more complicated but also more compatible way is to make the wall an info_notnull with its model and modelindex fields set to itself. 
Bonus 
That also gets around two of the side effects of the func_wall version: that you are forced to have the func_wall use function (which toggles the "skin" of the model), and that the texture might toggle a few times right at the start of the map while the hack kicks in. You can skip setting the model value directly as long as you make your info_notnull a brush-based entity (you do still need to set modelindex though). 
Thanks For Those 
interesting hacks. I might give that a shot, but working in Worldcraft makes setting modelindex a pain in the arse since I'm using rmf for my map. 
Out Of Order Useable Map Item Trick 
http://www.quaketastic.com/upload/files/misc/tutorial_power_cubes_01.zip

I made an example map showing how you can make fake map items that the player can pick up and place at another point in the level. Picking them up and placing them can be done in any order as a moderately complicated trigger system is used to check if the player has at least one item and then places the item and reduces the count of items held.

However, I've just realised that you could do the exact same thing by having multiple keys the player must collect, but that doesn't allow for customiseable item models unless there is some awesome hack that allows that.

Meh, ah well. Use it if you like :) 
I Like It... 
I'd love to see a map that you collect a bunch of bombs and then place them, then you trigger an event as you pass through the exit which sets off a kind of cinematic explosion scene...
I'm surprised more mappers haven't made more stuff like this to be honest, I'm sure it'd be possible to do with a bunch of func_doors and triggers etc. 
That Wouldn't Be Difficult At All 
You could even use the spawning trigger hack to make placed bombs effectively shootable, so that you can blow certain parts of the level open. Of course, you could just use keys, but you can only carry one key of a particular colour at a time, and it looks like a key.

I definitely think using logic gates and other various hacks and tricks allows us to do a lot of interesting things that haven't really been done before.

czg's rocket/grenade locks are also fairly easy to implement in vanilla Quake I think. Should simply be a trigger_once with health > 0 inside a hollow tube with the brushes inside arranged to prevent the wrong kind of thing triggering it. I think the rocket locks also used trigger_push to keep grenades out.

Would be cool to see more maps using this stuff.

Of course, we can just make mods to do all this and more, but there is something sexy about shipping only a bsp. 
Honey Was All Vanilla Until Fairly Late 
 
 
hey necros,

two people have posted a comment now on my video of q1spcompilinggui, saying that when they try to compile the map it says map not found.

I don't understand how they could get this error, since I show exactly how it's done in my video.

They also find it a hassle to take a screenshot and post it somewhere asking for help, so.

They said they're on win8.

Anyways, have you had anyone report similar issues? Do you have any thoughts or suggestions for them?

Here is the quote: "I downloaded several compilers, including hmap2 but none of them work. Every time I try compiling my testmap the console says it can't find/open my map. Or says that there is no map. I'm selecting the exact path to my .map and really don't know what to do..." 
 
that's very general information, unfortunately. direct them to this thread and they can post more info.

the fact quake isn't finding the map can mean either compiling being aborted from errors or compilers not being found.

one thing is that if they are typing the name of the map into the text box, then it will not use that filename (because it's bugged); you have to select it through the windows open dialog box with the [...] button (all other dialog boxes work properly when typing in directly). 
I'm On Windows 8 Pro 
and I have been successfully using necros compiler since I downloaded it. 
Anyone Know Where I Can Get The Q3 Flavor Of The IK2K Texture Set? 
It's plans like this that make me wish I'd kept the Q3 version of that texture pack after all. All Google gives me is Sauerbraten (which links to the dead digital-eel site) or subsets of this forum - or a link to the Q1 version I made centuries ago!

(Yes, I could use my own, but they're a little too low-res and grainy for this.) 
FC: 
Wait, Shit 
that's ikbase, not ik2k. ignore 
Ik2k_full_jpg Zip By Iikka "Fingers" Keranen 
http://www.quaketastic.com/upload/files/texture_wads/ik2k_full_jpg.zip


Than: thats pretty cool, I had thought of a similar system but with using a row of toggle shootable doors and 2 opposing shooters to store value and add/subtract in a linear fashion. A bit easier to handle larger number of inputs. 
Many Thanks Rj And Slapmap 
I'll take both; I might have a use for the base... 
Fat Controller Is Doing Things! 
WOOT! 
Quake 3 Jump Pad Paths? 
Do any of the newer editing programs have anything like the old bobToolz plot path thing that will draw the arc player follows off a jump pad? I use NetRadiant, and there's a bobToolz plugin listed but there's no path plotting option. 
Making Floating Text (q1) 
I'm playing around with TrenchBroom editor and I'd like to make at some places floating text, like in main game (You can jump over ther, this hall selects easy mode, etc.).

Also I'd like to know how to make custom episodes. 
Triggers... 
I think you can do a trigger_multiple with a message key -
http://www.quakewiki.net/archives/worldcraft/entity/standard/std9.shtm#5

I'm not certain though, never done it before. 
 
Thanks! 
Re: Floating Text (q1) 
Yes, use a trigger_multiple and put your text in the message key. Be sure to add a delay so that the message doesn't repeat constantly if the player happens to be standing directly in the trigger. Somewhere around 10 - 20 seconds is a good place to start. If the message is long, you can make it wrap to multiple lines by inserting a \n where you want it to break. Also, the message key can be used with other entities that are triggered, like doors. 
Message Key... 
You can use the message key on various things to print messages when the player touches them or triggers them.

trigger_once - will print the message once
trigger_secret - will print the message when the secret is found
trigger_multiple - will print the message every time the player touches it
func_door - will print the message only if it is locked and the player tries to open it.
trigger_relay - will print the message any time something triggers it

There are probably a few I've missed, but those are the most often used. 
 
should the wiki or even a link to the mapping section of the wiki be added to the top of this thread? 
Finding Stuff 
It still amazes me how difficult it is to find stuff for Quake. I recently wanted to see how Rogue (mission pack 2) did there stuff and finding their QC files is really hard work. I even tried de-compiling their progs but had loads of problems with weird error messages.

After a long time searching I eventually found THIS and it is perfect! Loads of sample maps and all of the extra files needed to see how it works. If you want to use any of the mission pack stuff in your maps download this zip!

URL: http://super8.qbism.com/2011/12/quake-c-custom-entities-custents/ 
Custents 
yes, it is pretty amazing. I wonder why nobody has really used it though? I mean, you can have funcs containing water ffs. How cool is that?

erm... I just realised that's not what you are talking about. Seems that I was thinking of this:
http://super8.qbism.com/2011/12/poxs-goodies-extras-quakec/
http://quake.chaoticbox.com/ 
Fullbright Removal 
I've made a few new textures for my map but I have some fullbrights on it that need removing, for some reason tex mex isn't removing them, are there any other programs that do this? 
You Could Try Wally 
http://www.quaketerminus.com/tools/wally_155b.exe

You might have to do it manually though, not sure..... 
Hmmm 
I figured out a way to remove fullbrights using paint shop pro (yeah I'm still rocking this program)...
Just made all the bottom palette row a garish bright pink colour, all I have to do is load pink palette first and then the quake palette (whilst maintaining indexes) and it's all hunky-dory. 
 
TexMex can remove fullbrights - or at least show you which pixels are, for manual fixing. 
Texmex 
didn't work mr negke... infact the new way using PSP7 is actually fool-proof (can't believe I didn't do it this way before!) 
 
So I'm outta to make some textures for my maps. Do anyone have quake palette in Photoshop format? 
 
http://quakewiki.org/wiki/Quake_palette

There's a zip there containing the palette in several different formats 
TexMex 
as Negke says, it can remove fullbrights.

As far as I know, there isn't a fullbrite removal tool, but there is a "use fullbrites" option in the preferences that stops TexMex from using fullbrite colours during image conversions. To remove fullbrites from an existing texture, you might have to copy and past the texture back into the wad (shift+ctrl+c then shift+ctrl+v). 
By The Way 
I use Photoshop for editing id textures, and when doing so I make sure I use the pencil tool and disable any kind of brush dynamics or smoothing so that you know that the colours you sample are being replicated exactly when you paint. I do this, and then find that I don't need to disable fullbrites.

I guess if you paint with the Quake palette it's fine too, but I don't really know any good 8-bit workflow in Photoshop. 
TexMex 
again than, I used the remove fullbrights thing, even did the copy paste trick and it didn't work. It removed the bottom row but not the second bottom for some reason.

darkhog, my advice is if you're making your own textures then work at least 2x the size you need and make a swatch using the palette. I wouldn't worry about the brush type too much as it will probably get lost when you downsize anyway. And watch out for fullbrights! :P 
Hi Guys 
short question, how can the quoth-vermis be moved around?
or how can i spawn it. 
Before The Editor Opens Map Layout 
Found this tool. Might be helpful to put ideas down before you fire up the Quake editor. Built more for adventure game layout put looks powerful.

http://autorealm.sourceforge.net/ 
Mfx 
Autorealm 
will never replace my pencils and grid paper!!1 
Thanks Than... 
 
 
You can attach vermis to a rotating train... Google this site for posts by me on this topics. 
 
 
 
you make a func_rotate_train and set it up as usual, but instead of making a rotate_object and doing a target->targetname to it, you do the target->targetname to the vermis.
the func_rotate_train will move the vermis around. 
Necros 
Quark is a bitch you dont want to **** with.
thanks. 
Advice On Layouts? (Singleplayer) 
Consistent problem of mine with mapping (for any game really) is being able to create some nice looking rooms/areas, and having no idea what to do with them next; any attempt at layout becomes quickly stale, flat and linear - simply uninteresting. I've spent a long time examining existing maps, offical and custom, what makes them tick and why they have nice layouts with interesting flow; but I still have trouble doing the same myself despite having ideas for gameplay and themes etc.

Any pointers? 
 
Some layout ideas:

Layers: Take your room and slice it into layers and then create height differences based on the layers. Once you are happy with the height difference connect with stairs/lifts.

Purpose: Design each space with a theme and a purpose. Plan out the layout based on what function or purpose the room is going to have. This will often dictate height and shape considerations.

Texture: Use textures to define shapes, like lego panels. Cut and slice the brushwork based on texture lines, works best for industrial stuff.

Intersection: Take two spaces at different heights and mash them together to form a combined version. The intersecting area will be perfect for letting players see the next space and where they are going. Also good for forcing transitions between architectural styles.

Monster: Create a space specific for a monster which gives the monster a crazy good advantage over anything else in the room. Always allow the player a chance to see the room beforehand so that the only surprise is the monster not room + monster.

Humans: Define the space by door and window dimensions. Will give a location a realistic sense of volume and create a natural foot movement through a room. 
Draw... 
draw on graph paper what kind of layout or idea you have. Better to run out of ideas on paper than to 2 weeks in the editor, you can quickly flesh out your layout before you get hit with the dreaded mappers block.

Don't just draw the overhead layout! Draw a front view, this helps especially if you are making a castle or base that you have to get into.

Make a brush palette! Spend some making various brushes, columns, walls and general themes you want to incorporate. Not only will this save time but also help to maintain a cohesive theme!
I usually make various different brushes with different texture combinations too to see what fits nice.

Inter-connectivity, no-one wants to fight on a map that has no z-axis, make good use of different floor heights, stairways, walkways, overhead and underfoot platforms and bridges. Think of a snake eating itself or the infinity symbol, making your level go back into rooms that you have already visited (perhaps at different heights) will allow you to increase gameplay without increasing workload.

Lighting, make sure your lighting is interesting. No flat-lighting, make use of beams and architecture to cast interesting shadows. Plus a good way to help players not get too lost in your map is to give visual lighting cues, Portal 1 and 2 use this technique a lot!

Take a break from your map! Sometimes I will take a few days abstinence from mapping, sometimes I will have a nap for a bit (some of my best ideas come from that moment just as you're going to sleep)... it'll give fresh perspective! 
 
Does anyone actually do that stuff? I mean, I know that's the advice that gets given every single time ... draw it out on paper, plan every route, etc. I have never done that in my entire game dev career. Ever. 
... 
I suppose I could scan my graph paper book for you if you need evidence. ;) 
 
Personally I gave up using graph paper for level layouts years ago. I believe 2D visual devices = 2D maps. If you want 3D level sketch the route in a 3D editor with blocks and ramps. You can always carve up the shapes later for textures.

One thing I find useful is imagine the flow of your level first. Think of the map as a roller coaster with high and low points. Nobody wants to play constant combat maps, allow for negative space. If you don't have empty spaces you cannot create crescendo gameplay moments because the combat intensity is a flat line. 
 
I pre-plan layout with a flow chart (bubbles connected by lines.) Each bubble is a space with a unique identity, defined either by the gameplay i want in there or the setpiece/visual idea i have.

For the contents of the bubble I draw isometric sketches of the room or area. Sometimes a top-down floorplan is cool too, but that lends itself to 2D rooms so it's better to draw isometric or draw both plan view + elevation view. I usually have too many bubbles and cut some of them during development.

My oldest maps were grown organically with no plan, but both Antediluvian and Rub2m2 were both built using the flowchart method. My professional levels have also been built this way -- with the exception of DM maps since they're so tightly integrated. For those I draw the entire map as one bubble so the isometric sketches include the entire map.

For pro maps I take the next step of blocking out the entire level with rough shapes first before detailing anything. For home-built levels I still do the entire room up to final quality before moving on. 
 
Yeah, we do the block out thing which is a clear win since moving a few BSP blocks around is a hell of a lot faster than a bunch of meshes and volumes. But the whole sketching it out first thing ... no, never done it.

I was just curious because it seems like such a time sink. I can't imagine it being faster than just getting in the editor and throwing blocking brushes around. 
Willem: 
For me, without hand-drawn sketches, I don't know what I'm building. I guess it depends on the individual, it sounds like you use the brush editor to do your "sketch." 
I'd 
love to see an example or two of your sketches from Rubicon 2 or Ant. 
 
Yeah, I just think better in 3D. I'm very visual so I can feel an area better if I can see it in front of me ... By the time I sketch out a version, I could have blocked out 3 versions in that same amount of time. :) 
Yeah Me Too - Please Post A Pic Metl :) 
I am terrible. I'm getting better, but I tend to just build the layout in the editor, almost completely linearly. I also do most detailing as I go. I can totally see the benefit of drawing pics and sketching layouts beforehand though. 
Cross Post 
 
Pro Habits 
I pre-plan layout with a flow chart (bubbles connected by lines.)

A lot of games companies do that method. Some call them 'action bubble', 'encounter' or 'scenario' they are a very good way of grouping a chunk of gameplay together.

it's better to draw isometric or draw both plan view + elevation view

Lots of design tests still expect Level Designers to be able to do this at interviews on whiteboards or for written tests. Being able to represent an encounter space isometrically is a good skill to have, but this is different to 2D floor plans. 
Flow 
Is important yeah, I usually draw concentric rings somewhere and label what I want to happen in each loop.

When I sketch stuff its usually something that'll tie the level together, like a light fitting, pillar, bunch of crates or something.

Sock's got a good list there, I'd also add:

Keystone Texture
Choose a single texture, then base the entire level around it. Make a few rules for yourself, some examples:
Use the keystone texture in every room
Use the Keystone Texture only on vertical Trims
What texture you use is obviously important, but in various ways - slime is going to be a different challenge to a flat metal without detail, for example.

If you're feeling particularly adventurous try choosing it randomly.

Tilt
This is a rescue thing more than anything. Once you've built your 'uninspired' level, rotate it 15 degees on the ZX or ZY axis.

Difficult to get it on grid, but I guarantee you'll have something interesting afterwards.

Story
Choose a series of events and build seperate areas for each one. 'A bunch of marines crash in a ship into a netherworld castle. They fight their way out of the crash site and reach a deactivated slipgate. They then fight their way across the castle to a key but are mostly slaughtered trying to reach a missing gizmo to reactivate the gate. The lone survivor is killed by some big monster.'

Arm up each of those instances as a set-piece scene, then link them up and bang a start point in there for the player (who isn't the lone survivor). You could try showing them to the player in sequence, but it's a pain in the balls to get right. Just the act of you telling the story for yourself will give the level a much stronger sense of place. 
Well 
I never said I just draw the plan, I also draw the outside or the look/feel of the area too... having a plan allows me to play with ideas without having to lay down brushes (which for me is really the time sink part, plus I find if hate an idea then I'd rather hate it at the sketch phase than have to redo a bunch of brushes)..
Having the plan view *and* the profile view, plus my pre-made brush prefabs allows some much nicer workflow and consistency.

I'm really surprised that some of the great mappers here just work in the editor. Like RickyT, StarkMon was a pretty beastly map... I can't imagine trying to make such a complex map without something on paper.

I guess I draw much quicker than I map, but I have been drawing for about 20 years longer than I have been mapping. ;) 
 
i draw nothing. maybe this hurts my design process a little in that there is less context and cohesion, but i'm too impatient for that kind of thing. if i'm sitting down to make a map, it's because i already have an idea in my head and i want to start building it right away. 
 
I can't draw for shit, so when I do draw it tends to be 2d - isometric sketches of even rudimentary quality aren't really in my purview...
So i'm pretty Necros style, I guess... Except, you know, I don't actually finish my maps.

Even as a student I only end up pulling my act together because of extrinsic motivation (aka deadline).
Hence only speedmaps being produced, I suppose. 
 
On personal projects, I never preplan. I'm a big believer in the Cerny Method in game design, where you do lots of preproduction and iteration until you have something like a single level that is shipable that you are happy with, and then enter production from that point. For me as a level designer, that fits how I work as well, I make 1 fully detailed area and theme, generally something like a central hub, and then plan from there.

I also really like reusing spaces. I think it helps give a sense of place to enter leave and return to an area several times. It takes a little bit of thought how to connect things, but I think it's worth it in maximizing how much gameplay you get from a space. The trick can be to make sure it feels natural.

scampsp1 is a good example, the room I made first (with the spiral stairs and angled walkways and gold key door) I basically stuck a bunch of doors at what I felt were natural places, and then thought 'how would I get from that door to that door', and just mentally decided between a few different options until I had a clear plan.


At Raven, I had to draw layouts or use sketchup drawings and write documents of a plan for the level (based from a paragraph blurb for the level from the master Design Document) and then present it to design / art / project leads who would ok or modify the plan. Honestly hated these, often they would be a giant waste of time because sometimes you would get blindsided by random new plans for your level that were decided in other meetings... or the art lead would just randomly decide that some cool centerpiece would need to happen that you had no plan for... or some crazy storyline encounter would be decided on the fly... yattta yatta yattta... and then once you built the map, you'd go through much the same process and likely have to revise several times again anyway! 
 
Actually that's one of the larger stumbling blocks for me as experience has shown that the original plan for a level is almost never how it actually ships - so why bother? Get something going quickly because you're going to throw it away anyway. It's just how it works... Iteration will eventually result in a fun level. 
Iteration 
Is the best way - start by slapping down big coarse chunky areas, move them around, refine and iterate. Eventually you'll end up with something good.

Nothing worse than spending ages drawing something out on paper then realising it doesn't work when you've built it. 
This Convo Reminds Me Of My R.A.D. Module 
At college!

(Rapid Application Dev. for anyone who isn't familiar).

I guess I use the dated Waterfall methodology.

Should be using an Agile methodology.... 
I Feel 
like I'm a bit of an anomoly here... With Deck it's easy since the layout and plans are already in my head (and made in UT) so I have no need to lay anything down. But I have a blue map (it may be the next one, maybe) that I drew some above and sideviews to get a kind of feel (the idea came to me when I was going to bed, so I drew it so I wouldn't forget)...
Once it's released I'll scan the plans too for fun. :)
I deviated a little, plus the actual map itself is way more detailed. 
I Prefer 
a pragmatic approach. 
Me Fool 
I start,
then I'm lost,
I fall,
then I crawl,
I cry,
then I fly,
I wrench,
then I drench,
I choke,
then I'm broke,
I wind,
then I'm blind,
I carve,
then I starve,
I map,
then its's crap,
reconciles,
takes time of miles,
I flute,
then I salute. 
Haven't Tried That Method. 
 
Distractions 
I really have to stop reading func_ when trying to finish a map. I can get a basic layout done then I find something cool on func_ and get lost playing with it. Teaching old progs.dat thread is a good example. Quoth has so many tricks, now func_detail is here. Redo the map now to optimize vis? Go to The Tome of Preach find more tricks and must have models, spark a new idea for the layout. Map gets larger, more complex, larger add features and never actually finish. ohh wait look Fitz V can now do this or that, new idea! more complex larger map. I really need discipline! 
BTW 
Where has ZealousQuakeFan been? After TyrUtils release I thought we would see that massive map with func_detail optimization. 
Indeed 
That would probably help him a big deal. Though maybe he's given up on the whole thing already. 
What Would Be Good 
is if all engines had support for quake 2 style brushes (trans33, trans66, monster clip, current, flowing)...

And TB had native support for Quake2/3 etc. 
I Was Just Wondering About 
ZQF the other day. 
Hope He Returns 
 
Monster Clip, Current, Flowing 
Don't need engine support, just QC
Pox's qc extras have moving/flowing water already. 
Radiant Build Menu 
I can't seem to customize the build menu in radiant. It keeps resetting itself to default? 
 
I never ever managed it either, I just stuck to using .bat files or the most basic options in the menu 
 
I use bash scripts, but MadGypsy has some posts about the Radiant build menu @ quakeone.com. He seems to have it working. 
Question 
to high-res textures or not to high-res textures? that is the question 
 
not 
Not 
 
 
Absolutely NOT. 
Hi-Res Textures 
Should be an afterthought at best.

I made my last map using entirely vanilla Quake textures to ensure that if someone used hi-res textures all of the surfaces would be hi-res.

But it sure would have been nice to use the numerous custom textures available. Ultimately most of the people here anyway like the old-school look. The hi-res monster skins look weird for exmaple because the models themselves have such low poly counts. The game is generally more convincing at it's orginal resolution. 
 
High resolution textures can look absolutely gorgeous, especially coupled with no texture filtering (or the items look out of place).

If you were asking about fan-reimaginations of the Quake texture though, I join the choir (apart from Debaser of course). 
 
People outside this forum might like the option to have hi-res textures. I see no problem with them. Perhaps provide the hi-res textures as an optional addon pack. 
 
i've found the greatest enhancement that external textures provides isn't high res, it's freedom from the 256 colour palette. 
Texture Density 
I personally have nothing against high res texture (I have produced enough of them over the years) but and I mean a big BUT, you have to consider the bigger picture.

If you upgrade something with better textures then the rest of the game has to match as well. I like to call it the Domino Effect and it has to do with texture density not resolution. The key to good texture work is maintaining texture density across all assets.

As necros said, the best upgrade to Quake would be to free all assets from the 256 colour palette and finally have a rich colour environment. 
The Biggest 
Problem with hirez is that its usually done badly. Ugly normalmaps and very busy diffuse maps.

When they're nicely drawn they look great.

Unless they're stretched over the lo-rez meshes of monsters. 
Textures In Trenchboom 
I decided to try out Trenchboom today but I am having problems getting textures to show up. Is TB supposed to load the default textures? I have the editor pointed at my Steam install of Q1 and the models in the entity tab show up correct, but no textures show up in face tab. Under the map properties window its set up for Quake.fgd and looking under id1. I see you can add texture wads here but all of Q1's default stuff is loaded under .pak files.

Is this behavior normal (no textures under face tab) or should I have all of Q1's textures show up in my list? 
 
Textures should be loaded separately. Go grab some .wads from here
Also, 
This Is Why... 
I'm doing a video tutorial from absolutely zero aka can't map, don't know how to set up directories etc...

Hopefully the first part will be up soonish (I'm only doing the tutorial, it's being edited by a friend). 
 
i've found the greatest enhancement that external textures provides isn't high res, it's freedom from the 256 colour palette.

This. 
Fog Colour 
when setting a fog command in quoth - how does one set the *colour*? 
Drew 
try sth. like
fog 0.037 0.23 0.22 0.21
were the first number is the density and the last 3 values
rgb ranging from 0.....1. 
Got It 
thanks 
By The Way 
The fog setting isn't just for quoth, it's supported in most engines on all maps that have that parameters in the worldspawn. I don't think it's a standard parameter though (i.e. not supported in glquake and definitely not winquake), so I don't know why it's not _fog. 
So 
in that case you would just add 'fog x' into worldspawn? 
Drew 
Yup. 
Public Domain Music? 
Anyone know of a decent website or resource where I can download pd music that would be suitable to use in games? I'm looking for sort of a orchestral ambient type sound but really I'll take anything as long as I can use it without hassle :) 
Here: 
 
PD is hard to find, I would suggest creative commons instead. And for that check my recommendations in the music thread or be more specific. 
DaZ 
This -
http://incompetech.com/

I'm pretty sure Mike Woodham used it on his last map. Not bad stuff either (egoraptor and harry patridge have both used his music) 
Database Error :( 
I'll check it later! Thanks. 
Outdoor Lighting/fake G.I. Tut 
Wrote an artice/tutorial on outdoor lighting/fake G.I. with Tyrlight
click Hope it's helpful.

Daz: Jamendo ofcourse, tonn of CC licensed music. 
Warped View 
When the player is inside of a liquid (water/slime/lava) the view screen warps in and out (probably not the right term) is there a console command to enable this effect if not in a liquid content? I know about screen tint console command v_cshift. 
 
r_waterwarp in some engines. 
 
oh... sorry, this isn't what you need. You want to enable the warp in air, this variable can only disable it when in water. 
Sock 
I recall there's a power up in Quoth that does it... 
Nope 
 
Nope 
 
Completely Wrong 
It's a single one - v_idlescale. 
 
I recall there's a power up in Quoth that does it...
This is not quite correct. It appears this way in Darkplaces, because the engine automatically applies view warping when v_cshift is used, but this is not true in all engines. 
Huh 
Didn't know that. Is that for the Trinity? 
 
actually, on second thought, my last post might not be entirely correct.

I noticed it on a different powerup I was making, but that powerup uses the same cshift values as stock liquid 'haze' colour, so it might be that DP is trying to fake waterwarp on 'fake' water effects (ie: if a mod tries to fake water with cshift). 
 
Thanks for all the feedback, I went through the Ftiz source looking for clues. I found all the v_cshift stuff but could not work out where the warp effect was coming from. I assume it is a point content check somewhere and a special routine to do the warp effect.

@ijed, thanks for the console command, that is very cool, I will try that on lower settings so the screen is not completely static. It is a shame there is no console command for the warp, it would have been the icing on the cake for my setup. 
Look Forward 
To seeing whatever it is. 
Messages 
What's the best way of having a message pop up? Let's say like 2 or 3 times with a little delay between beeps? 
 
trigger_multiple 
Skill Levels 
I was wondering... A program to read the .map file. Assign the quake monsters a difficulty rating of 1-10. Have the program count each using the appear flags. You could get the relative difficultly at each skill level.

Another idea. Is there a way to keep score? Count up total damage done at the end of a map or even have running total. 
 
That would only give you a very general idea.

Consider an ogre on the same height as the player vs an ogre on a ledge above the player.

Consider fighting a shambler with LG vs fighting a shambler with a DBS. 
Has This Ever Happened To Any Of You? 
Resuming, Worldcraft 3.3 + qadapter by Baker doesn't save.

Actually, it's more like it reverts to a previously saved stage.

Example: just yesterday, i was mapping all the evening, saving over the old archive always and testing the changes frequently, and closing the program 2 times on that time frame without reseting. But after seeing that it's going to be dark soon, i save again and close the Worldcraft. I remember i forgot something to do, i load the program and the map again, only to see that the map is at the stage that it was in the middle of the evening. It just choose one random one. I don't think it's related, but if i try to load the .map on Quark to check if the truth is that the last save is still there, it gives me an error and doesn't let me check it. I'll try with Radiant next time. B the way, the .bsp is fine.

I do think it happened again some months ago, when i copied a different map to another computer. This time it reverted to a stage one week previous to the last one when i copied it back into my computer. But i'm not sure about this last one. I still have to check into that other computer.

If anyone knows of this, it would be a great help some advice, if this keeps on, i'll have to quit WC.

Thx in advance to anyone that answers. 
 
i save again

I call BS!

I have lost work before from not saving. You're not the only one. 
Maybe I Haven't Explained Myself Well 
I'll be more precise.

What im trying to say, it's that EVEN if I SAVE the map a LOT of times, it goes back to a previous save, not the penultimate, one or 2, 3, ... even before of that one. Not that it happens all the times.

I'll repeat the first example:
- 0) Run the WC
- 1) Work in my map.
- 2) I save the map.
- 3) Close the Worldcraft, completely.
- 4) Run the Worldcraft again, the map is there as i saved it in 2), no problem.
- 5) Work again on it
- 6) Save again the map
- 7) Close the Worldcraft again, completely.
- 8) Run the Worldcraft again. Load the map, and the map is like it was in 0), but we know that WC saved it in 2) because in 4) we saw that the map was saved.

Is it clear now? :) 
Count Up Total Damage Done At The End Of A Map 
Yeah, wonder why we still don't have a QC or engine mod with more elaborate stats a-la DM: damage done/ received, accuracy for each weapon, items picked up etc. Would fun for players and helpful for designers. 
Cocerello 
I have no idea! That's fucked up. Are you sure you installed Worldcraft 3.3 and not Witchcraft 3.3? Have you tried using Worldcraft 3.4 instead? I don't know, but if that's a bug, maybe they fixed it in 3.4....... 
Cocerello 
Open a dropbox account and save your levels there - that will give you an extra backup if things get lost or broken.

In fact, let me invite you so I can get more free space! 
Mind You 
Might not solve your problem.

Personally I find it's better to save everything to the cloud in any case, just in case. 
 
necros: I was thinking just for level design a quick way to see whats going on enemy wise at various skill levels.

RickyT23: "Witchcraft 3.3" :) it feels that way sometimes late at night when you should have just gone to bed.

slapmap: We should have stats. Might make SP more competitive. 
Wc 
The only advantage to Worldcraft that I see now is the extra texture information, and making very accurate (non terrain) large brush structures. Other than that I find the workflow is very slow in comparison to TB and it doesn't really support complex terrain (amongst many other things).
Personally I haven't used WC since trench came out. 
Thx For The Answers 
I'll probably try to mend this by using ''save as...'', for making different versions, and saving things to another places. I use to do that when working on 3d modelling so i could go back to a previous stage, not that this give an noticiable advantage when mapping, but can be useful.

Fifhtelephant: i should try at least TB, i did try Quark back in the nineties but i didn't like it, but after so many ears with WC is hard to change.

Ijed: that's a good idea, i'll think about it. And i'll do too about your offer :)

RickyT23: about the 3.4, i read that it doesn't provide anything useful for quake mapping. I looked too at the changelog and haven't seen anything about bugs. I read too that 3.4 is considered Hammer, and Valve doesn't give permission to make maps outside HL with Hammer.

Back in the nineties i thought too that it was Witchcraft 1.2, with so many errors and issues at the compiler that i didn't know about.

Now i know most of them thanks to so many useful documents on the net. There is still one that i don't know how it works, after checking everywhere and in the document that is provided with issues for Beng Jardrup tools too: it is the ''can't find /id1/maps/yyy.bsp, there is no such file or directory'' that shows at the compiler and stops it. I usually fix it by removing the last brushes i put in, but it's weird, it shouldn't be related to that. 
I Have The Hammer 3.4 Exe 
You can drop it into the Worldcraft 3.3 directory and it works well.

I can confirm one difference - the pointfile loads and is visible in the 3D view of the editor. This feature does not exist in WC 3.3
You can load a pointfile but it is only visible in the 2D views. 
Hammer 
I uploaded this Hammer 3.51 the last version of Hammer 3.x I found. I converted Quake models to HL format to have them show in editor (not very good conversion). The leak file support is good. Saves time because you don't have to do a complete compile to find leaks. Stop the batch file after the leak is reported and load the pointfile in WC.

http://www.quaketastic.com/upload/files/tools/windows/level_editors/HammerV351wtools.7z 
Glass Hacks 
A lot of people are going to great lengths to hack in support for glass in the their levels, usually this requires setting water alpha or some other such thing and also using skip textures. And coupled with this much larger than normal polygons you will almost guarantee that a new engine is required.
So this begs the question, why go to all this trouble when the most popular engines support alpha brushes? I literally just found a post on inside3d saying fitzquake supported this, so does directq and RMQ...
I must have spent a good half-day this week trying to implement glass in a hacky way when I could have simply applied a key to determine the alpha of a brush.
Is there something I am missing here for all this hacking trouble? Why not just use an alpha key? 
Compatibility 
Would be the biggest reason I suppose. The water "hack" works on all engines, whereas the .alpha key works on most, but not all.

The joys of custom Quake engines and all their different standards :D 
It Seems To Work 
in RMQ, quakespasm, directq, fitzquake and darkplaces (afaik, untested but apparently it works).
It doesn't work in Quake Pro and Makaqu (and qbism by that extension).

I understand that it's a compatibility thing but if you use a texture with alpha then if your engine doesn't support it then at least you get a nice texture instead of a completely flat coloured surface. I seem to be missing the point in catering to bad engines with a bad solution.... 
Setting Brush Mirror 
would be awesome if you could set up a brush with a mirror in the exact same way you can set up a window. Coupled with transparency and coloured lighting you could effectively mimic Unreal. :P
(all we'd need after that would be uv motion textures and in-map skyboxes) 
Far Concern 
I understand your concern for the wicked way to add glass in the Quake1 world.

I remember I was already glad to add a trigger_once with health 999 to propose the glass feeling of a space where there was nothing, but didn't let through.
Caught up in the old times of the QuakeLab on BBS in 1996.

I'm not a perfectionist and I'm sure there are lots of ways to use the alpha channel in a brush and tell the engine to add water_alpha 0.4
I think it's more like not suspecting an 18 year old engine with primary limitations can do things like that.
There's the console command, or the autoexec.bat for in use.

Also there is a slight feeling I get that in time of the quake area like medieval, glass was quiet a rare object.
It would be the same like wondering why the knights don't caugh frozen breath in icy environnements.

But I won't break you up in your search to engine upgrading, that was not my intention. 
Glass 
You make a good point about glass in Medieval periods however the Wizard, Stucco and perhaps the Base levels (although I'd rather do the Hipnotic \ Custents Force Field effects if given the choice on Base levels) all have window textures in the original levels so the idea of glass is already there so it may not be all that out of line with the environment.

Besides that it's supposed to be another world with some familiar aspects relative to Earth so a little bit of mix and match is to be expected.

Or maybe U;m over thinking it... 
U;m - I'm 
...whatever. Note the icon. 
Preach You Are A Genius! 
Post #3923 worked perfectly for a switchable trigger_teleport entity I wanted. I seriously hope you got the essence of that post on your site.

Also is it possible to safely kill a monster_jump entity with a killtarget on a trigger_once? Is there a way to stop the touch function of the monster_jump entity and then kill the entity next frame? I am looking for a map hack solution. 
Oh Man 
That's a bit of an out of date method, the following post has a much more concise way of achieving the same thing:
http://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/
And yes, you can safely kill a monster_jump to turn it off, it's just a pity there isn't a way to toggle one instead. 
Monsters Spawning Monsters 
Works like that in schism, thanks to the precache insight. They have separate precache functions that are called from their classname, and I'm still not sure I understand how it works.

Gb did the work, based on Preach's stuff. Now much later I'm using it for splitting tar babies and enforcers spawning their own defense drones... 
That Was Interesting! 
Did not know that. So I can trigger a trigger mid map using vanilla progs! 
Ex-rmq Monster Spawning 
I think the RMQ monster spawning was based on Scourge of Armagon, Drake and some of Necros' stuff in Chapters.

Not sure how much Chapters / Quoth has taken from Scourge of Armagon, but I reckon SoA was the first mod to do the monster spawning stuff.

I believe there is some SoA and also some custents in Quoth, or at least in Chapters.

By the way, some of that code is horrible, especially where it clones an entity. There are engine extensions MUCH more effective for that purpose... and faster. But it depends on the target engine. 
 
... just like entity alpha. :-p 
 
The original spawning code borrowed very heavily from hipnotic.

I used custents for that first map I made. It's a great mod with a lot of interesting things in it, but you are better of picking and choosing things from it rather than using the whole package because there is so many things you probably won't need.
it's also a great mod to see some things that are not in stock progs.dat and can give you some ideas for other things like the mechs and security cameras, or the new gun. 
Q3map2 Sunlight Entity Problem 
I'm stumped on this.
So I've made a light entity and pointed it to a info_null with targetname "pointsun".
It's got the _color and _sun tags set. No spawnflags.

At first it flat out refused to work, and now suddenly it turned into a big pulsating light out of nowhere? What the hell am I doing wrong? 
 
Okay, apparently I had something else pointing to it. It's a sunlight now, but it's still flickering. I thought vanilla Q3BSP didn't support lightstyles? 
 
Hmmm, seems like a compiler fluke in the generated shaders. No idea how this got in here.

// Q3Map2 custom lightstyle stage(s)
{
map $lightmap
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen wave noise 0.5 1 0 5.37 // style 32
tcGen lightmap
tcMod transform 1 0 0 1 0.00000 0.50000
}


Bah, that took too long to fix :( 
 
Use a sky shader for sunlight. :) 
Alpha Mask Textures 
I know RMQ engine supports masked textures (to make fences and such), but which other engines support it? 
 
DirectQ. 
 
And FTE, I just checked. 
Yeah.. 
I had a look anyway after I posted. It seems this is a standard feature of RMQ and anything that forked from fitz after a certain point. 
Gb 
Yeah, using sunext and skylight now with all the bells and whistles :) 
Deathmatch Map 
While waiting on the Quoth update. I'm thinking of doing a DM map. I want bot support because I don't DM. What would be the best bot to use? I want to use waypoints. 
Frikbot 
Has a nice waypoint system.

You build it in-game by placing points then dump it to an external .way file that you bundle with the level. 
Ijed 
Sounds good. I think I played with that on a few years ago. 
GTKRdiant 1.4/1.5 Elevator 
Hi iam just wondering if there is anyone can tell me on how to make an elevator lift that i make? I know it is a noobish question but you can contact me on x-fire blueultima thank you for anyone able to get back to me. 
Func_plat 
Build the elevator in its extended position (up) and make it a func_plat. If it has a cylinder to the bottom, you're set. If it's a floating elevator, set its height key to determine the moving distance to the ground.
With the plat_low_trigger spawnflag, it can be made to only start moving when stepping onto it from below, otherwise it will also start moving if you jump down the shaft. 
The Power QuArK 
http://felikkz7.free.fr/tuto_pipes.html

This is really interesting 
 
Any tutorial that starts with 'set the grid to 1 unit' should be cause for alarm. Nothing about those pipes are done correctly. 
Haha 
awesome scamps...

I have to say I really should get some pipe prefabs made up (especially if I do any more base maps). It'd be nice to have a 2d brush shaper/rotator tool like in UED. 
 
I didn't see anything wrong with the tutorial's end result though. Quark users should check out:

http://quakeone.com/forums/quake-talk/other-games/5783-hexen-ii-community-work-discussion-90.html#post127434

follow the links, could be useful. Grid at 1 unit shouldn't be a problem. I'm making brushes at 0.2 units max thickness, all on grid for .bsp models. 
 
i didn't know arghrad had phone shading:
Arghrad's Phong shading feature allows smoothing on rounded shapes. Two conditions are required to obtain this effect:
- each face must have a light value >0
- the texture must be wrapped without break


I think better criteria would be to have some critical angle on which phone shading would be applied (let's say 45 degrees). I wonder if that could be added to other light utilities? 
Necros: 
that's how q3 light tools do it.

Arghrad works but is very manual, you can effectively make any edge "soft" or "hard" by carefully setting adjacent faces to have the same or different light values. 
 
Apparently Quark doesn't fuck up on rounding float-point like most other editors do.


Necros: Q1rad does that (essentially a HL light compiler made to work with Q1 BSPs) 
@JPL 
 
Slapmap: 
i was hoping to get that functionality in a modern light util though... i'd really like to keep all of aguirre's enhancements as I couldn't do lighting without them. 
Slapmap 
Quark has the same problems with floating point coordinates as other editors, unless it knows magic ;-). What does Quark do better than other editors? 
 
 
Texturing... 
is also very well implemented. 
Uhm 
You're talking about two different things. I'm not sure about BSP, but neither WC nor Radiant support floating point coordinates at all. That's why brushes get distorted when you rotate them.

Quark allows floats for the plane points that define a plane, but that comes with its own set of problems. It can cause microleaks. It's not a problem for pipes, but as soon as you have brushes with floating point coordinates which are supposed to seal the map, you can run into all sorts of problems. But maybe Quark fixes these problems somehow?

The texture alignment thing is actually because Quark implements the Valve 220 map format, which later versions of WC also support. 
Marksurfaces Are Evil 
and that's all I'm going to say about that.

When I started this map I made a promise to myself that I wouldn't exceed any of the normal Quake engine limits. I figured if I had no limits, I'd probably never finish the map (been working on it since 2007, so maybe that logic was flawed).

I've been re-texturing the map and in the process I made a few (very few) changes to the brush work. I'm absolutely certain that the changes reduced the number of actual brushes and visible faces, but the marksurfaces increased from 31763 to 31892. That's over 100! I only changed like 6 brushes. Very annoying.

Some adjustments to the geometry are unavoidable in order to work with the new textures, and I'm probably less than halfway done at this point. I sure hope I don't hit the limit before I finish the re-texturing. 
Skirting The Limits 
I think the issue is that the number of marksurfaces can be affected by the order in which brushes are compiled into the map. It's an unstable algorithm. Deleting a brush might move another one higher up the compile limit, where it doesn't fit as efficiently.

Has anyone ever tried permuting the order of the brushes in the compiler, either according to some design (like sorting on the x axis or largest to smallest volume) or even randomly? Given how much faster bsp is than vis, I'm sure that running the former a few dozen times with different orderings would not be a big burden. If you have a target like marksurfaces in mind, you can then take the ordering which maximises it.

I suppose what with the map format being basically text, you could even do it with some kind of script. Generate a bunch of permuted map files, compile them all in turn, and keep the one with the best output... 
Mocksurfaces 
Yes, the order seems to matter. Already ranted about this for my MCE map. There were times where I had to move newly inserted brushes further up the list to bring the count under the limit. But it's also about the brushes' 'relationship' between one another, so to speak.
For, at other times, moving the monster teleporter room up and down in 8-unit steps would influence the marksurfaces.

Even supposedly neat or clean brushwork sometimes turns out to be counterproductive in this sense. It's really strange and really annoying.

The QBSP in rebb's BJP mod features an experimental switch that changes the algorithm somewhat which can reduce the marksurface count considerably. In my case, it was around 1000 lower - I didn't notice any issues this may have introduced. 
Negke 
that -forcegoodtree switch you mean?
seems to work. 
Interesting 
 
..help Urgent Needed 
 
Liquid That Moves 
One quick question. How do i make a liquid brush that moves, like the one at the start map of Scourge of Armagon?

Everything i tried until now makes the brush solid. 
I Have No ID, But I Like Caramac Candybars.., 
1)if you only change the tex set and keep original animations or even base models, I don't think so.
If you make your own mmonsterarium, own animations and textures, why not

2)For code I think it smart to write your own, rather than keeping originals.
New monsters are reliable when standing on own ground.

ps:
don't forget your own weapons and callibration. 
Cocerello 
First level of Scourge Of Armagon - The Pumping Station -

Tell me where are the liquid brushes that move? 
Func_bobbingwater 
it's one of Hipnotic's feathers in the qc.
you can use it by using the progs.dat from the Scourge of Armagon,
or be clever and extract it from the hipnotic.qc and use it in your own mod.

Source Scourge Of Armagon => hipnotic.qc
http://quakeone.com/navigator/
download the Hipnotic DevKit. 
So 
all you need is the HIPWATER.QC and add it to your own qc file.

If you open the start.bsp you can see it added as:
model func_bobbingwater 
Thx 
But for now i'll have to pass on using it. I'm an almost complete newbie, the hipnotic.fgd that i got from Quaketastic isn't loaded by WC, and this is for SMP_170, and i'm short with time already.

For the next time i promise that i'll check better the list of entities in the Forge, that entity is there and explained.

Madfox, check 12914 again, i said start map, not hip1m1 map. :) 
 
/*QUAKED func_bobbingwater (0 .5 .8) ?
Used to emulate water. To use, create a thin water brush and center it
on the water line of the body of water to bob. The amount of the bob
is the depth of the brush.


The hipnotic func_bobbingwater QC code is NOT moving water. You can create moving liquids but you will need a special QC/entity and extra functions in the client.qc file. 
Staggered Teleport Times 
if I wanted to stagger when monsters teleported in would I be best using trigger relay or something? I tried putting a delay key on trigger_teleport but it didn't seem to work :-/ 
 
I have a really complicated way of teleporting monsters into a fight in the map I'm working on. They're on a door that moves sideways slowly when triggered and they're separated by small walls that keep them from moving. As the door slides out from under them, they fall into the teleporter brush. Sounds complicated but I can teleport in pretty much any number of monsters with an adjustable delay using just 4 entities. Can be tricky to make sure they don't telefrag each other though because they all go to the same teleport destination. It could be set up to use multiple teleports though. 
Bloop? 
@Cocerello - I compiled the hipwater.qc file with the bobbing thing, and original Q1 v106Qqc a new progs.dat.
I made a map with
classname func_bobbingwater
and copied a polyhedron tex +water02 in it.
It works fine and you can find the progs.dat down under.

@Sock - I'm not sure what you mean?
I compiled the hipwater.qc with old v106qc and proqcc, and played with a classname func_bobbingwater, and all goes fine.

you can find the hipwater progs.dat here 
Moving Water 
I used the Pox Extras moving water in FMB-BDG2 that I released recently, and it was quite effective for giving the effect of flooding an area. There were some issues regarding viewing the surface from within the moving brush i.e. when you're swimming under the water, but this was eventually fixed within the map quite easily.

Search for 'moving water' in the Mapping Help thread for some details. 
 
@MadFox, func_bobbingwater is not a liquid, it is just a moving brush model with a liquid texture. If the player touches this entity they will fall through it.

@Mike, This is why I wanted to see your qc source, I was curious to know what stuff you used. I had a look at the Pox stuff and the func_water is very interesting. I like the idea of switching gravity to emulate being inside of a liquid, I have a different solution luckily! :) 
Pox 
Is great, we included it in RMQ as well.

func_watertrain and func_water not only work, but also have other controls like giving the player drag or force (flowing river) and a custom c-shift for mud / blood / whatever. 
Indeed 
Sure, the pox mod has these advantages also.

But it doesn't have the easy-way of extracting one qc file and add it to your own. At least there are three other files involved, so the tweaking gets harder.

I used the func_movewater in several maps but it only works for small sized brushes.
Also sad the watertexture doesn't animate.
I made a special texture for it.

Adding the pox mod to my own map included a large quantum of other funcs I didn't need.

And afterall.., I got curious after Cocerello's question and then I started investigating.

Didn't knew the water effect of the hipwater.qc was only a fake for eyecandy. 
Staggered Teleport Times 
In the original Quake they used a bunch of trigger relays with delays (in e1m7 for the gibs fountain effect in the episode closing scene). To see it being used you can download the released map sources from Romero and see how they timed it. It's mostly set up in the room that the player cannot get to. 
Moving Water 
The Pox moving water is not animated the same as standard Quake but it does move.

I used a brush that was 2496 x 960 x 272 without any problem.

I didn't use the 'mangle' (current) as the player has to turn several corners whilst under water.

The easiest way to use the Extras is to incorporate them all if you don't want to fiddle around. I think my progs.dat ended up at 750 - 800K, and I had most of the Extras in there even though I ended up not using much of it in the game.

I thought it worked quite well (although that's only my opinion). I don't recall anyone making any comment about it, so it must have been acceptable to everyone - can you imagine someone here NOT saying something if it was tosh? 
[Darkplaces]Help With Sizing Textures In NetRadiant/q3map2 
Hey guys, sorry if this thread already brought this up before, but I'm making a new game and I want to make some new map textures. I can get as far as getting all the textures into netradiant but for some reason they won't size properly.

They do connect and cover the whole brush in a pattern but they are way to big. I tried experimenting a bit by including some PK3s from Xonotic and they sized correctly with no modification, but when taken out of the PK3 they did the same as my textures.

I also tried the surface inspector but that only downsized them to a certain degree. Any help? 
Anyone Got A Fix For The Timing Issue With Path_corner's?? 
Apparently there is a 0.1 sec delay at path_corner's due to this pesky bugger in SUB_CalcMove:

if ( (tdest == self.origin) ) {

self.velocity = VEC_ORIGIN;
self.nextthink = (self.ltime + 0.100);
return ;

}

and it's adding some stutters to my...um...special setup. :) 
Early Over 
The only way I can see to do is use some kind of hack to run SUB_CalcMoveDone on the func_train as soon as the new destination is reached. The difficulty is seeing where you might stuff the hack! There's no way (I know of) to set a custom "use" field on an entity which is SOLID_BSP, as all the functions which make an entity SOLID_BSP change the use function at the same time. Have I forgotten a way where you set SOLID_BSP as an entity key and then find a function which runs setmodel without changing the solid status? Negke?

th_pain and th_die are easily applicable to a standard func_train, but you'd need some way to prevent anything else inflicting the damage. Similarly touch is going to be useless if you need the player to stand on it. think and think1 are used by the func_train anyway, so they're out.

Best bet I can think of is trying to make one func_train style entity which surrounds and follows another, damageable func_train. Then you. The inner core is damagable but the outer core protects it from general attacks. The only thing which ever gets a chance to attack it is a hacked info_notnull which goes off inside it when you need to skip the delay. The details there are a bit vague though, like how to make one func_train follow the other. 
Jjsullivan5196 
press 'P' - brush - default texture scale
.shader scripts can change default scale of individual textures 
I Think I'll Just Resort To Qc, Create My Own Version Of SUB_CalcMove 
and a custom func_train_qma or something...only problem is that I want support for a handful of quoth monsters too. I guess I can decompile the quoth progs and create my own mod and scavenge the models and sounds. Anyone done that before? Not exactly ideal though. 
It's Just That... 
I have to have an exact number of path_corner's for set1 in order for it to mesh properly with set2. Having an exact travel distance is no issue, but I really really don't want to have to recalculate the whole setup again to get rid of the hiccups on what would be a smooth operation. 
Entity Precision 
How many decimal places does qbsp retain in entity fields. For instance I'm using a wait value of 5.639025 (Don't ask) and I'm wondering if it's getting rounded because I'm getting some wierd behavior. Also, do all objects start on the same frame? Like monsters on walkpaths, func_trains with no targetname, etc.? 
 
Forget it! Don't even try to pair func_trains up when their travel paths aren't exactly the same length and same # of corners. Must be some sort of engine rounding bias because at first it will work perfectly fine, everything all lined up. But after several loops it gets out of sync one side or the other. I managed to zero in on a figure that works for about 10 loops: 5.6390295 but I can get almost 15 loops out of 5.65. ???

Back to func_door chaining...boo 
Qmaster 
qbsp saves all entity fields as strings; and i'm pretty sure it just copies whatever is in the map file without changing it. (though there is a limit of 1024 chars per string, but you're definitely not hitting that limit.)

In-game the wait time is stored as a 32-bit float, which should almost store your exact value. According to this page, your value of 5.639025 will be rounded to 5.6390252 or floored to 5.6390247, both of which are very close. 
Floating Point 
Quake uses standard 32 bit precision floating point values for all entity fields. That's 23 significant figures in binary - good enough for about 7 places in decimal. So yeah, not nearly enough for what you're trying to do. Also remember that your set-up will break if one of your trains gets blocked by a player for a few frames, and the other doesn't. Custents has a synchronised func_train entity which is designed for keeping multiple trains in lock-step - the example they build is an escalator.

Interesting side note: the engine does track some quantities in double precision. One of the most important is the server time. Since it's constantly having small increments added to it, there's a need for higher precision. QC of course can't access the value at the higher precision, but it still benefits from the better tracking. 
Thanks 
But what's Custents?

Player Blocking: Not an issue for most of my...super special stuff. I do have some timed crushers though, should these be func_doors? I haven't had time to mess with the crushers yet. 
Custents 
A classic mod with a mixed bag of custom entities:
http://wartrench.telefragged.com/custents.html
Warning: 1998 web design.

The downloads page points to a dead ftp, a live mirror can be found at
http://www.quake-1.com/quakec-gallery/custents.zip 
Yeah 
It sounds like you're jumping through a lot of hack-hoops when a bit of qc will solve most of it.

There's also extras r4 (mentioned on another thread recently) which also has custom entity extensions. 
Hoops 
There's nothing wrong with jumping through hoops if you so enjoy. On the other hand, I'd say that something which is evidently hard to get right even in QC is probably not amenable to entity hacks. As opposed to yesterday's currency challenge, which is easy to do in QC and so seems ripe for a hacking challenge. 
True 
And I do appreciate the challenge of figuring out a puzzle. But with time I've got more impatient, often preferring the direct solutions over the more complex options.

Horse for courses I suppose :) 
Hoops, More Like Jumping Through Q's 
I just want to get it working smoothly any possible. :D It's a pain enough having to calculate distance-between-corners/train-speed to get time-travelled in order to know how much wait to give path_corner's for these trains to meet up properly. 
What 
Are you trying to do?

From what I can gather from the posts it sounds something like these:

http://images4.wikia.nocookie.net/__cb20090406224015/half-life/en/images/8/84/Boids_Xen.jpg

Though they didn't do anything apart from go in a straight line :P 
 
seriously, you should check out custents, it has everything you are talking about.

you can specify a train to move so that it gets at it's destination in a specific time instead of telling it to move at a speed, and there is a setting to remove the delay when it hits a corner. 
Got It! 
Thanks! Looks like it might work!

ijed: shhhh! It's a surpise! No nothing as simple as alien birds. 
Fair Enough 
 
RE: Slapmap 
Thanks, I've been looking for that option. 
Brush With No Texture 
Hey guys,

I'm designing a map called "maw of madness" and as the title of the map suggests I want to give the player the feeling of being swallowed by madness.

As such I want to use the waterwarp effect in certain sections of wall. However, I don't want the wall to be traversable / swimmable. Is there a way to make completely (not semi) transparent walls? a brush with no texture or an opposite of func_illusionary?

Thanks in advance,

Ben 
 
You have two methods to choose from.

1 - Clip brushes

Make a brush and give it the clip texture. The player will not be able to pass through this brush, and they will not be able to see it.

One bad way of making a ladder is to make a detailed ladder as a func_illusionary. Inside the ladder make a set of steps that are 1 unit wide, and put it inside the ladder. When the player walks into the ladder they are instantly transported up the invisible staircase (just like a normal staircase, but all of the steps are within boundaries of the ladder's space, so the player moves upwards).

2 - Skip Texture

Make a brush and create a texture with the name 'skip'. Apply the texture to the brush. The brush will still be there, but it wont be drawn. You can use this tool on individual faces too. And you can apply it to brush entities, like doors for example. This can be used to do all sorts of things in Quake.

When you compile the map, you have to run the newskip tool to remove the faces. Created by Metlslime: http://www.celephais.net/files/newskip.zip 
Skip-textured Func_wall 
Then run newskip or compile the map with these tools to have the skip texture removed automatically. 
Note About Clip Brushes: 
You can shoot through them. They are great for putting diagonal brushes against pillars, for example, at the side of a corridor, sticking out of a wall.
Ever start shooting a monster in a corridor and you are moving backwards and sideways and you get stuck on a light or something? And you die because you got stuck and pwned? A well placed diagonal brush can prevent this from happening as easily, because you just glide over the thing that is sticking out of the wall.

I should do this more often :D 
 
or jsut make the water out of func walls with water texture on them -- it will be solid and block bullets but render as water. 
 
Thanks guys, learning all the time :)

In a few days I'll throw a deathmatch map I've been making up for critique. The basic geometry is done, entities are done and lighting is getting close.
I'll upload with the mechanics all finished for critiquing before finishing the texturing and decorative brushes. 
Put Some Monsters In! 
 
What Ijed Said 
 
What RickyT23 Said 
 
What Drew Said ;) 
 
What Others Said :P 
 
Warning: 
Warning: 256 Models Exceeds the Standard Limit of 256.

Okay, so what is it really? 255? Or do I actually have more that 256 and it's just not telling me? 
256 
It will still load in unmodified ports despite the warning. You just can't add any more if you want to keep it vanilla.

If this or any of the other limits become a serious problem in your map, feel free to give me a shout. It seems I'm getting pretty good at optimizing these things... :P 
If You Have A Lot Of 
func_illusionary details, try grouping some of the ones that are close together into one model. 
Sorry 
I well understand the limits and have gotten pretty good at optimizing stuff. What I was pointing out is this:

256 exceeds 256

Which it actually does not.

I'm guessing it has to do with counting that starts at zero instead of one. I probably have 257 models.

I've been adding one unnecessary func_wall off and on over the last several builds just to see how close I was to the limit.

I'll take one out now and the warning should go away.

Nevertheless, 256 is not more than 256

The good news is, I still have 5 or 6 models left to play with :) 
 
It's probably a counting issue and a bug of that message. The index would 0-255, the range of that is 256 items. So the model with index 256 would be one over the 0-255 range as it is actually the 257th model. 
 
negke: are you sure > 256 models loads in engines that don't support it? i remember having to remove bmodels from some maps like nesp09 because there were over 256 and it was crashing the engine. 
 
What I meant is that a map with exactly 256 unique models will still load despite the warning in Fitz and BJP. Anything above that number will cause a crash. 
However 
It might load, but I suspect that you'd have problems with model 256. The limit is because vanilla quake sends the model value as a single byte over the network. If you try and send 256, the server's going to send 0 instead - and 0 is interpreted by the client as "no model". As long as you're happy with the last model only being visible in engines with higher model limits, you can have 256. 
 
the message is slightly buggy i think. The true limit is that a model with index >255 will break the network code on protocol 15 (you'll have some invisible entities.) So 256 models is okay, 257 is bad.

The bug in fitzquake is I used >=256 instead of >256 as my check for displaying that message. 
HOM 
As we were talking about it in the thread of mfxsp6 and in others, i became more curious about it, and want to know more before i get this one in my maps. So i ask:

What is HOM exactly? What causes it? How do you fix it? 
Hom 
it's the polygons that are not being rendered.

this happens if you have erroneous brushwork: too little trianlges, too many intersecting edges on one face, textures of various nature touching each other (water+sky or something). or just huge room with too complex geometry, bsp-vis compilers just can't cope and make erroneous polygons.

so just build clean and simple and with r_speeds in mind and you'll never get this hom thingy. 
Also 
It stands for Hall Of Mirrors. 
 
I don't know about other engines, but in Fitzquake if you set gl_clear 0 and noclip outside the map, there will be HOM everywhere that's empty space and you'll see why it's called "hall of mirrors". 
Yeah 
I had an idea about doing it on purpose using skipped textures. For that crazy 'down the rabbithole effect'.

Anyone:

Has that been done yet? I think it could work really well, maybe having chunks of other realms in weird positions as the player moves through some sort of rift. I nearly had a go on my last release. 
Hmm 
for me HOM as an effect is ruined by it's associations with errors, problems, bad mapping, whatever 
 
might be interesting as a breaking the fourth wall type of map 
Marksurfaces Are Evil Part 2 
Okay, I've been having to go very slow with making changes. Basically I'll make a few changes, only in one particular area, then copy the map over to my fast computer and BSP it. If the difference in marksurfaces is reasonable, I keep going, otherwise I start hitting the undo button.

Today I cloned a light fixture, not very big and kind of detailed, made from about 12 or 13 relatively small brushes. Connects to the wall at a 16x16 section of brush.

Copied the map and ran TxQBSP. When I saw the marksurfaces number I almost fell out of my chair. The increase was from 32,258 to over 33,000 !?!

Started thinking, well that light fixture didn't really look too good in the map, and there's two others exactly the same, I'll delete them all and maybe get a reduction of a thousand or more marksurfaces. Wrong.

New marksurfaces was only about 100 less, which is probably pretty close to how many surfaces there actually were on the two fixtures.

I'll take what I can get, back to mapping. 
More Marksurfaces Stuff 
I worked at trying to reduce marksurfaces all day yesterday. It seemed like every time I simplified brushwork, the marksurfaces went up. I remembered negke's comment about rebb's modified txqbsp, so I downloaded that and gave it a shot. Magic.

Using the -forcegoodtree switch I got an immediate reduction from 32,266 to 31,763 with no other changes. That's some breathing room. Which is good because I had more stuff to add that was absolutely necessary.

I added another small room with an elevator and an arched doorway. I recompiled the map and... more magic. Marksurfaces went down again, by over 250!

I'm now at 31,507 and I think my marksurfaces problems may be over because there's not much more stuff that needs to be added.

I did a full compile and played it through to the end, looking for any bsp errors the whole time and didn't see any problems at all. 
YES 
So pumped to play this! 
Rebb Did Some Good Job There. 
 
BSP Tree Hug 
It's still very much an experimental switch, but it does help with marksurface counts - the only side-effect seems to be a somewhat less efficient PVS in some cases.
A few well placed hint brushes should help if needed though.

It would be nice if someone with a much better insight than me into the dos and don'ts of BSP creation could take a peek at the code ( it's a super tiny change in qbsp.c ) and confirm/deny if this is actually a horrible idea ;) 
..sorry Maybe An Outdated Question 
Do guys know if and what version of the programs QME and WORLDCRAFT may be used in commercial works ?

tHaNk in advance 
A Bit Of Bsp Theory 
I've done a few practical experiments today to test how BSP responds to the order of the brushes in a map, so I'll write up and post all about that later - and hopefully explain why adding a brush can reduce the marksurfaces. For now, a bit of reassurance for rebb.

Once the compiler has created a list of surfaces from all the brushes in the map, it has to decide which one to compile next. It has two methods of choosing the next surface to split along, which we will call "fast" and "slow".

The slow way is easiest to explain. It tests every surface in the list, and checks exactly how many splits will be made. It then chooses the surface which will create the fewest splits.

The fast way is more complex conceptually, but quicker to compute. The engine looks through the list of remaining surfaces to find the ones which are axis-aligned. Of these, it chooses the one which best splits the area of the map into two evenly sized halves. If there are no axis-aligned surfaces, it just takes the first remaining surface.

The old rule for the bsp tool was to use the slow way for the visible surfaces, on the grounds that reducing visible surfaces matters. For the clipping hulls the fast way was chosen, either to save compile time or to make a more balanced bsp tree, not sure. However, once you're running up against the marksurface limit, then minimising the number of splits in clipping hulls suddenly has value. This is where rebb's modification pays off, as it applies the slow way everywhere.

Fun little idea which has seems to hold up from all that above(bear in mind I'm not that knowledgable on bsp stuff): If you've got big chunks of map with trisoup walls, maybe a cave...if you build some nice axis-aligned brushes to contain the cave walls, even ones which will eventually be clipped away, that ought to improve the compilation in the "fast" phases of compilation. Those brushes should be compiled early, and act like proto-hint brushes.

So coming soon - why all that minimising splits stuff is not what it sounds like. And how adding brushes can reduce splits! 
How To I Make Enemies Spawn? 
What if I want to put an enemy into my map (I am making a Quake 1 map) that doesn't appear (or "spawn") until the player walks over or activates some kind of trigger? 
For Vanilla Quake (i.e. Not Quoth) 
Make a box room in your map, put monsters inside it. Over each monster make a brush entity 'trigger_teleport' and set a 'target' key on that entity with a value of 'Jeffrey' (or whatever). Give it a 'targetname' of something like 'triggerJeffrey'.

In your map make a point entity 'info_teleport_destination' where you want the monster to 'spawn', and call it 'Jeffrey'.

Make a brush entity where you want the player to trigger the spawning. Make it a 'trigger_once' entity. Give it a 'target' key with a value of 'triggerJeffrey'.

Now when the player touches the trigger_once entity, the teleporter in the hidden box room with teleport the monster to the info_teleport_destination. :)

If you are using the Quoth mod, just put the monster where you want it to spawn, give the monster a 'targetname' of 'Jeffrey', and check the 'delayspawn' flag for that entity. Now you can target the monster with a trigger_once brush entity and it will spawn when triggered.

:D :D :D 
Thanks, But... 
Thanks for the help I will try that out!

However, there is one thing I was wondering in regards to the editor I am using (NetRadiant). When I go to "file" there are 2 options I am interested in know what mean. They are "save selected" and "save region". What do those do? Can I save only selected parts of the map or something? 
More BSP Stuff 
So here's part II of the weird and wonderful world of BSP Algorithm weirdness.
http://tomeofpreach.wordpress.com/2013/05/31/greedy-algorithms-and-bsp/

If you already know about Greedy Algorithms you can skim through this as it won't teach you much that's new. I hope that it will answer that burning question of how deleting brushes can increase marksurfaces - and please let me know if you are curious but part of the article was incomprehensible! 
Practical Experiment 
A little func_ bonus content from that blog post. I tried some very simple experiments into how the order of brushes in the map file affects the BSP output. It's easy to replicate, just create a single 6 brush box, with a 7th cube floating inside(texture this one differently so you can recognise it). Export the map, and use a text editor to cut & paste the floating brush entry up and down the brush order - you can create 7 different map files in this way.

I then tried compiling all 7 maps with Rebb's compiler, first without the new switch. In this case, there actually was a small change in the number of markfaces: when the floating box was moved high enough in the map file, the number of marksurfaces fell from 193 to 191. Yup, that's a 1% saving!.

When I repeated the compilation with -forcegoodtree turned on, the marksurfaces held at 177 for all 7 map files, but that's a 9% saving over the earlier worst map. Seeing no variation does not seem surprising after the last post, where we saw that the "slow" method considers all brushes at once. But there were variations in other quantities like edges and clipnodes. How?

Well, I can think of two possible explanations. One is that these other quantities depend on some other part of the compiler we haven't considered, and bit that is sensitive to order of brushes. I think the more likely explanation is that even when always applying the "slow" method there are still occasional "ties" where two splits look as good as each other, and the compiler picks one solely on order in the map file.

This is consistent with the observation that all the faces in our test are axis-aligned, so we don't ever test the code in the "fast" method which compiles brushes strictly in order. It appears that the variations in the former compilations were only due to ties being broken by brush order. The fast way appears to generate more ties than the slow way (which is believable from the code), and these ties might result in greater variation (an interesting result). 
Hakkarin 
Yes, that is what those two menu items do.

Save selected saves the selected brushes to a map file and save region saves the current region. 
Please Define 
'region' 
Region 
Region selection is in the "View" menu. It's basically a way to hide large chunks of the map at once. You can select only a specific area to be visible while editing, this can de-clutter your view of the map a lot.

I've only used the "set xy" option, so I don't really know how the others work. The "set xy" will hide everything that's not in the current xy 2D view

I've never tried saving a region, can't think of any good reason why I'd want to. I guess it just saves the currently viewable stuff in a new map. 
Preach : Interesting ! 
Thanks for those articles, looking forward to the follow-ups :)

If it turns out that the experimental switches like "-forcegoodtree" are indeed not having yet unknown side-effects, like causing one's offspring to be born with a tail, maybe it could be implemented in other tools as well - the code change needed is very minimal. 
Ah - That's Like Hammers Visgroups 
 
QuArK... 
.. has also this feature: it is possible to hide some part of the design in the editor (3 options are actually possible: visible, hide, or greyed).
Also, vis-grouping allows to be indeed more flexible. It is possible to build only a selected part of the design to check that it looks correct.
Well, I guess more or less all editors have this kind of features :) 
 
I've always liked quarks tree view that makes map components look like a file system. 
And Again... 
i still like quarks texture applying. 
Moving Platforms 
I tried messing around to figure out how to do it but can't figure this one out. How do I get brushes to move around like you see in many of the areas in the game? (Quake). I am talking about things like platforms that move back and forth and also things like those those cubes at the end of E1M2 that move around. How do I create those? 
Hakkarin 
thats a lot of questions..
head over to:

quakewiki.org/wiki/mapping

in entities you'll find what you looking for

googling the unofficial quake specs should be helpful too. 
Hakkarin 
func_train and Path_corner to be more unprecise 
Moving Platforms 
For platforms that only move in one direction like back and forth, or up and down, you can just use a door. For more complex motion you'll need to use a func_train with multiple path_corner entities. 
That's One Question To Be Precise 
Moving platforms are func_train entities. They move along an interlinked set of path_corner entities. The plaform starts at the path_corner it targets (if it has a targetname itself, it will only start moving after being triggered); each path_corner targets the next one, and the last one the first. If the platform is supposed to stop at the last path_corner, set "wait" "-1" there. 
Da Fuk 
Slow typer... 
Random Marksurfaces 
OK, my next foray into the realm of messing with BSP compilers, and the first real success (sort of).

http://tomeofpreach.wordpress.com/2013/06/07/random-algorithms-and-bsp/

Now with graphs! Yes graphs! 
 
Very interesting research into the BSP process, Preach.
It's weird how the results we so different from a box map and a full size one.

Have you tried this test with maybe some small maps like DM maps? 
Other Tests 
Afraid I didn't try any map in-between. I'd go and give it a shot now, although I expect that the result would be more like the latter than the former. Unfortunately I can't do that easily right now, because I've been revising the code for a future post, and don't have the original compiled at the moment... 
 
I was mainly interested in pinpointing where it started to become 'bad' and to try to pinpoint what it is about full maps that don't show up in box maps. 
Cutoff Point 
I may have some insight into that from the new tests. It seems like there's a very fine balance to strike with random input - it seems to work best for trying out different ways of resolving "ties". I guess that in the simplest of test maps there really isn't any difference between just tie-breaking and randomising everything - but I think as soon as you add any real detail then the difference matters. 
Just To Say 
I'm following this as well, thanks for the work.

Nothing solid to add though. 
Ijed 
is it possible to make rmq using some modern free engine?

i remember i've seen e1m1 on crytek eng 
Shit Wrong Thread 
 
And That Promised New Method 
http://tomeofpreach.wordpress.com/2013/06/09/quasi-randomised-algorithms-and-bsp/

So here's the way I was talking about, it gets you some improvement, even in the average case, over the deterministic compile run. I'm pretty sure that because the randomness is so low level, it's almost always a case of multiple tying brushes, and the randomisation changing how the tie is broken.

It's not mentioned in the post, but I did check and this version also performs well on the simple test map file. We achieve the same minimum of 160 (over 100 tests), and I'm beginning to suspect that can't be bettered. The graph shows an improvement in the average case, similar to the one that's in the article. So that's reassuring. 
Not Ijed 
is it possible to make rmq using some modern free engine?

that would end up being a free quake replacement, and zenimax would probably sue you for theft of IP. 
Not Sure I Understand The Question 
It's on a free engine... if you mean porting it to something like Unity or sauerbrauten then yes it'd be possible, but in that case it'd be better to make a standalone brand new FPS game using the same ideals as Quake.

Making a classic FPS game isn't too taxing in terms of asset and feature creation, as long as you make a feasible plan and still to it.

An idealistic FPS is almost impossible to make :)

And a AAA FPS would be a great big waste of time.

It also depends how much of a hobby or job the project is in terms of both your own time and if you can pay others for theirs. 
Prevent Monster From Running Off High Edge 
I have a thin and narrow platform (shaped as a square) that monster_ogres run around. It's over 256 units high from the ground, supported by 4 pillar/beams.

When monster_ogre sees the player, they run off the edge, dropping down to the floor below.

I was surprised to see this. I thought monsters don't do this.

I can't seem to find any information on this in google or quakewiki. 
Figured It Out 
The problem is the UI bounding box for the entity (in TrenchBroom) is misleading/inaccurate. I made my platform as wide(or narrow) as the entity's box, so the entity falls off the edge.

To prove this, I surrounded my platform with walls, and the entity was stuck.

Same issue with the monster_dog box. I put a monster_dog in the corner, and it's stuck. I had to move it 8units away from both walls (of the corner) for it to work.

Pretty annoying. 
 
the engine checks for collision in a >= way (as opposed to > ) so monsters have to be at least 1 unit away from walls to avoid getting stuck and have to be on platforms at least 2 units wider to avoid falling off.

note also that narrow pathways will be very difficult for monsters to move into because the checks for movement are done in discreet steps. 
Thanks 
I added your information to http://quakewiki.org/wiki/Entity_guide

Feel free to adjust, or find better place for it in quakewiki. 
Max Leafs Visible 
"max leafs visible: 416 near (-832 -2824 576)"

Although this doesn't appear to be a warning or error message, I still see it as one. I wasn't getting it before, and now I am; and I have no idea what it means.

I've googled it a number of ways, and getting no good results.

What does it mean, and how do I troubleshoot it?

Does it mean too many polys for a certain area of the map from point to point? 
Nah It's Not An Error Message 
It's just a report

It tells you that of all of the places in the map, the one with the most leaves visible to it (as in when the player is stood there) has 416 visible to it. You can go WAAAYYY higher than 416. The other three numbers are the coordinates of this position. 
How Do I Use Quoth Content In My Quake Levels? 
So I heard about this awesome content pack called Quoth that adds a lot of stuff (monsters, weapons etc) into the game for modders to use in their levels. However, I have no idea how to make any of this stuff show up in NetRadiant (the level editor I use) or appear in-game. How do I load these custom resources into the editor and use them? 
Quoth In Radiant 
Alright, Ricky. Added to quakewiki.

hakkarin,
This page: http://spawnhost.wordpress.com/tutorials/quake-1-radiant-tutorial/ talks about Radiant, and mentions Quoth 
Avoid Jumping 
What is the maximum distance that can be jumped by strafe jumping and bunny-hopping? I need to know that distance for a map and i don't want to use fences or clip brushes and i want to make the chasm as smaller as possible.

Trying it by myself is no valid option as i can't get the hang of it.

As far as i know, with normal jumping the player can get across a chasm of about 180-200 units. 
Bunny Hop 
I don't know that there is a limit, other than a product of the maximal speed (2000?) and the air time of a regular jump, really.

if there are no slopes, grenades, rockets, or monsters, then you can protect against shortcuts by making the opposing edge slightly higher than standard jump height, so that it can't be jumped regardless of speed. 
Quake Units 
Not sure how strafe jumping and bunnyhopping fits in,
but regular mapping subscribes:

Max distance player can jump foreward => 225
Max distance player can jump upwards => 42.5
Max distance player can fall not injured=> 275
Min gap in floor before fall through => 35
Max step player walks before jumping => 17
 
 
With a rocket-boosted bunny hop sequence or something like that, a player can reach *insane* speeds which translates to insane jumps. I don't think there is any protection against that sort of thing really, apart from something like a midair teleporter or trigger_push, which is a bit cheesy.

(With the grappling hook in RMQ, just as anecdotal evidence, it was possible to reach horizontal speeds upwards of 1000 units per second - I've seen speedrunners go above 600 by other methods.)

Skill should be rewarded. But for 99% of players, 300 units or so should be uncrossable if there is no boost possibility nearby (including slopes and any source of damage) and they have no explosives.

I think. ^^

The slime pool in e1m1 is rather uncrossable (for mere mortals that is) without extending the bridge, so take that as a rule. 
 
The above goes for *Netquake* servers. Some popular engines are not quite Netquake. 
Madfox 
Those values are all wrong. 
So Negke, 
what are actually the right values? 
Correct Values 
Max distance player can jump foreward = 244
Max distance player can jump upwards = 43
Max distance player can fall not injured = 256
Min gap in floor before fall through = 33
Max step player walks before jumping = 18 
 
And yes, those are for Netquake, id1, vanilla, etc.

Also note that, I believe, there's a slight difference between old SW Quake and source ports concerning the out-of-water height (29). 
 
yeah, the out-of-water height is a bit sensitive. Not everyone can get out of water when the ledge is 32 units high! Make it 16 to be safe. 
Great 
thanks negke! 
Following What Gb Said... 
in general try not to build anything to the exact maximum, if you want the player to succeed. Because physics is framerate dependent, some players might not be able to make a jump that is theoretically possible.

Also geometry built near the threshold between "can" and "can't" is ambiguous to the player and makes the environment harder to read. For example you want gaps that are obviously "jumpable" or "unjumpable" when a player looks at them. (exception may be in DM maps where expert players are supposed to be challenged to learn the quirks of the map.)

For example, 16 units is a good max step height. 32 is a good minimum non-step height. 40 units is a good max jumpable height, 48 is a good minimum for un-jumpable height. 
Interesting 
MadFox and Negke: thanks for the info, it's going to be very useful.

Gb: at the situation i am right now. i have to penalize the skill, as i want to put something very important on the other side. The problem is that if i penalize skill, i have to make that it SEEMS obvious that it isn't possible to go to the other way. I'll probably mix more height and width, as i cannot make the chasm too big (244 is a lot for that part (right now it has 160) and i do need to take into account strafe jumping too), but i still cannot forget about the options of fences, something hanging on the middle of the chasm or adding gravity. I'll test all of them and decide later.

Metlslime: thx for the advices, they are usually obvious, but that's something that can tend to be forgotten.



I'll explain my idea: What i want to do is put a very important key-part of the map on the other side, so it can be seen easily and makes the player want to get there but hiding the path a lot so it is rewarding and makes the player realize how important is or how good the reward is, so i was thinking of ways to prevent the player to get to it by shortcuts, aside from those that we talked before; even ways of countering cheat codes.
The only one that i thought till now that not involve coding or hacking and can be valid even for countering ''noclip'' is killtargeting the object with a box surrounding it made of a trigger_once with a message. This box is killtargeted by another trigger put blocking the way i want the player to follow. Of course i plan to put the box so that only can be touched if the player cheat, or maybe putting also some kind of force field around the box so it is more obvious that it cannont be reached, but it seeems kind of cheap and it won't stop cheaters of trying to get there. I even though of using the box to target all the lights, as the most effective way to prevent people to noclip through doors and secrets triggered by that key-part, even if there is a cvar that adds lighting, only a few ones would know of it, so it will block most cheaters.

I'm conscious to the fact that being so zealous against cheaters can give me problems but i think that if done well it can add a lot to the map. 
Truth Is Too... 
... that if this part is giving me so much problems maybe i should forget about it entirely if i don't get a decent way to solve it quickly, as it can lead to have a dead weight in the map.

I'll go ask the pillow too. Good night. 
 
If you put up a barrier, make it appear logical. If it's a tech style map, yeah, a forcefield might work. A door stuck halfway also works. Anything that's in the theme of the map. 
Cheaters 
Why worry about them? I mean the only person that they are cheating is themselves out of playing a game the way it was intended to be played and missing out on the experience. 
Neg!ke 
Thanks for the right values.
I just quoted Virtus DeathMatchMaker's manual,
but glad to see opposite. 
Max Distance Can Be Quite High 
As Mandel said, it depends on the max speed a player can get when bunny hopping; because the speed increase with each hop.

As Mandel said, the max speed (in most clients) is 2000.

The default speed (running) is 320; and, as negke said, the distance of a jump (default) is 244.

320/244 = 1.3114
2000/1.3114 = 1525

So, the max distance a player can bunny hop is 1525 units.

The max distance a player can bunny hop (on his first hop), is 320; but it's difficult (you need a nice starting approach/curve/turn) to do.

But, like gb said, put a barrier there (so that it's obvious) that a player shouldn't even bother/attempt a jump (in the first place). 
1525, Deqer 
thats quite a lot. 
Maximum Faces 
a brush can have?
255? 
 
on the opposite side of the ravine place a vertical wall with a skip texture on it. players trying to jump over will fall down. 
Quaketree 
You have a point there, but i have my own reasons too:

1) I want that there is as much people as possible that enjoy the map like it is. Someone that cheats won't enjoy the map, the same happens with those that play a map in easy, they get a half-assed experience on the first try, and that is the most important one, as you won't get the same feeling twice in most parts.
That is the reason too as to why i always play the first time in nightmare, as the map won't feel as hard and intense on the second time and subsequent ones, and i will miss that if i don't do it that way. The problem is that i will miss the first experience in normal and that normal won't feel the same after completing the level in nightmare, but i can live with that.

2) People that cheat can activate triggers without noticing, and get as a a result a weird or unplayable map, and then think that it is the company or the mapper/modder fault. I don't feel responsible for them and don't care about them, but they should be taken into account too, as that people makes comments too, and those comments can make that some people that would enjoy the game/map/mod won't play it. This applies to 1) too, as if they cheat they won't get the same feeling (you don't get the acomplisment feeling when you see a secret, it isn't the same feeling if you see a room from one point than from other, ...).

3) I just pity those cheaters, as they are missing the good and bad points on maps, because the don't see that they are destroying their own fun times by taking unfair shortcuts. Same with people that exploits big bugs to defeat bosses. Yes, I like to get in the way of the problems of others if this makes that i can correct things that are blatantly bad for them, even if this can get me into problems. On the other way, I even feel bad and void when i use the architecture and the AI in Quake as a way to defeat the monsters, and don't want for more people to get accostumed to this as it seems that is happening more and more as the time passes.

4) That way of restricting players can be good. As an example, i recently played ''An evil new'' by Tronyn and Murderous Martin, that have ways to prevent the player from using cheat codes, and thought that it was a good experience, even if it was hard and at some times i wished for those cheat codes, the impossibility of having them made me put more effort on it and the feeling of acomplisment was far greater than expected and I enjoyed it and completed all of them. 
 
I haven't thought about that till now, but now that i have the distance for a normal jump i can calculate the distance of a strafe jumping by using the difference in their speeds when walking. I suppose the height will be the same. It won't be accurate but will get me a general idea of it, and that way i have that information there for subsequent maps.

Enliten:That idea ..., there is better ones, like the others that were posted before. But thanks for the intention. 
 
Cocerello: "I haven't thought about that till now, but now that i have the distance for a normal jump i can calculate the distance of a strafe jumping by using the difference in their speeds when walking."

...


You're welcome. 
Over Thinking! 
Cheaters cheat, it's up to them. They won't have much fun and aren't worth catering to. All the time that you spend combating this problem is time that could be spent on improving the map in other ways.

It has a parallel with the DRM argument - people who pirate your stuff wouldn't have bought it anyway.

Someone who cheats through your level won't play it properly because you block their cheating.

I used to try and block speed running, before I realized that I was hurting the maps.

Frustrating the player on purpose, no matter how noble the goal, is a bad idea.

To solve your problem I'd propose something cool and taunting rather than a physical block. Have the player ride through the area in a func_train cage beforehand or have votes spam magic at them from it from miles away.

These tactics will annoy the player but not frustrate them, and anyone that cheats their way over the gap is gonna know they missed out on something important. 
Mfx 
The more faces a brush has the less likely the map is to compile. Not for the brush itself but how it interacts with all the other brushes in the map.

The clipper is your friend! 
Err 
Quake players get to decide how to play the map.

Getting too obviously in the way of this is annoying for everyone involved. So just make the gap sufficiently wide that its obvious that you're not supposed to try to jump across. Then, if a player wants to spend 40 minutes lining up the perfect bunny sequence to jump across, then (a) he/she probably knows that they are not playing the map the way the mapper intended and (b) who are you to say this is less of an effort/reward ratio than the long route you had in mind? Dismissing an effort like this as "cheating" is almost insulting, imho. Ages ago distrans sent a nice mail to SDA about this sort of thing, search for "distrans" on http://speeddemosarchive.com/quake/oldnews/03_jun20-sep05.html to read it.

OTOH, someone who types god, impulse 9 into the console and rjs across... well, screw em. That really is just cheating. 
 
Achievements.... I remember when I used to play wow, the most fun thing I ever did in that game was explore off-limits areas, or take monsters to where they weren't supposed to be to create havoc.

If somebody tells me I can't or shouldn't do something, it makes me want to do it more. You could even consider rewarding them for their out of order completion or challenging them spawn mobs that wouldn't be there had they collected a key or rune.... 
... 
Mwh, enliten: You probably missunderstood my words, i consider cheating using the cheat codes, i do not consider cheating speedruns, strafe-jumping and bunny-hopping, as those involve tons of skills to pull them.
I still think that i have to prevent that the player reaches there, as that shortcut probably will avoid a big part of the map (i wouldn't mind if the shorcut wasn't so big). I won't prevent players to get there if they pull a good bunny-hopping or other hard to pull trick, but i will make it obvious that it cannot be reached with a normal jump or a strafe jump, if i finally put the chasm.

Ijed:

Have the player ride through the area in a func_train cage beforehand

I don't understand what you can achieve with this one. To have the player measure the place so he will know that he can't jump? Or to show him what he cannot reach?

or have votes spam magic at them from it from miles away.

I don't understand this one at all, all i get in my mind when i read it sounds so crazy. Could you explain it? 
 
"Overthinking" hits the nail on the head I think. 
Shortcut Is A Shortcut. 
I agree with mwh.

Map is a better map when it offers things that allow for increased replayability (aka replay value).

Don't worry if a player skips a big part of the map, because the player won't. The player will play the long route first time, then try the difficult shortcut in the future. 
Deqer 
I agree with what you say, ALL of it, as it is compatible with what i said. 
Taunting 
The two examples I mention are ways of making sure the player knows the area is important, but they're more complex than just leaving a hole.

Cage: This is done in one of the episode 2 levels where the cage goes through water. Basically drop the player into a cage (so they can see out) then move it through the area you want them to see. This means they look at it but can't interact with anything directly.

Vores: Players love monsters. They ignore everything else in favour of monsters, so if you put monsters somewhere then players will head directly for them despite everything else.

For example, if you've got a fork in the path and want player to take the correct route, put a monster in it.

If you put some vores (long ranged attackers) on the other side of your pit then players will know for certain that what's on the other side is important, even though they can't get there yet. They also have to kill the vores, which adds some nice dodge game play to your level. 
Shortcut 
"You're not supposed to be here"

was a good command in one of the mission packs after rocketjumping.
So the developpers had foreseen these attempts. 
Czg 
Terra - if you no-clip around a lot you get told off and made fun of. 
Ijed 
I've seen playtesters do all kinds of shit I'd never expect, tbh. It's true that they will go kill a monster if it's a threat to them, but they might as well go back and happily continue doing what they were doing before the monster came along - jumping on top of something, looking for loot, or whatever.

I'm always slightly hesitant when it comes to guiding players like that. Ideally, if you have a fork in the road, both forks should lead to something that makes sense even if the player takes the "wrong" one.

Like in DOOM. 
Fork Monster 
Thanks for the idea. I actually have a fork (which merges back together anyways), but on one side there is a weapon you can see, but I feel now I'd like to add a monster there too now. 
 
My latest map seems to be breaking compiler limits (I blame tronyn for wanting larger maps!) I know the models limit can be broken easily. The clipnodes I just need to be more aggressive with clipping ceiling space. The marksurfaces is black magic and can safely go up to 64k but I have not seen the face limit before. I can load the map fine but I was wondering if the face limit can be safely broken with Fitz engines?

(text from compiler window)
WARNING: Models 366 exceed normal engine max 256
WARNING: Clipnodes 35914 exceed normal engine max 32767
WARNING: Faces 35778 exceed normal engine max 32767
WARNING: Marksurfaces 42509 exceed normal engine max 32767 
Doom 
Is a great example of 'follow the enemy road' since it's full of pointless loops that the player can take and get lost in.

I remember the chainsaw maze in one of the early levels that had lights flashing on and off - the whole thing was a giant time trap, but a fun one.

The player had two ways to know that they'd exhausted the area - the map and when there was nothing else to kill in it.

Since Quake doesn't have a map thanks to being 3d the player falls back on constant slaughter.

You're right in saying that players will do all kinds of mad shit (grappling onto scrags to swing across chasms!) but run away from monsters isn't a common one, assuming they're not out of ammo or on red health.

Which is something I'm experimenting with now - purposefully crippling the player to change their play habits. In other words, putting monsters where I don't want them to go. 
You're Not Supposed To Be Here 
I got that In Hipnotic even when i wasn't cheating or trickjumping, probably because i like to look at everything to find new ways to go or secrets.

I remember getting that in the map where you see the mines for the first time, and thought that the way that was considered a cheat was more obvious to me than the one the mappper wanted the player to go. 
I Though Cthong Was Talking To Me. 
At least is was sowell maped that I could explore sideways without getting clipped. 
Hahaha 
cthong 
It's 
What he's wearing under the lava.

And Mrs Chthon has to wear 30 bikini tops. 
Mapping And Darkplaces 
I've been inspired to make my map by psp quake mods, and I was wondering how on Darkplaces I could get the texture filtering perfectly off so I can keep that pixel look inside my game.
Not being able to push the video setting under 1 (on filtering) makes me a sad man.. 
Radiant Users 
Now Ithat 'm A Bit Familiar With Modelling 
Are there any good tutorials to model/convert/and also program models for quake (with blender) ? 
Via Fbx 
The latest state-of-the-art blender conversion tool is this hacked together python-based thing:

http://tomeofpreach.wordpress.com/2013/02/03/standalone-fbxtomdl/

To use it, make your model in blender, and then export one fbx file for each frame that you want to use. Extract the files in the fbxtomdl zip into a directory, then place all the fbx files into a subdirectory. Add all the fbx files to the directory, and add any skins in bmp, pcx or tga format. Then run the executable

fbxtomdl -d directoryname

General advice: make your model entirely from triangles, and skinmap your entire model in the same uv mapping - quake doesn't support different skins on different sections of the model. Be aware that the quake model format is not very accurate, so don't go overboard on the detail, and try to make sure that the model occupies roughly the same position in each frame. 
Worldcraft 3.3 Source Code 
Does anyone, anyone at all have the source code for Worldcraft 3.3? Or even Hammer? Has anyone snuck into Valve and snuck back out with the golden gem of all mapping codery, the Hammer Worldbuilder Source Code?

Oh please say yes.... 
It's The 
Main drawback of worldcraft, it can't be expanded with new functionality due to its closed source state.

I've never come across the source anywhere. 
Obscure Bug! (& Bonus Workaround) 
I've managed to hit a very obscure glitch in tyrann's compile tools (it may be in others too)

*** ERROR 08: Internal error: map.nummiptex > map.maxmiptex


This says that the number of textures exceeds the maximum possible number of textures. The maximum number of textures is calculated as the number of faces in the map. My map is a cuboid, so that's 6 faces and a maximum of 6 textures. I have three textures, one of which is static but switchable (so 2 frames) and two of which are both switchable and animated (4 frames each). This makes 10 textures...

If you ever encounter this bug, the fix is to hide a smaller cube inside your brush: it will get clipped away, but it will raise the number of surfaces in your map to 12 for long enough to get all the textures. 
Thanks Preach 
will definitely try it out! 
Quoth Question 
func_breakable

Is their a way to set how long the rubble will last? I'd like to have a custom rubble model hang around a minute or two. 
No Fuses 
It's a fixed duration in the code. Not offering a guarantee lets us reuse the entities creatively - like replacing some of the rubble early if there's an explosion of gibs nearby and packet overflow is starting to occur. 
Rubble 
Use a func_door, func_train or something for your rubble that should stay around. Ideally I'd use a func_emitter (Extras/RMQ) for this, because it lets you set the particles' lifetime among other things, but I guess with Quoth you're limited to what's in the package. 
Map.nummiptex > Map.maxmiptex 
@Preach: Yeah, that's a bug from the original TreeQBSP on which my util is based. Pretty rare, but much more likely to happen on a tiny, tiny map. Good job on the workaround though - spot on! ;) 
Found This Interesting 
Yeah 
That's pretty cool. I've been scribbling similar stuff for years without really putting further thought into it or thinking about how to make such sketches a stronger development tool.

Thanks. 
 
That's a pretty good article, but it should have harped even harder about the most important thing: The graph is 2D but your level is 3D. 
 
good article. 
Texture Errors In Light 
Hey guys, I'm getting this error:

Bad texture axes on face:
face point at (0.000, 0.000, 0.000)

what is this error referring to... this website has a description that indicates alignments, but most of the textures (at the moment) have zero shift in their alignment... http://user.tninet.se/~xir870k/tooltips.txt

any ideas? 
Enliten 
Check for microbrushes maybe..
Did you use custom textures?
Which editor did you use? TB i guess.
Which light was used... Come on. 
Sorry, Yeah Not Enough Info 
I'm using the Egyptian textures from soegypt. I'm using worldcraft and am using TyrUtils Light v0.10

As for microbrushes, I actually don'r know what they are... 
Wc 
try looking in the error report. You might find a bug 'texture axis perpendicular to face'. Just click the fix button.

Its sometimes caused by clipping brushes.

I dont think its possible to create microbrushes in wc. 
.... 
which are very small brushes, and a typical problem in quark and similar editors. 
Fixed :) 
thanks ijed, the error report fixed it...

sometimes the obvious answer is staring us straight in the face... another week-ish of polishing here and there and the map should be ready for consumption. 
The Age Old Question 
Which bsp.exe is the one for me?

My current one: TXQBSP.EXE 1.12

What I need:
Support for small brushes. Small 16 sided cylinders get all messed up and end up more like 8 sided cylinders.

Support for liquid brushes that are one of the following: wedge shaped (4 or 5 faces), tied to an entity, completely or partially angled compared to the 3 planes (x,y,z), and/or micro-positioned (fractional units for a point like "263.4, 47, 18.9")

Specifically, doesn't think that there is a "Brush with duplicate plane on line: ####" when there clearly isn't!
Sorry Tyrann. TyrUtils v0.10 has these errors. It then proceeds to butcher my beautiful brushwork just like txqbsp.exe 
Duplicate Plane 
All compilers have some level of "tolerance" when it comes to whether a plane is duplicate or not, and the finer you make the detail the more likely it is that two planes you think of as distinct get merged for being "the same".

What rarely gets explained is why this is a good thing - why the compiler does it. Imagine that on the outside of your map - facing the void - you have two brushes which meet on angled faces. Because the map uses floating point to represent these planes, it's possible that the inherent imprecision of computer arithmetic makes one plane ever so slightly different to the other. If you don't have some way of treating approximately equal planes as being the same, then you get a leak between these two planes.

It's one of those things in engineering where there's a trade-off going on, and the compilers are configured to do the least bad thing. Like you could rebuild the compilers with the delta for equal faces being much smaller. But then you might have to rebuild your map so all the outer walls meet on axis-aligned joins...

PS: Check your map file in a text editor for line #### and see if there's another plane in that brush which is almost the same. If you can track it down, you might be able to slightly tweak the brush so that the planes are different enough to compile. 
 
Bottom line is: Quake is not the game (engine) for small, delicate geometry. 
Well 
If you really want those types of detail then map objects are the way to go. 
Distorting Map 
While working on a terrain map I found a strange outcome in my compiling.
Lots of polygons started scrambling their position.
First map in Radiant1.5 showed like
thus

Then after some days compiling I end up with
this

In Radiant the map shows no gaps, but in game it is mesh. 
Qmaster 
You can have liquids as entities, actually.

As for small multi sided cylinders etc, I suggest using Darkplaces or FTE and q3bsp - the grid size goes down smaller than Q1 and you can compile mapobjects into the BSP.

Liquids not cuboid - this is down to trigger fields. You can make a liquid brush wedge shaped, but you'll get waterwarp/tint outside of water then. Instead, stagger your liquid brushes to create the shape you want.

Your qbsp exe is q3map2, pretty much.

http://spawnhost.wordpress.com/tutorials/q3bsp-for-quake-tutorial/

You can't use Worldcraft if you go that route though. 
Win7 Custom Radiant Build Menu 
The path to the file is:
C:\ Users\ *yourusername*\ AppData\ Roaming\ NetRadiantSettings\ 1.5.0\ *yourgame*

I'm using NetRadiant 1.5.0 here, change that if you use another version.
I also set the file to read only, just incase Radiant would like to overwrite it. 
What Is A Mapobject? Is This Some Wierd Radiant Terminology? 
Does:
mapobject = point entity
mapobject = brush entity
mapobject = point entity with a .mdl
mapobject = point entity with a brush model (as in the case of worldspawn)
all of the above??

Do you just mean any entity with a model? 
Basically Yes 
But usually with little to no functionality - decorative makestatics usually. 
Ahem 
Point entity with a model, decorative and usually does nothing, not even collide. 
Ok, Pop Quiz 
I'm setting up a future article for the blog here (like so future that I'm still finishing off the article which precedes it...), but it is a bit of a slow day on func_ so I think that's ok.

If you create a zero-wait trigger_multiple whose targetname is the same as its target then you'll get an infinite loop, which will quickly crash the map with a stack overflow. Similarly if you create a chain of trigger_relays which loop back on themsevles, the same thing will happen.

Can you devise a set-up where the same entity gets triggered more than once in the same "action", and the game continues running? (In the same action means before the function which was called to trigger things initially returns). 
Not Sure 
If this is what you mean, but I often trigger two relays at the same time, which both point at the same target but with different waits.

To open a door for a fixed period of time for example. 
Sharing 
I'll clarify with an example. If you have a trigger_multiple with

"target" "tweedledum"
"targetname "tweedledee"

and his partner

"target" "tweedledee"
"targetname "tweedledum"

If you ever walk into one of these triggers, they'll instantly crash because they just keep using each other with no delay, and the stack overflows. tweedledee targets tweedledum who targets tweedledee...

So in effect tweedledee is targetting himself. This would however be fine if either trigger had a delay - in fact a trigger which targets itself and has a delay is a very useful pattern - it's basically a clock which keeps firing the same event at a fixed time interval.

What I want to know is "can an entity indirectly target itself - cause itself to be used again, with no delay, legitimately?" That is, without crashing the engine... 
Noob Questions 
What are the max faces / verticies in a map? Do models count towards these limits? Do brushmodels and external brushmodels?

I've got a Bad Surface extents error and nothing I've done recently seems to have caused it since I've been backing up, deleting stuff and recompiling to try and find the issue but no go.

I've got 50906 faces against the standard 32767 normal limit.

The map doesn't load even in RMQe and I've been testing in fitz up until now.

If it is just too much stuff then the map may well just end up as a load of empty boxes since It's barely halfway complete and I haven't even added the end arena. 
Hm 
A delay of 0.1 would equate to next frame - it'd be heavy as fuck on the engine but it shouldn't crash outright? 
Shorter Frames 
Frames can be shorter than 0.1 seconds, and it wouldn't be a great strain on the engine to do that. The problem is that the sequence of Tweedledum and Tweedledee never ends. This is fine if there's a delay, because you've got an infinite sequence to get through, but an infinite amount of time to do it in*. If there's no delay, you have an infinite number of triggers to get through this frame, which is too much.

*Disclaimer: the Quake engine cannot in fact run indefinitely due to floating point issues. 
Random Guess 
Use a different entity than a trigger to relay the firing? A non-moving door perhaps? 
Preach: 
Probably you need to have some sort of flag or variable that cleared when the entity gets "used", and once cleared prevents the loop from repeating. Sort of like breaking out of a while(true) loop. 
 
I'm imagining if you add a trigger_counter to the loop you might be able to terminate it after a certain amount of iterations? I'm not sure if I'm understanding the question right.

trigger_relay: tweedledee targets tweedledum
trigger_relay: tweedledum targets tweedledee
trigger_counter: tweedledum killtargets tweedledee, count 10

That should be activated 10 times in a single frame, at least in theory? Can't remember how killtarget works atm, maybe it doesn't remove the entity until the next frame.
I don't really see any practical purpose to the whole deal though...
Oh and this setup can't be reused of course. 
Thinking A Bit More... 
That depends on which order tweedledee activates the tweedledum entities. If it goes for the relay first it never reaches the counter obviously, and it most definitely won't work. 
Hmm... 
building on CZG's idea...

trigger_multiple:
"targetname" "a"
"target" "b"

trigger_counter:
"targetname" "b"
"target" "a"
"count" "1"

now the trigger_multiple's use function can trigger its own use function on the same frame, but for a total of only twice, instead of infinite times. 
Re: Ijed's Question 
the hard limit of faces and verts (regardless of engine extensions outside of new a format (bsp2)) is 65535.

External bsps do not count, but regular bmodels do.

Have you tried the old standby of removing large portions of the map to try to pinpoint the problem area? 
Hm 
So its quite possible I just hit the limit with bmodels.

I don't have that many, but I haven't actually vetted the ones I'm using for vertex density. It's possible they've got lots of redundancy.

I tried removing certain lumps of geometry but not yet taking out entire lumps - that's next on the list. I'll give the 'big box' method of elimination a try as well.

In either case I suspect I'll have to either use external bsps or go to bsp2. Possibly both.

Thanks! 
Fog Trap 
Had an idea for a blindness trap for the player.

trigger_command
fog .9 0 0 0
Used Quoth


Map file
http://www.quaketastic.com/upload/files/single_player/maps/flashbang.7z

Another one e1m1 with a speed power up.
http://www.mediafire.com/download/tb0t1vaw3bxhz67/pwrtest.7z
Also uses Quoth mod 
 
v_cshift makes more sense but i wouldn't mind seeing a silent hill darkness fog effect. 
Did Something 
Similar but as a spell cast by a monster, using the shambles darkness effect when it casts lightning.

Worked pretty well, but unfortunately didn't really gel with the monster in question. 
 
yeah, i never understood what that was all about. at first, i thought it was just some graphical glitch to do with the lightning. 
I Reckon 
it'd work well as a direct attack, say, a special type of voreball that if it hits you leaves you blind for a duration. 
Small Q 
a simple question. how to carve shapes in other brushes? for instance what if I want to create a door port in the wall... do I have to create all the blocks around it just manually? 
 
it depends on the editor you use.

better do it manually, carving usually leads to problems at some point. you can use splitting/cutting tools fine however, at least unless you do weird 3D angles. 
 
i'm using trenchbroom. so is there anyway to put one shape in another and cut it out of it? 
 
oh nevermind, got it. 'c' is for cutting. 
Yeah 
'Carve' refers to subtracting one shape from another automatically, and usually means that the resulting geometry is a mess. 
By Mess 
I mean it might look ok, but won't compile without leaks or holes.

The 3 point cutter in trenchbroom, combined with shift dragging faces (kind of like extrude) should be enough for you to make most things you want pretty easily. 
Carving Saves Time Sometimes 
Anything but box shapes causes problems using Hammer. If you want to add light textures to a ceiling for instance. cut/paste/carve/repeat is a nice fast way to do it. 
 
what's the precached model limit in Fitzquake/Quakespasm/RMQ?
In glquake it's 256 (this includes map bmodels) 
 
nevermind, i suck and can't read the FQ documentation that clearly says it's now 2048. :P 
Quake 1 Episodes 
Hello, I'm new to mapping for Quake but have picked it up rather quickly. I would like to know how I'd go about making a .pak file instead of just single maps, like creating a whole episode. I've no idea how to make an episode and any help will be much appreciated. Thanks! 
 
I use pakscape: http://eliteforce2.filefront.com/file/;1327

You drag and drop folders and files in just like winzip. 
 
All that .pak files are are just .zip folder style containers with files in. :) 
Thanks. 
Ok, got it. Thanx guys! 
Just To Clarify 
AFAIK, pak files are not renamed zip files. Pk3 files are, though. 
Zip Works For Pak 
 
Err, No 
It doesn't. Try it. 
Custom Engines 
It probably works in some custom engines, if they support the pk3 format then they probably support it even if the extension is wrong - particularly because it offers compatibility with the pakN.pak automatic loading scheme. But I agree with SleepwalkR that most engines won't cope.

Fun fact: Fitzquake (and so I assume most other engines) will read any mdl, bsp or spr file correctly even if you name it with one of the other extensions. I haven't found a practical reason to do this other than confusing people, but it's neat to know.

Apologies to Flesh420 for all this mad, unneccessary and contradictory posting, please ignore everything after necros's reply! 
 
pak is the same thing as bmp 
Jump Height Difference? 
I'm banging out a remake of DM-Stalwart from UT99 to brush up on my brushwork (har har) and I noticed just by chance that a ledge I had made was able to be jumped on in Darkplaces, but not in Quakespasm. I changed to Quakespasm because it doesn't fudge the lighting (I spent time on that lighting!) and it looks like it's fudging the player physics too. Is there something I'm missing, or does Darkplaces have buggy/improper player physics? 
Greybox Texture? 
Also curious if there's a .wad floating around with greybox textures. I'm using one of the tiled floor patterns from the stock textures, but I've seen plenty of screenshots where prototype maps have a few differently colored grids as placeholders. 
 
The physics in Darkplaces and Quakespasm are different. This is because Darkplaces is based on the Quakeworld engine, whereas Quakespasm is based on the netquake engine (What was originally dosquake->winquake->glquake) 
Target? 
Which set of behaviors should I target? Quaddicted recommends Quakespasm, so I suppose it'd be safer to target that engine. Is there a consensus on which engine is preferred for SP/DM? Up until I discovered this today I had no idea there were differing physics models across Quake/QuakeWorld, so I'm kind of thrown. 
Mind The Step 
The jumping difference is down to step physics. When the player hits an obstacle, the engine checks if the player can clear the obstacle by being pushed 18 units higher. This is how you can go up steps without needing to jump for each one. In regular quake, you must be standing on the ground for this to work. You might notice this if you jump while climbing some steps - you get blocked by the netx step and lose your forward momentum.

Darkplaces relaxes this requirement, allowing you to climb stairs even if you are off the ground. This fixes the blocking when you jump into some stairs. However, this also lets you climb a ledge you are pressing against, once you are less than 18 units short of the height needed to land on it. In effect, darkplaces lets you climb ledges 18 units higher than normal. This is not a qw physics difference, it's specific to darkplaces and can be disabled with sv_jumpstep 0 
I Made Some Grey/orange Textures For Mapping 
Using Quakespasm Is Best 
because most people will be using a similar engine (like fitzquake, directq or rmq). This is at least true for the singleplayer side of things.
If I am not mistaken though a lot of the multiplayer engines are based on darkplaces (like Nquake). 
Allcaps 
https://anonfiles.com/file/30705c2042e16922502fd84e7237e8f0

This is the greybox wad I use in my current DM map. I made the textures in Wally. Have fun. 
To Map Hackers 
negke & co., how do I make an item float in midair in vanilla quake? There must be some way to circumvent the droptofloor part. 
Yep 
you rest the item on an object that gets removed when the map starts... 
 
Indeed, this works even in deathmatch. Thanks. 
Make Sure To Remove It A Frame Or So After The Map Starts 
weapons don't drop to floor until a frame or so passes. 
 
correct me if i'm wrong but I think it actually needs to be after 1 second, because the game starts at 1 second.

so, a nextthink of 0.5 would actually run at 1 second and would be before droptofloors are called.
to be safe, it should be at least > 1. 
My Method 
Was to have the player touch a trigger once that killtargeted all the func_walls I had set up for the feature.

Worked on all engines as I recall. 
Gb 
Simplest setup is a func_wall that removes itself (no need for triggers). Add the following fields:

"think" "SUB_Remove"
"nextthink" "0.2"


necros: I've heard that one before, but it's either incorrect or irrelevant in this context. Setting nextthink to 0.X in a map works fine. If anything, if the game starts at 1 second, then all of such values will be automatically executed at 1.X. 
Engines 
To clarify a few wrong statements above: there are so-called NetQuake type engines - the ones that Quake SP runs on as well - and there are QuakeWorld engines which, among other things, have client-side prediction and modified physics, and are originally not meant to be used for SP. Some people use NQ engines for multiplayer games, some prefer QW. Naturally, certain NetQuake ports geared more toward singleplayer, while others are made with multiplayer in mind.

All engine ports are based on the original WinQuake, GLQuake, or QW sources released by id. Darkplaces, on the other hand, was largely rewritten from scratch as far as I know, and as such handles several things different than regular engines. It supports both NQ and QW servers, but it's not the base for any other ports. 
 
The nextthink/SUB_Remove on a func_wall makes sense.

I was thinking there is probably a way to hack the floating object itself to not go to droptofloor() but I was too lazy to think that up myself. And whatever works, right.

I used triggers on all the start spots in this version, might just go and do the SUB_Remove thing in the next one.

I remember we had a spawnflag for this in RMQ and also spawn/deathtargets on IPS. But if one targets vanilla deathmatch, custom progs is a no go. 
Yeah 
I just stuck in a simple if that skipped the droptofloor() call for that one. 
Well That Just Proves What I Know 
precisely dick!

Just stick with QS for your map... 
 
It's a DM map, no one uses QS there :) They use stuff like glpro, qrack, and ezquake.

I have a hard time getting my .lit file to stick already. Seems half of them have no coloured lighting. 
Layout Tools? 
Are there any good tools to be aware of outside of the usual workflow? Aside from the editor and texture utilities, what else do you leverage while you're making a map?

In particular I'm trying to think of a good way to plan maps. I was using graphing paper, but has anyone used something like google sketchup/layout, or another program? A simple way to layout a design from multiple angles would be awesome.

I was just using paper, but it's hard to keep track of the map from multiple angles, and to keep track of what line is what. 
 
Thing with planning maps... paper is fastest but lacks 3D. And if you do it in 3D you might as well do it inside the editor?

I like planning on paper, if you practice sketching straight in linear or orthogonal perspective and just do lots of little sketches it's pretty okay, you just have take peace with the fact you can't draw from all angles. 
Workflow 
dividing your time between layout and looks (dev texture etc) can be a huge save of effort. 
Prototyping 
Trenchbroom makes it very easy to bang out huge swaths of geometry with little pain, but I find that the thing I have trouble with is keeping layers matched between floor levels. Such as the first greybox rough revision I made for my remake of DM-Stalwart, there are four or so different floor heights, and they all connect via ramps and stairs, but a couple of my levels ended up uneven with each other, which didn't really matter in the rough layout, but for when I do the real-deal I need to make sure that should be square with each other are.

Is there a good technique to prevent snafus like this? Such as making floor platforms first, or placeholders? I seem to remember at one point in 2D view editors I'd setup all the floors first from the top perspective, then use a side perspective to move the layers to the heights I wanted, and work from there. 
 
there are four or so different floor heights, and they all connect via ramps and stairs

One of the strengths of Trenchbroom, I find.

Resolving height differences can be a bit of a pain, but the fact that there is height differences is a good thing for your map and is worth the trouble. 
Yeah 
Doing an accurate projection of a plan isn't as good as it might seem. As Necros says, the map will be better for the tweaks and playtesting you have to do.

When I draw a level plan I just scribble down the loops and points of interest in a flow chart style diagram of how it will play.

Orthogonal projection of architectural style plans is a pain in the arse and tends to break as soon as you put players (or even AI) in it.

A good rule of thumb; the less flat the better. Even when it means rethinking your ideas for the level.

I just hit a problem with this last night where the SP map layout I'm making isn't working with the monster I wanted to use in that section. So in order to maintain the uneven floor I'm rethinking the encounters there.

I could just fudge it, or chuck in a random horde, but solving the problem well is part of the fun. 
For The Best 
It may be for the best, because the player movement and mobility is different in Quake than it is in UT99, so a little tweaking will be needed regardless. Though even with just the rough greyboxes the map works well for sure. I drafted my brother into testing it with me and we had a blast with the gameplay.

Still deciding what theme I want to use. The easy answer would be metal, since the original Stalwart is a garage, but I have a few ideas for making it medieval themed. Trying to be creative in replacing setpieces from the original with Quake-esque replacements, instead of just trying to recreate them. 
 
rethinking... redoing.
I have a section I've redone 4 times now. Throwing stuff away does waste time, but often you get something even better out of it. And if not, you can just reload a backup. 
 
What I use when making a level... I find with singleplayer levels I just spend a disproportionate amount of time planning before actually touching an editor. Recently I also do perspective sketches of entire areas. And I try to come up with unique little setpieces.

The overall gameplay of a level usually comes pretty fast, since I like to keep that simple - there might be a destroy objective or a collect keys objective, but also lots of exploring where I don't really plan much. So my high level gameplay is usually very simple, and then I try to allow for emergent gameplay while exploring. Periodically spawning monsters that patrol etc.

Then again, parts of levels also come together while just putting blocks together in Radiant. It's really a mixture of several approaches, and then I just reiterate.

I tend to use a greyboxing approach these days, too, and start with simple blocks and placeholders. So for the multiple floors problem, yeah I would use placeholders in various places or just build it from memory (and accept the little differences that come with that). 
 
I used to make a lot of drawing plans for maps, but these days I flesh out a few rooms, make a bunch of geometry pieces for templates and I spend a lot of time having "inspiration sleeps"... that is I intentionally have naps and dream about mapping. It's weird but sometimes I will nap for 5-10 minutes and spend a couple of hours mapping then if I run into a wall I have another nap. 
I Dig 
I do my best programming after I wake up. Lots of good ideas for functions and design in those waking moments!

Speaking of that I've been meaning to give QuakeC a go. Never was very good at C, better with more modern nonsense like Java, C#, and Ruby, but it's QuakeC. Gotta be good. 
 
It's basically java without OO. 
 
"Speaking of that I've been meaning to give QuakeC a go. Never was very good at C, better with more modern nonsense like Java, C#, and Ruby, but it's QuakeC. Gotta be good."

Prepare for pain. :) 
Best Description Of Qc 
'Quirky'

This should get you started:

http://www.inside3d.com/qcspecs/qc-menu.htm

And the main site has plenty to chew over as well:

http://www.inside3d.com/ 
More Resources For Learning QC 
I've always held that Coffee's Ai Cafe has a fantastic set of tutorials for QC.

https://www.quaddicted.com/webarchive/minion.planetquake.gamespy.com/tutorial/main.htm

Admittedly many of them centre around creating good AI for a deathmatch bot, but there's variety enough to get you exploring most of the code base. The practice with the AI is also helpful when it comes to working with the monster code in Quake, even if the tutorials rarely work directly with individual monster files (they all follow a similar pattern in the end). 
Cool 
Haven't seen that before, even though I have heard of 'coffee move'. 
Leaks, But No Leak 
I've been using txqbsp for a while with no trouble, but was reading about tyr's qbsp so I figured I'd give it a show, and it is telling me I have a leak where there is none. I load up the point file, and it meanders around in the void then passes straight through a simple floor brush. I swapped back to txqbsp and it compiles with no leak, I turn on r_showtris and vis is working correctly, only what is visible is rendered, the vis is very good considering the size of the map.

What could be the trouble here? I have no entities in the void, no brush entities in the map at all, and the only texture I'm using is a greybox grid.

What gives? Tyr's light and vis are working great, qbsp is the only one acting a fool. 
 
I don't think tyrqbsp is based off of txqbsp, which is unfortunate as txqbsp is the best compiler out there in terms of robustness and its ability to cope with complex geometry. 
Tyr`s Qbsp 
Tyranns qbsp.exe is for all intents and purposes currently broken. It wont compile anything for me so I just stick with txqbsp like I have for years. Tyrs vis and light are amazingly fast and work great though. 
 
Good to know. Thought it was my fault! 
Tyrqbsp 
Has a newer version in testing at the moment with a lot of fixes and improvements. 
 
are youre choice at last... 
Rotate Info 
would something like this chart and an explanation be helpful?
The rotation stuff seems under used and understood.

http://www.mediafire.com/view/57cfzc2e615m5z9/testchart.jpg 
Gameflow Study 
I'm getting charty with it!

I'm starting to do some data analysis tests for Quake gameplay. I've done a first run through of one of my old favorite maps (hip2m2 if your curious) to get an idea of some basic ideas.

https://www.dropbox.com/s/c6kcbe24129idf1/BlackCathedralStats.jpg

I'm attempting to create generalizations about the basic gameplay elements over time. This is only the results from one study, but I had to pause to write the data down every interval. Also, copying the output from the console is tedious if I were to try to improve the collection method by outputting the data every 30 or 60 secs to the conole. Is there an engine that supports exporting data in this manner? Maybe in the save file?

I can make some generalizations though (still this depends on play style and it would be nice to have others input their data for this study). Kills over time is almost perfectly linear at about 12 kills per minute or 5 seconds per kill. Shells and nails maintain the same average (44 for this particular map), but nails varies much more wildly than shells (okay so I use them more but who wouldn't). Rockets maintained a very low average hovering around 10-15.

The linear kills over time is to me the most useful tidbit so far that I've learned and gives me a good idea of this maps pace, although being able to see the balance of everything over time like this makes me giddy. :D I love charts!!

Is there a better way to automate this? 
 
You could record yourself playing/take demos, and gather the data later. Never peeked inside a demo file before, possible it's in there and could be plucked out. 
Lights 
I've created a map and everything is sealed, but for some reason when I play the map it's bright though the worldspawn brightness is set to default, which should be at 0. Can anyone help and tell me what's causing this? 
You Have To Place At Least One Light Entity 
otherwise it would completely fullbright

and don't forget to run light.exe 
Qmaster 
Use QW and then cokeman's mvdparser. You can specify what information you want in the output with templates. Should be possible to get pickups etc. from it.

https://github.com/JoakimSoderberg/mvdparser

I used it for https://www.quaddicted.com/tools/frag_heat_maps_from_mvd_demos

There are also tools for protocol 15 demos but I haven't found a user-friendly one. Will probably be investigating them later this month. The SDA guys should have stuff. Maybe http://speeddemosarchive.com/quake/qdq/tools/demtool.html 
@flesh 
Are you using the newest tyr tools for light and vis?

It's possible VIS broke somehow. In Quake turn "r_showtris 1" in console and just make sure that the whole level isn't being rendered at one time, which may indicate something doing wrong at compile time.

This is assuming you're running light.exe and have some lights thrown about in the map, which is what to check first. 
Thanks 
Ok thanks. Yea something broke and I got the idea to try different compile tools and that fixed it. 
VIS Has Nothing To Do With It 
It's like spy said. Light.exe adds the lightmap information to the compiled bsp provided there are light entities in the map. 
Collision On Moving (blocked) Bmodels 
If a moving brush entity, e.g. a func_train, is being blocked by a player or a monster, does this affect the behavior of other entities riding it in any way? Technically, it's still in a "moving" state, right? Would that impact on any active/inactive monsters on it, specifically their movement/AI routines? 
Never 
Seen anything like that, especially with trains. Typically they affect nothing and nothing affects them apart from a direct targeting and the obvious movement of creatures placed on top.

The only oddity I've seen there is with dead monsters, who'll sometimes slide on horizontally moving trains, and doors.

It's possible however that a mover is doing damage to a creature (even if it's 0 damage) which in theory could interrupt / reboot it's state.

Just conjecture / vague memory though. 
@metlslime 
I am trying to get my maps to work with Darkplaces and I have setup all my bmodels (doors, buttons) with skip on their hidden surfaces. I have been using your newskip.exe program to move the skip surfaces around inside of the bsp, but strange things are happening.

Projectiles often fall through the bmodels with skip surfaces and traceline functions cannot recognize the objects anymore. If I compile without the newskip.exe the bmodels are all fine. I checked that the objects have the correct bbox and min/max setup but I cannot see what is wrong.

What exactly does newskip.exe do? I want to be able to explain to LordHavoc so that I can log a bug with him about Darkplaces and hopefully get the situation fixed. I really want to keep the skip surface function but I need to get more details. Can you help? 
Sock: 
basically skip tool will re-arrange the faces in the leaf or bmodel so that the skip faces are at the end of the list, then it changes the "num faces" count to be lower.

so if you start with this:

NumFaces: 6
Faces: A B C D E F


And B and C are skip-textured, you get this at the end:

NumFaces: 4
Faces: A D E F B C


So B and C are still included in the list, but won't get drawn because the engine will stop after drawing the first 4 faces.

Also the source code is included in the newskip archive, so Lordhavoc should be able to look at it in more detail if he wants to. 
@metlslime 
thanks :) 
So That's How SKIP Works! 
I thought it deleted the faces. That explains why newskipped bsps when loaded into another map as a .model still render all of their faces even when loaded by themselves they don't render. (Yeah I was playing around with the idea of instancing (you know like source engine!) multiple bsp's which works almost perfectly but would be absolutely horrid for performance in my case since skipping doesn't work. That and you get fireflies between mating surfaces of zero thickness (think tri-soup where two brushes only share an edge)); 
Wait... 
Wait how does the engine render entity .model's like for monsters and brush entities? Is there a way to have a skip utility that causes certain faces of a bsp to have the pink index color of transparency applied to them? 
Skip 
The latest tyr-qbsp removes skip surfaces completely during compilation (instead of hiding them at the end of the surface list) in case that helps. 
Qmaster... 
Interesting, I didn't consider that use case when creating the tool. It should be possible to support it, though tyranns new absolute kind of makes my tool obsolete. 
Correction: 
"Absolute" should read "qbsp" -- cursed iPad autocorrect 
Sock 
Darkplaces doesn't treat skip surfaces as simply tranpsarent faces by default like normal engines. Instead, to DP it's pretty much like they aren't there, so shots pass through and they don't block visibility. Check the sv_gameplayfix_q1bsptraceline* cvars, they can revert this behavior. 
 
i wish skip worked on external bsps. that would be radddddd 
 
Sounds like tyr's does? 
Mapping For Quake 
This question has probably been asked before but after hours of Googling, I have to turn to you. I've been using GTKRadiant 1.4 for Quake 3. I would like to use the same editor for Quake. According to several readme's from different maps, this should be possible.

Google has thought me GTKRadiant 1.5 has a gamepack for Quake and should be easy to configure. However, I don't like 1.5. I'm spoiled like that :)

Quake ED by Sikkpin is mentioned a lot. But all I find are dead download links. There doesn't seem to be a site for it.

Other editors are mentioned of course but before switching it would be great to hear if it's possible with GTKRadiant. If not, links to Quake Ed by Sikkpin would be appreciated since that one seems to be the best fit for me (based on what I read). 
 
The Quake gamepack should work with either version. Worth a try. 
Negke 
Looking into it. Apparently official support is dropped for 1.5 and later. So no official gamepack download. Currently looking for mirrors :) 
The 1.5 Release Contains The Quake Gamepack 
A slightly modified version of it is available here.

And while I'm at it, might just drop this link as well: q1maptools.zip 
Qmaster 
Should be pretty easy to pull that data out of a demo file (assuming you have code lying around that reads demo files, I have some oddball Python at https://code.launchpad.net/~mwhudson/+junk/demp, Mandel has some C at https://github.com/mandelmassa/libdemo or you can ram the demo through lmpc and parse the text). 
Negke 
Thank you for those files. Unfortunately, the pack doesn't seem to be compatible with GTK 1.4. I got pretty far and solved several errors but eventually it would still crash.

Maybe someone else has any ideas? Otherwise a link to Sikkpin QE would be appreciated. 
 
You can totally use GTK1.4 with q1, but it requires some small bits of hackery.

Basically, you extract your texture wad as jpg or tga and store them like a q3 texture pack.
Then, when you go to compile, you convert the map that was saved from GTKR (which will be a q3 .map format) into the q1 .map format with a converter program. then you compile as normal.

When i get home, I'll see if I can dig up my old guide for this. 
Necros 
That would be great. I thought about converting but figured it wouldn't work texture wise and Quake uses different entities and such. At least, when you decompile everything is messed up. 
Here You Go 
http://necros.fov120.com/post.php?postID=7

Its very old, but it explains the process at least. You can probably make it so that you can select Quake1 as a game mode (like Quake3, RTCW, etc...) instead of overwriting the Quake3 entities file... see GTKRadiant documentation on how to set up different games for that. I haven't used GTKR in ages. 
 
btw, i forgot, but there is a better guide to using gtkradiant. i also forgot who made it. :\ 
Quake 1 Map Pack 
GTK1.3+ Quake 1 Editor Files

Here is my Quake 1 setup for GTK 1.3+ Please check the readme file for more details of where all the files go and what they do. I was planning to test the entities.def file today, but ran out of time, it was a crazy day. I went through my own def file and took out all my custom MOD stuff, which may cause a couple of problems.

You will need to get some compiler tools, I only included the textures and editor files. You can use func_group entities with most Quake compilers, just remember to add the right switches, for example "txqbsp -group -q2map %1" will cope with Q3 map format and groups! :) 
Still Thinkering 
@Necros: Thank you for the link. What editor are you using now?

@Sock: We can always count on you. Thanks for sharing. A couple of questions though:

The GTK 1.3.8 beta doesn't have native Quake support. I take it I have to create my own gamepack much like mentioned in Necros his guide?

Based on the files you posted I figured this:

Entities.def and q1.shader go in the q1.game folder inside Radiant. I have to make this.

I would need a q1.game file for the qames folder in Radiant.

Textures and maps should be in the Quake folder and Tools doesn't matter right?

Also, Radiant should be installed with only q3 game support? In your readme you mention SDRadiant. Perhaps that's the difference?

I got 1.5 to run with Quake but god I hate that editor. Getting into Quake mapping, while using 1.4, is harder than I thought. My head hurts after 2 days of Googling, trying stuff out and harassing people. 
GTK 1.3+ Hacking 
I recommend you setup the editor like you are going to make q3 map.

* Go to the scripts directory under baseq3
* Rename the existing "entities.def" file to "entities.q3def" instead.
* Add "q1.shader" to the "shaderlist.txt" file
* Drop the zip file into the baseq3 directory.
* Extract the zip file
* Open editor, make cool maps!
* Setup quake 1 compiler tools in maps directory
* Setup compiler batch file (remember special switches)
* Compile map
* Copy bsp/lit files to quake directory 
 
Damn it, just use TrenchBroom! :) 
Yes! 
 
 
Yeah for real TrenchBroom is amazing. 
 
I also will advocate trenchbroom... it is clearly the best. 
 
I am currently using Trenchbroom :) 
Progress 
Trenchbroom is definitely on my list. It looks like a great editor especially for terrain and such. However, I will not rest until this works. Not when people put in their time and effort to help me.

Radiant works now. I see the textures. I only get the Quake entities and I can make and save maps. I've read several compiling guides. I think my setup is good (Using Necros his GUI). But I get a line 4: invalid brush plane error.

I figured I need to convert it first but it looks like none of the programs can find the map. Regardless of where I put it. The source map is now in Quake/id1/working folder. Could this be the problem? First I left it in the Quake 3 arena map directory and that didn't work either. Is there a specific location needed? All the tools (compilers) are in Quake/Tools and the output map is in Quake/Id1/maps. 
 
I thought quake 3 maps had to be in a .pk3 file? 
FifthElephant 
Only when you release it for the public. 
Switches 
I think my setup is good (Using Necros his GUI). But I get a line 4: invalid brush plane error.

Rmember to add the right switches, for example "txqbsp -group -q2map" or setup a compiler batch file (remember special switches) 
Sock 
Switches is one thing, but the problem now is that the tools simply don't see or recognize the source map. 
Directories 
Quake1/ID/maps <--- Where the bsp/lit file goes
Quake3/baseq3/maps <--- source, wad files + compiler tools

I don't know how the necros GUI tool works, I just use DOS batch files to compile stuff and copy it once finished. 
 
my gui basically makes dos batch files on the fly and runs them. :)

i'm actually not familiar with -q2map but i do see that it is a valid switch for aguirre's txqbsp so it SHOULD work.

you could also try getting aguirre's convmap.exe and using it in the compiler gui by checking the "map must be converted..." checkbox, and setting the arguments to -f32 as that will also convert a q3/q2 map to q1 format before trying to compile it.
Note: if you do this, remove -q2map from txqbsp, of course! :)

now, with all that said, the error sounds like it might actually be that the brush itself has an error. can you copy and paste the first 5~ lines of the map file? 
Converting 
Yeah, I followed your readme instructions. Somehow there is an error opening the testmap (I've tried several compilers)It's just a square room with a info player start and a sky texture.

I think I have to convert the .map first to Q1 map format? Looking at programs to do that. 
 
that's how aguirre's convmap.exe works (and also how the original mapconv.exe which was made by sleepwalkr).

convmap also has many many other features besides covnerting q3->q1 map formats.

but there's basically 2 ways.
if you use convmap, then you will be converting and creating a new map file and then compiling the new map file.

if you use -q2map on txqbsp, then the compiler is converting it on the fly without writing out a converted map. 
Necros 
Tried that too, several times. Made a new testmap. Something goes wrong there. Here's a bit of the map file:

// entity 0
{
"classname" "worldspawn"
// brush 0
{
( 448 192 -8 ) ( 128 192 -8 ) ( 128 -72 -8 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
( 128 -136 8 ) ( 448 -136 8 ) ( 448 -136 0 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
( 456 -72 8 ) ( 456 192 8 ) ( 456 192 0 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
( 448 200 8 ) ( 128 200 8 ) ( 128 200 0 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
( 120 192 8 ) ( 120 -72 8 ) ( 120 -72 0 ) radiant/notex 0 0 0 0.500000 0.500000 0 0 0
( 128 192 0 ) ( 448 192 0 ) ( 128 -72 0 ) q1/floor01_5 0 0 0 0.500000 0.500000 0 0 0
 
ok, well, the lines look fine to me so the last thing we can try it to do this all manually.

to make this easy, make a folder on your C:\ called maps or something.

copy your q3 .map file there and copy your convmap.exe and txqbsp.exe there as well.

assuming your q3 map is called q3.map

open a command prompt and type:

C:
cd maps
convmap -f32 q3
move q3.out q1.map
txqbsp q1
 
Trenchbroom 
Build a testmap in Trenchbroom and it compiled immediately. Currently looking at my single room in Quake.

I did what you said, I now have .out file. No bsp. 
 
did you follow all the steps?

type the rest:
move q3.out q1.map
txqbsp q1


the move command will rename the .out file to q1.map and then you need to try compiling it. 
Lol 
Typed it as a single command :)
It works. Thank you very much. Now only to figure out what goes wrong. It does give a couple of no entities in empty space warnings but nothing destructive. 
Importing A Question 
Mick asked:
I'm currently working on porting some Q3 maps to Quakeworld. And some of the maps has doors in them. And after finishing the map it all works well on my localhost server through ezQuake. When typing /map mapname

But today some of the maps was added to qw.lanvegas.net:28501

And the doors doesn't work at all, they are both triggered by shooting and by touching a trigger. Does it have something to do with KTX server (1.37)? Or do I have to make the door's in some other way ?

Mapename: Q1Q3DM7

Thread at qw.nu -> http://www.quakeworld.nu/forum/topic/6152


I just downloaded the file q1q3md7_b4.bsp, and opened it up in a hex editor. I can't find any func_door entities in the file, or indeed any func_ type entities of any class. Did I get the wrong file? If there's a different copy on the server, any chance of a direct link? 
Quakespasm 
Not really about editing but this seems like the best place though. I'm using Quakespasm. Everytime I move, textures like water/teleporters/etc get all blurry. I'm using the default engine, with default textures, no changes whatsoever. I can't post a screenshot since it only happens when I look around.

If neccessary, I could figure out how to do demos and post that. Any ideas? 
 
What map? Transparent water?

Try r_novis 1 OR r_wateralpha 1. 
I Have The Same Issue 
Haven't tracked it down yet, though. I'm on Mac OS X. Sprony, you should post this in the Quakespasm thread. 
That's A Combination Of... 
transparent water and the r_wateralpha settings. I think that you have to go with r_oldwater 1 to fix that (but I'm not sure). Either that or recompile the maps to have transparent water. Google id1vis to find the tool that will do that for you.

Make sure that you back up the id1 folder first though.

The issue here is that vanilla Quake cuts you off from seeing through liquids from the outside. That was to help lower r_speeds due to computer limitations back then. This had to be done at the map compiling level (bsp). Quakespasm assumes by default that you have already converted the levels bsp file to remove that visual limitation but if you didn't you get blurry liquids. 
 
r_novis 1 does the trick for me. Thanks! 
The Bug 
Is called HOM (Hall of Mirrors) and means you're looking at water that wasn't vis'ed.

r_novis turns off all vis data for the level - which will make the map slightly slower running. In an id1 level this won't be a problem, but if you try the same trick in a big map it'll probably slow down the game FPS a fair bit, depending on your PC. 
 
So the obvious solution is not r_novis 1 but r_wateralpha 1. 
Or... 
... fullvis the map... that would help eventually ;) 
Uh... 
Is there some sort of visible brush entity limit in Darkplaces? Because some buttons and func_wall decorations are invisible or else stretched and splayed across the whole map. 
 
If I recall there's a limit but it's astronomical. Have you tried a different engine, or using a different compiler? 
"...but It's Astronomical." 
Oh, okay it makes sense now. I thought their wasn't a limit so I just kept mapping, and mapping...and mapping...and here I go for some more... 
Hey Tyrann Buddy 
How's that awesome new qbsp coming along? 
Trenchbroom Prefabs? 
Is there a way to handle prefabs in TB? I know that there isn't, but how are people handling it? I brushed up this really bitchin spire and want to keep it around without having to open the map it's in and copy-pasta it. 
Cp 
Is the only way for now, I tend to make things like that into a func_group and then double click to select them all, using Ctrl drag to clone.

Prefabbing has been brought up on the forum, I think Sleepwalker is planning this for tb2 - might be completely wrong though. 
It's On My Radar 
The very first version of TB had prefabs, but I'm not sure how useful they really are. 
Sleepy 
not sure if I mentioned this or not, but the way portal2 (and perhaps some of the other modern source engine games) use 'prefabs' is nice.

basically, they are .map files which are instanced into the current .map, allowing even large sections of geometry to be reused and updated in a central map. writing this it sounds completely boring... but trust me, their use of them proves to me prefabs can be useful! 
Not Sure How Useful They Are 
Actually they are reeeeaaallllyyy useful man. To the point where I have a map full of them that I open and copy paste as needed. 
Sleepwalkr 
 
Instancing 
There's some discussion about it in the issue tracker and I'd like to roll it into a prefab system. Good to know people do use them, I'll keep that in mind. 
Well 
One idea I proposed was to use .map - had no idea portal2 used it though.

It could work really well if used like the entities tab - you see a little preview of each prefab and just drag n drop into your current level. And just saving prefabs into a 'prefab' sub folder...

The complex part with the current workflow would be including entities with prefabs though, since grouping things can only be done through making them into a brush func group entity as of now.

I don't think an instancing support would be required, but I honestly don't know. Maybe it would be incredibly awesome to edit all your doors or whatever by opening a single prefab.map.

All the door frames in my test mod have broken offsets where the door z fights with the frame when open. 
Virtus DMM Has Prefabs 
always liked the logo
This Explains Everything 
 
Why Did I Do That? 
If I ever do another map I'm going to keep some kind of log book. I started to work on my map again yesterday after about 4 or 5 months, and I can't remember how things work. I find about 6 very similar versions of a texture and can't remember why I made them or how they're different. I walk through the map and see things and say to myself "Why in the world did I do that?" I'm going to end up wasting a week just figuring this stuff out. 
 
Use a code-versioning system to check in changes you did on your map with comments. 
Welcome 
to my world, Rick! 
Prefabs? 
Yes!!! 
Prefabs 
Snarkpit website (can't remeber the http..) has also some nice to consider, even though they are CS oriented...
I also found once a website (Mission HQ as far as I remember...) in which there were tons of WW2 prefabs (i.e the Tiger Tank in Fort Driant has been re-built from one of their model)..

So prefabs ! Yes, there are many over the intarweb :) 
More For Personal 
I was thinking more for personal clipping, as I don't like using other people's work in my own. Like if I spend a lot of time brushing a cool looking widget, or if I make a cool ceiling design, I could make a "slice 9" version of it and then save those slices as prefabs, so I can paste them and scale/extrude them as needed to make ceilings in a map. 
Fullbright Water 
Why? Surely there is some way to fix this. I don't mean light mapped, just some way to turn the brightness down. I made a custom water texture using only the darkest colors available and it still looks too bright in places. The only thing that seems to help is wateralpha, but transparent water doesn't look right in Quake. 
Edit The Texture 
 
How About. 
Use wateralpha, and put a very thin (2 units) func_illusionary right under the surface, and then put an all black texture on the top face and skip on the bottom face. 
 
Use wateralpha, and put a very thin (2 units) func_illusionary right under the surface, and then put an all black texture on the top face and skip on the bottom face.
I have done this with teleporters, lava and water, works a treat! I usually make the lava illusionary brush red and the water one similar base colour to the top texture. 
Hmm... 
Interesting idea. Might look funny if the player uses a very transparent wateralpha setting. I don't have any models left and I'm real close to the marksurfaces limit. I might just have to add a little more light to this particular area (it's not a very big part of the map).

On the other hand, I'm beginning to see less and less reason to keep deathmatch stuff and that would free up a number of models. I intend to finish this thing by the end of the year, if not sooner. I'm tired of working on it.

Still, it would be nice if this could be added as an engine feature, kind of like fog. 
Fullbright Water 
That's an engine issue, not a mapping issue. You need to use an engine (like GLQuake, I think) that ignores fullbrights altogether. Personally I think that unless it's *Lava a little transparency can be a good thing in a visual sense. Of course it may also "Break" a map because, for example,in E1M4 (The Grisly Grotto), you can avoid the Skraggs by simply diving in and due to how the old vis worked you would disappear from their view and thus not get shot at from above or perhaps you can see a secret that you missed before. 
Umm 
You need to use an engine (like GLQuake, I think) that ignores fullbrights altogether.

That won't work. 
Yeah, 
I'm pretty sure liquids (including the sky) are treated differently from normal textures. Maybe that's why there is no brightness setting for them, because it would affect all of them equally? 
I Already Asked Tyrann About This 
in terms of allowing the texture to be lit.

He said it wasn't possible, which is a shame because it would be great. I dunno if it is possible in dark places, probably is.

Fullbright water sucks :( 
Shadows On Water 
Requires changes to both the tools and engine. Possible an updated bsp format too, though we could probably work around that. 
Okay, 
I can see why shadows on water (light mapped water) would be a problem, but what about some way to darken the water texture down from full bright? Just the ability to choose 75, 50, 25% brightness or something like that would be a big improvement. Actual shadows are not really needed, though I'm sure some people would think it's great.

A full bright sky is not much of a problem, most people use a skybox anyway, lava seems like it ought to be bright most of the time, but water being full bright often just looks bad. 
 
how about using an external TGA texture that is really dark? 
OneTruePurple 
I was going by memory. I could swear that there was an engine out there that didn't fullbright liquids... Maybe an early version of TXQuake (OpenGL based) or something else from that era (early 2000's a year or two after the GL source was released) I recall that it looked washed out in general. Then again I might have been thinking of a totally different game altogether, maybe Q2.

It (fullbright liquids) can screw up the look of a level in some places because it stands out so much if you want to go dark and gloomy with a secret area that you need to dive into in order to get to the goodies. There are ways around that with creative brush work but it's still a bit of a pain to light in order to explain away the bright liquid.

Ideally only *Lava(xx) (all versions) would be fullbright with the *water(xx) never fullbright, *04water(xx) always fullbright, *01slime(xx) being never fullbright and *04slime(xx) being fullbright, or some other similar naming convention.

I get why they did it back in the day and it made sense from a hardware point of view but today it can limit options in some small cases. 
 
If you're already willing to change the look of default Quake, then using DP/FTE and GLSL water isn't a stretch. Pretty sure you can set some parms to the GLSL that would give you less transparent water, such as fog, tint and fresnel. You could try not using normalmaps with the glsl water either, or really flat ones to prevent the water bumping itself...


or write your own glsl water shader for vanilla looking water just slightly transparent but still not able to see much beyond the surface. Fresnel etc.

Real water's transparency depends on depth and the colour of the ground etc, so the dm3 pool shouldn't be fully transparent indeed.

glsl is your friend. 
 
Something i've done is to use the transparent illusionary trick above and to use a non-liquid version of the liquid texture (ie without the *) and stretched to maybe 4x4 scale.
If your liquid is placed below the illusionary by 1 pixel, you can set the illusionary to have alpha about 0.5 and water to be about 0.3~ i think and this makes the water look like it has a lightmap on it.
doesn't work with all kinds of waters, but most of the stock water textures look fine. 
Huh? 
Maybe I haven't been paying attention. I can set the alpha of a func_illusionary and water in a Quake map? This is a plain old bsp file type map running in Fitzquake. 
Alpha Papa 
Almost all engines today support alpha transparency on water, it was introduced with glquake, the official 3d accelerated engine, and so any engine not based on software quake has it. The support is limited though: critically it's controlled by a cvar, not directly in the map, so you need some kind of mod to ensure that the value is set to transparent. Otherwise you're relying on the user to set it correctly for your map.

Most source ports of quake support the addition of the alpha field for entities, making them appear transparent. It's one of the few extended features to be implemented consistently across so many engines that it can almost be treated as standard (skyboxes would be another, fog almost so). In engines that don't support alpha, the entity renders fully opaque instead.

Fitzquake supports both of these features, so it would work fine in that engine(minus the proviso about needing to set the cvar). I'd recommend a slight tweak to the setup necros suggests to provide better fallbacks in less functional engines. If you put the func_illusionary slightly below the waterline then:

* In software quake you get opaque water that's not lightmapped but animates (which is probably better than lightmapped-but-not-animated water). No worse than usual.

* In engines without "alpha" key support, you get animated, lightmapped water which is opaque - an interesting trade-off you'd probably opt for if this lightmap idea is important to your map.

* In engines with both you'd get the full effect. 
Good That I Asked 
I was aware of r_wateralpha.

The support is limited though: critically it's controlled by a cvar, not directly in the map, so you need some kind of mod to ensure that the value is set to transparent. Otherwise you're relying on the user to set it correctly for your map.

That's what I was thinking which is why I asked about setting it in the map.


Most source ports of quake support the addition of the alpha field for entities, making them appear transparent.

That's something I didn't know. I'd seen this effect , but I guess I just figured it was done with custom code, though now that I think about it, I remember at least one map where it was used that was just a normal bsp.

Thanks guys, for all the info and ideas.

Most of the too bright water in my map was fixed by using a super dark water texture. There are a couple of places where pitch black walls are adjacent to lit water that don't look so good, but I can probably live with it.

I tend to spend days fixing trying to fix small things like this, that most people will never notice. If I keep doing this, the map will never be done. 
That May Be 
But if I notice even one instance where I know the author took time to get a tiny detail right, I enjoy the map that much more. 
 
trying to fix small things like this, that most people will never notice.

but they will notice if it's not fixed. :P 
Tiny Detail Right 
The details are everything.

If there's one misaligned texture, people will think you're sloppy. If there's one overlapping-brush-2-brush-flicker, they'll think less of the map as it ruins the Sustainment of Disbelief.

Even the smallest detail (to chamfer or not to chamfer) can make a big difference in the overall fluidity and coherence of that area.

The details are everything. 
Not Sure 
It's easy to get obsessive and waste a lot of time getting everything perfect.

A good release stands on its own, warts and all. 
You Got That Right 
It's easy to get obsessive and waste a lot of time getting everything perfect.

I'm trying for not too many warts.
It's getting closer. 
How Do I Use An External BSP? 
Do I just put the brushes in an empty map, run bsp and light and then place it in a different map using info_notnull or something like that? 
Rick 
Do I just put the brushes in an empty map, run bsp and light and then place it in a different map

yes, be sure to place the bsp in your progs folder.

using info_notnull or something like that?

i use the Quoth mapobject_custom entity, has mangle and such.

At least thats what i do, not sure if vanilla progs handles this so easy.. 
 
yes, be sure to place the bsp in your progs folder.

you can use progs/map.bsp or maps/map.bsp and both will work for the model path. only sounds are hardcoded to be in sound/xxxxx 
Append 
in fact, it's generally good practice to put any external bsps in a subfolder so you can keep things clean. unless you want to use a pak file in which case it matters less. 
 
Okay, thanks. Now, how do I place the external bsp into my map? 
Than 
how is the newest remake going? 
BSP2/2PSB WorldCraft To Radiant? 
Trying to open some .map files saved with WC in Radiant but keep getting.

parse error at '[': expected '#number'

The maps are also BSP2 sized.
GB, you have experience with this? 
Spiney 
WC uses a different .map format from Radiant.

I don't know if WC has other limits that could possibly be BSP2 related; the only thing I think I have heard is that it can't properly display maps that are bigger than 8192x8192.

There is a converter program by a person called Scrama, I believe, you might have some luck using the quakeone.com forum search. It is somewhat obscure though. You will also have to convert the texture wads between WC and Radiant. :-s

If it only needs to be done once, using some converter is acceptable, but daily WC <-> Radiant conversion in any halfway productive environment, eg in a team setting, isn't very good for the workflow. I have lovely memories of this problem from RMQ. 
God Bless Standardization 
I thought the only difference was .rmf
yay! 
I Just Need The Brushes Though 
It's for something of a spinoff map... 
Spiney 
I'm not 100% and can't check right now, but I think TB will load this map fine and save it as a standard .map file. Although the texture alignment info will be fucked, naturally. 
Sleepwalkr 
Actually, I just remember I did use TB for exactly this in the past... must have been some hazy late night troubleshooting, haha. I'll try that! :) 
 
That is good to know. 
Oops... 
Actually, it's still not working in Radiant, exact same issue... like I said, I was probably only half awake, lol. 
Useless Google 
I search "worldcraft" I get a dozen of useless pages about World of Warcraft. Sigh. 
The Utility GB Was Talking About 
 
So it still exists? Someone should archive that :-p 
 
not sure how to extract textures from those rmf files though. But you probably have access to the wad3 files. 
Actually That Link Is The Old One 
And the new one isn't in Russian :P
http://quakeone.com/forums/quake-help/servers-coding/3997-half-life-bsp-q1-8.html#post49563

I'll put it in the wiki :D 
Utility Is Only For HL Maps It Seems 
I'll get out mah ruler! 
That's Strange 
I have tons of maps and map scraps that were created in Worldcraft (1.6) and I've never had any problems opening them in Netradiant. 
Oh Wait 
I guess you mean that Valve version of Worldcraft? 
 
huh, IIRC I have used it to convert WC maps in the past.

Then maybe the problem is something entirely different? Now I'm confused. 
Worldcraft 
Worldcraft was hacked to work on quake by varios people, the final package being assembled by Baker.

HL maps basically are quake maps, the only difference being the texture format of hlwad, and that is only used by worldcraft, the bsp still compiling with normal quake textures.

Worldcraft .maps have extra texture coordinates that allow things to be moved about more freely than other editors (at the time at least) allowed without mucking up the projection.

It sounds like the .map you're looking at is corrupt, have you tried opening it in a text editor like notepad++ or something? I don't know radiant but I'm assuming it tells you on which line it's failing.

Afaik bsp2 makes no difference to the .map format. 
And 
The .rmf doesn't hold the textures, you can just extract those from the bsp using texmex.

You could also try downloading Baker's worldcraft 3.3 adapter package. Not saying you learn wc, but it could help you to fix the error and the package has texture converters inside... although I'm not sure if they'll be able to spit out a normal wad after chewing on a hlwad. 
 
The Quake .bsp will not have the textures in Hlwad format. The only use for the Hlwad format is to get the textures into the editor. You still need the regular .wad to compile the .map into a .bsp because the compiling tools require them.

The biggest advantage to using WC 3.3 is that you aren't going to be violating any copyright laws as it's 100% free while AFAIK WC 1.6 (full) was never released to the public for free when Valve bought the rights to it. There's no good reason why that I can think of but perhaps they just figured that it wasn't really needed to go through that extra step due to the age of Quake.

Someone could probably write Valve and ask that they release it as freeware and they might do it if they have the time. 
I Think 
That's been asked a few times actually, to the sound of silence.

I used to use Worldcraft, but Trenchbroom is better. 
What? 
You guys didn't buy Worldcraft when it came out? I still have my original version 1.1 disk with the paper receipt from ACD Systems. 
I Linked 
The full 1.6 version on another thread. Not sure about the legality of that, but it's not for sale anymore and I'm not hosting, so...

The only difference AFAIK is being able to use the prefabs system.

1.6 doesn't have the advanced texture snap that 3.3 and later provide, and there are a few glitches in there that can be annoying. 
 
One thing I always liked about the old Worldcraft was that it allowed you to move individual vertexes anywhere you wanted to, even if it would be an invalid brush. NetRadiant infuriates me sometimes because of the automatic checking and rearranging of other vertexes just to keep the brush valid. Sometimes to get from point A to point B you need to pass through invalid shapes. 
I Still Use Worldcraft 3.3 And 3.4 
It's fine! Tried Trenchbroom but it's too different, I don't feel like I get the control and precision I want with it as easily as with 2D editors.

As for 'the compilers requiring .wad to work', not true, there have been compilers that support hlwad for ages now. Haven't there? 
Slander 
Trenchbroom is the greatest editor of all time! 
Ricky 
Nope, you still need the normal wads afaik. 
TrenchBroom Is Unstable. 
It crashes when I add Quake.Wad to map properties. Maybe I'm using the wrong wad? I'd like somebody to post me a working link here. 
Try This 
It Worked, But I Still Have One Problem. 
Vertex mode. Trying to enable it crashes the tool and gives a shithole of errors. I wonder what's the creator's mail so I could send the log here. 
._. 
I didn't notice your nickname, Sleepwalk. Do you need the log anyways? 
Here It Is Anyways. 
Go To Preferences 
And set Instancing Mode to Force Off. 
Ijed - RE: Compiling With Only .hlwad 
I just did it.

I opened my .map file in np++, checked the texture location in the header. It says "blah.hlwad". So I'm like 'heh - thought so!'.

So then I went into my texture's directory and renamed my .wad files to whatever_meh.wad. (adding '_meh' obv.)

Compiled again, worked! Loaded into the engine, textures intact.

WC3.3 + TxQbsp std. 
+1 To Ctrl+Z-ing A Bunch Of Windows Rename Operations :P 
 
Also 
It's right here, near the top....

http://user.tninet.se/~xir870k/readmetx.txt

'Support for Valve WAD3 format.' 
It's Nice To Be Wrong 
(sometimes) 
It Worked Thanks! 
i've wait for 5hours with the classic converter, but with wally i made it in 5min 
Quoth2 
I want make map for Quoth2. How I can use self palette.lmp and conchars.lmp with this mod? 
I Don't Know What You're Talking About 
but I am excited about you making a Quoth map. 
Yeah 
All you need is the entity definition to make it and the mod to test it. 
Ricky 
Most compilers don't support HLWAD (Tyrbsp doesn't anyway). That's why I said that and it's probably why the docs for TqBSP specifically mention that is does support it, it's not a normal behavior for Quake BSP. I found that out when I moved the .wad files before compiling and ended up with a level that was all pink checkerboard textures. 
To Digs 
 
Preach 
Yes, the fourth option a little more difficult for the users. But he is the best in my opinion. I will use it. Thank you! 
Quaketree 
Just because you're driving around in a mini-cooper doesn't mean that cars cannot travel above 200mph.

What version of TyrQBSP are you using (!?!?!)

I just compiled a map using tyrqbsp and .hlwads and it compiled just fine, textures intact.

Apparently this feature has been supported by tyrqbsp since April.

Not wanting to put any compilers down (past or present) I shall just say also, FYI, that there are a lot of Quake maps that would not exist today where it not for TxQBSP. IMO it had been the standard (i.e. the best) for a very long time, and was included with Worldcraft3.3-Quaked if I recall http://quakeone.com/qadapter/.

So, basically, I don't understand where you're coming from.... 
QuArK Pipes Tutorial 
For those who use QuArK, here is a pipe building tutorial link made by Felikkz7

http://felikkz7.free.fr/tuto_pipes.html

This is awesome... 
Yeah 
 
Shame 
that there isn't an easy option like UnrealED's 2d shape editor. You could do this with only a few clicks, literally takes less than a minute. 
 
While this is nice, patch meshes and Darkplaces probably get the job done too. I'll never understand why people don't use that stuff more to make Q1 levels. The results can look identical to those images. 
GTKRadiant With Q2 Mods 
I've always been a BSP guy, but I figured I'd give GTKRadiant another shot. I'm trying to get it to work with my Paintball2 mod (base dir: pball), but GTKRadiant seems dead set on using the baseq2 directory, even when I try to manually load a texture directory or set the base path in the project settings.

How do I make it uses textures from a mod dir other than baseq2? 
Possible Help 
I don't know about Q2 or GTK, but with Netradiant and Quake you put all texture wads in the id1 folder, nowhere else, and it finds them automatically. 
 
How do I make it uses textures from a mod dir other than baseq2?

Under "Project Settings", select "Custom Quake 2 modification" and enter the name of the mod's gamedir. 
 
"Custom Quake 2 modification" is not an option. The mods are all "Quake III" related. I set it to "Quake III modification" and set the fs_game to "pball", but it still keeps trying to use baseq2. 
 
Never mind. I guess it just had to be restarted in order to take effect. 
Fog And Trains 
Two questions.

Is there any way to set r_skyfog in the map?

Is there an easy way to change the sound on a func_train? 
No And Sort Of 
I'm not aware of an engine that allows setting sky fog independently from the normal.

All it would do in any case is apply a flat colour over the top, since sky has no distance... You can achieve the Same effect if you open the images in a graphics editor and apply a colour layer.

Trains have a 'sounds' key, which is just binary 0/1 which gives you silence (0) or the classic quake train(1) sound.

Changing this in the qc is pretty trivial, and many mods have already done it, usually allowing for custom sounds to be map defined. Extras r4 / pox mod springs to mind as having e best extended train functionality. 
R_skyfog 
Fitzquake has a r_skyfog and setting it lower than the default 0.5 does reduce the amount of "fog" applied to the sky.

I'm using a sky box that is a dark, cloudy, night sky with a large moon visible. Even small amounts of fog lighten the sky dramatically causing it to look not at all like night time. Changing r_skyfog to 0.2 is a big improvement. I've tried just using lower RGB values for the regular fog (0.2 .05 .05 .05 currently) which helps but reduces the normal fog effect to where it's almost unnoticeable. 
Ah, Didn't Know That 
 
Ah Ha 
Remembering how sock was changing gl_texturemode in his maps, a little research led me to this page at the Tome of Preach.

Looks like I would need to use a quake.rc file to set r_skyfog.

Tome of Preach looks like a great storehouse of Quake info. I think I'm going to just sit down and read it all. 
Preachs Site Is A Well 
of qc boundary pushing. highly recommended. 
Rich 
Yeah, if you're making your own mod then that's a good way to do it - but only if you need the same setting for all your maps!

Another approach is to have a custom QC entity which sends commands to the player's console during the map. This lets you build maps with different settings for the various console commands you have created.

Quoth already has an entity like this:
http://tomeofpreach.wordpress.com/quoth/tutorial/info_command/

It's the moral equivalent of the following QC code:

stuffcmd(player, "r_skyfog 0.3");
 
Yeah 
I only need it for this map because the skybox just looks bad with any amount of fog. I have a custom progs.dat but it's nothing special because I am not a programmer. I consider it completely optional, but I guess I could try a custom QC entity anyway. 
Two Things 
Preach is one of the people that keeps this community going. Without a doubt.

The other is that qc isn't really coding, it's just scripting. Once you open it, look at a few variables and read some of the tutorials on inside3d it's a free bar.

Hm.

I'm a bit drunk.

Doesn't invalidate anything I just said though.

Whatever it was. 
That Thing About Preach 
Definitely not invalidated by being drunk. 
I'll Let That Sleeping Dog Lie... 
 
No Triple Meaning 
 
Wow 
There is a ton of good stuff at Tome of Preach. I now remember going there back in the spring. I switched to a different computer for dev stuff early in the summer and didn't copy my bookmarks from the old Athlon 64 I had been using. I bet I had it bookmarked on that machine though. Excellent site man, thanks :)

I played around with spawning a trigger this morning and had no trouble getting it to work. Much more stuff to read. 
Fitzquake Crash 
I've got a mesh, that if created causes a hard crash in Fitzquake.

Condebug doesn't give me any readout of the error, nor does developer 1 - it just hangs before crashing to desktop.

Other engines (FTE, Tyrann's) have no problem with the mesh in question.

I can't see anything in the documentation, is there any known issue with this? 
Ok 
FYI, Fitz crashes if you set a skin on a model that doesn't exist.

I'm generalising gibs and different types thereof. 
 
ijed: if the skin doesn't exist, or if the model doesn't exist? 
Just The Skin 
It's a hard crash without an error message, which is what had me scratching my head.

If the model didn't exist it'd give me an error.

It seems the other engines I mentioned default to skin 0 if the qc tries to call a bad skin, same as with a bad frame. 
 
Interesting, I thought I had set it up to display a blue/black checkerboard texture when the skin is missing. Maybe some other changes have broken that feature. 
Yeah 
I thought it was odd when I figured it out. Ah well nobody's perfect :)

I doubt it matters, but this was with Spike's hack to make it usable with BSP2. 
 
Remember my cellshading sm134? It uses invalid skin numbers on purpose for the blue/black effect, and there's no crash. So it sounds more like there's another condition at play on ijed's end. 
Possibly 
But like I say, I fixed it by inserting duplicate skins on the mesh. It also only affects this particular mesh as well.

Here it is, if you want to check it out;
https://www.dropbox.com/s/9e5vvwd3vnt8bnh/hunter_gibs.mdl 
GtkRadiant 1.4 
It's for Quake 3 but surely there are some experienced Radiant mappers around?

I had a system crash and now I'm kinda worried. In reinstalled and everything works fine. When I open the map in the editor, all textures are nicely aligned (except I'm missing some due to the crash). However, if I compile, regardless of what option I use, I get this:

http://i.imgur.com/2sbGuq4.jpg

Any ideas?

PS: If I build a new map, regardless which textures, the same happens. As if some value is off somewhere that's downsizing them. 
Antilights And Weird Classes 
I'm mucking about with weird entity settings as usual. Most of my experiments have found that no matter what classname an entity has, you can give it keys that light.exe recognises and it just works. For some reason, antilights only seem to work on proper light entities, not on these repurposed entities. I'm using benlight for these tests, has anyone ever encountered this and worked around it? Or does another light tool cope any better? 
Preach... 
I'm not quite getting what you are asking. Are you asking if someone has found a way to apply or tie a negative light to an entity as a sphere around the entity? If so I haven't seen it. 
Sprony 
Even the stock Quake3 textures do that? If not, then likely there is a disconnect between the Q1 textures you are seeing in editor and the textures the game is using (maybe there is a pk3 of half-size textures in your Q3 directory stomping correctly scaled textures in a directory you are using for radiant?)

If not, first thing I would look at is if your textures are being scaled down properly. Quake3 generally uses double-sized textures that are scaled down by half in radiant (so, a 256x256 for a 128x128 wall). Select a face in your map and bring up the surface properties, your x and y scale should be "0.5". (in 1.5 at least, there's a setting in 'edit -> preferences -> settings -> brush' that controls this default) I'd then save the .map and then look at it in notepad. You should have brush faces that look something like:

( 0 96 256 ) ( 0 32 256 ) ( -64 96 256 ) egyptsoc_mat/block01a 0 0 0 0.5 0.5 0 0 0

Where the "0.5 0.5" parts of the line are the texture scale. If Radiant showed you something different in editor vs when it saves, then there's a problem that I don't know how to fix :(

I don't believe there are any compiler settings that could be doing this. 
 
I'm not quite getting what you are asking. Are you asking if someone has found a way to apply or tie a negative light to an entity as a sphere around the entity? If so I haven't seen it.

It's a compiler issue I'm having, and I don't understand the compiler source code all that well. In general, the light.exe tool doesn't care what classname an entity has, it's only looking for the "light" key on that entity. You can give a monster_shambler the key "light" "200", and the compiler will create a light source at that point (obviously it doesn't follow the shambler, it's just static).

The other thing is that antilights - lights with a negative value in the light key which some compilers support. What I've found is that these two things don't mix. If you create two mapobjects with "light" "200" and "light" "-200", what I've found is that the antilight one doesn't have any effect. If you take the entities and just change their class to "light", suddenly the antilight starts working as well.

I think I've spotted a separate issue in what I'm trying to do, so don't worry too much about it, but it's weird all the same... 
Well 
AFAIK it was AguirRe who invented antilights, or standardized them at least. Maybe send him a direct email because I don't think he views this board anymore. 
I'm Probably Wrong But 
I would guess that when anti-light was added (negative light), that particular code only checks actual Light entities, whereas the original Light code (as you have noticed) just looks at everything.

Personally, I've always considered that to be a bit of a bug. 
Scampie 
Yes, even stock textures do that. Thank you for your suggestion. I checked but Radiant shows the right scales, just like you said. I did some extra checks:

It's not the editor. Regardless which map I make or load, everything works fine.

It's not the game. If I take old compiles or load the original maps. all is displayed normally.

It's not the textures. Even vanilla textures show the same problem.

It has to be a compiler issue. I reinstalled Q3map2 to no avail. 
Sprony: 
A google search result that might be fruitful: http://openarena.ws/board/index.php?action=printpage;topic=1820.0 
Can't Compile Map 
Hey, I'm using necro's compiling gui and I get this error in the console:
Copying Files... The system cannot find the file specified. Converting map... --------------QBSP-------------- 'C:Program' is not recognized as an internal or external command,operable program or batch file. 
 
put the map in a path without spaces (it breaks at the space in "Program Files"), quake tools are a bit last century 
Scampie! 
My man! Thanks to you I found the problem. After re-installing Windows I decided to sort through my old files and make everything tidy. This resulted in me installing Q3Map2 in a directory outside the Quake 3 directory. That's apparently the problem because I now placed it in the Quake directory and tada, it works like a charm! 
@Spirit 
good. I might try that tomorrow. 
@Spirit #2 
Alrigt, It compiled. But I can't instantly launch quake and play my map on it, (I have the steam version BTW.) but it's alright now! thanks for the advice! 
Random Idea 
could a very low r_speeds limit lead to a "Quake the way id did" look? 
I Guess So 
Could be a good speedmap theme also..... 
Ogre Idle Sound 
Why do they have one? No other monster makes noise when standing still. It makes no sense. 
Ogre Idles 
Most monsters do play their idle sound while walking instead of standing. I'd guess it's because the ogre has a special chainsaw dragging sound when he hits the waypoints of his patrol, so they put the mumbling on the standing sequence so they don't interfere. 
Monster Idle Sounds 
The Vore has that grunting\wheezing noise that it makes (I think that's used while it's idle). 
Yeah 
All monsters have an idle, but they call it at varying times. Most will call it while in their run sequence (attacking you) at some point, as well as when standing still chilling out.

If you look through the sound folder you'll find them all.

Ogre has the additional chainsaw scrape as Preach mentions.

The idle sounds themselves add ambience to the level and give the player a hint of what they'll be fighting later on. Some have stronger, more recognizable sounds, like the ogre, or the Quoth Night Gaunt. 
I Don't Think So 
Basically, I'm trying to figure out why the only ambient sound in my map is from the sky. There's no water or lava noise. I think this is caused by the texture names I used.

Just to test, I built the map using the -noambientsky switch and when I move around the level using -noclip and -notarget, the only sounds I hear are from torches, sound entities such as ambient_drip, monsters that are walking a path, and ogres.

All the ogres make the rumbling sound when standing still, all of the other monsters are silent when standing still. 
Aha 
You're right.

I just took a quick look over the qc and only the ogre is calling his idle sound while in his idle cycle.

All the others call it during their non-idle cycles, or during walk. 
So 
How would I make them shut up?

I commented out both places in ogre.qc where that sound is called and they still stand there making that stupid noise. 
Well 
That should do it. The engine isn't calling any monster sounds directly.

So, I'll ask the dumb questions; did you compile, did you copy the progs.dat over?

I've failed on that many, many times. I'm also dyslexic when it comes to greater > or < less than. 
Fixed 
Facepalm moment - was just me being stupid and putting the new progs.dat in the wrong game folder.

Seriously, is this some kind of bug? Why does only the ogre make sounds when he should actually be silent, waiting to ambush the player? 
Well 
Thats lots of weird shit in the original qc. Like the ambush / crucified spawnflags and so on.

Probably the actual behaviour should be controlled by the AMBUSH flag.

So if that is set a monster is silent, if not then they make sounds.

I never realised one of the reasons I like patrolling monsters is that they make sound. 
@Rick Re Liquid Sounds 
"Basically, I'm trying to figure out why the only ambient sound in my map is from the sky. There's no water or lava noise. I think this is caused by the texture names I used."

That's the cause of that problem. Water, slime and lava texture names have to be the same as the originals (including any numbers such as *water04). Using any other name (say, *water07) will still get you all of the physical properties of the liquid (swimming, drowning, and fullbrights in that example. Replace *water with *slime07 or *lava07 and you will get those physical properties instead) but the sounds won't get cached because the engine wasn't told to look for them because the texture name didn't match the correct parameters.

This "Can" work in your favor if you have a secret that has water but you don't want the water ambiance noise to give it away because you have a different clue leading to the secret for the player to find instead 
Yeah 
I was guessing that was the problem with the lack of ambient sounds. I'm using *lavakell and a *rk_water that I made.

I guess I'll extract all the textures I'm using and put them in a special wish13.wad so that I can rename the custom lava and water to match the original id texture names. 
Liquid Ambients 
http://celephais.net/stuff/texturefaq.htm

your *lavaXXXX should work, but the water needs an name that starts with "*water" or "*04water"

But, isn't there an engine bug where either slime or lava don't generate ambients at all? my memory is fuzzy. 
I'm Checking Now 
Before I was definitely getting no lava or water sound. I've renamed *lavakell to *lava1 and *rk_water to *water1.

I now get sounds but it seems to be the same sound everywhere (still using -noambientsky).

Does water and lava use the same noise? Maybe because I didn't do a full vis the game just thinks I can see water everywhere and there's no lava sound at all. I'm doing a full vis now just to find out. 
Hmm 
Seems like you were right, there is no lava sound at all. Water and sky seem to be working okay.

Just realized my trick of using sky brushes to hold the lights and seal behind func_wall windows is a problem because I can hear the sky noise everywhere I did that, even though there is actually no sky visible to the player in those areas. 
 
IIRC, vis is what adds the liquid ambients to the map, as the engine uses the portal information to determine if you should be able to hear 
Increase Spotlight FOV? 
Is there a way to increase a spotlight's fov just like the one that was used in Backstiengotic?
(I'm using trenchbroom BTW) 
Also, Another Question 
In Backstiengotic, is it possible to make a built in skill selection part that changes the player's starting point when triggered? 
Fov? 
Not real sure what you mean by fov, but if you mean how wide the spotlight's beam is you just need to set the angle key/value. There isn't one by default and I don't know how or if you can add one in Trenchbroom. I think the default is some thing like 25 or 30 (degrees). 
Read This 
http://user.tninet.se/~xir870k/tooltips.txt

It explains it all, but is mostly focused on bug fixing. There's a light section in there that explains the values and how to use them. 
There's Also... 
@rick 
I might try that. 
 
Tronyn snuck another 2PSB map past my filters so I updated the BSP2 page at https://www.quaddicted.com/tools/bsp2_format 
Compiling On Mac OSX 10+ 
What is the best way to compile a map with the newest MacOS? I'm using trenchbroom to make levels and it says there are compilers built in but I don't see any way to actually use them, which I don't understand. 
There Are No Compilers 
built into TrenchBroom (unless you're using the very old version which I released for Mac OS only about two years ago). You need to download the binaries yourself, for example from here: http://disenchant.net/utils/

Then you need to figure out the command line parameters (see the manuals in the downloaded zip file) and call them from your terminal in the correct location. 
Compiling Made Easy 
Use necros compiling tools.

http://shoresofnis.wordpress.com/2010/03/31/ne_q1spcompilinggui-update-1-0-1-and-quake-stuff/

It will make your life a whole lot easier. 
How To Use The Compiler - 
Here's a tutorial on how to do the initial set up, once it's up and running you'll be flying.

http://shoresofnis.wordpress.com/2010/03/30/ne_q1spcompilinggui/ 
Re: Necros Compile Tools 
I believe that those are for Windows and not Mac. 
 
Did he say mac? I wasn't paying attention at all. 
Beating 65535...BSP Faces Limits Tips 
Does anyone have tips for defeating the unsigned short integer limit of 65535 faces or verts in a bsp file?

I currently have in Worldcraft map info:
Solids: 14828
Faces: 90024
etc.

This number will probably reach around 150000 faces as I finish the map (I'm about 70% done). I have not compiled in over 10 months as it would probably take that long for vis to finish. Is it possible that I could still compile and beat the limit? I would like to stay within BSP if possible and avoid BSP2. 
 
try tyranns vis 
 
Tyrann's qbsp never works for me. I just tried his latest version 0.14 and it still crashed.

Most of my brushes are created to break up an otherwise boring wall into interesting textures. I have an idea to create a couple dozen textures for specific walls to be able to make just one brush instead of I dunno 5-10. But that raises this question:

What are the texture limits for standard bsp 29?
# of unique textures?
Max texture size (e.g. 4096x4096)?
# of instances of each texture?

I can't find the limits anywhere. Google has failed me. 
What Is Your Crash? 
With Tyrann's tools?

I've been using them exclusively so might be able to help. 
Maybe This Will Be Helpful 
Making Textures For Quake

Be careful about the max size, I once made a texture that was 320 units tall and for some reason the alignment was off at the top by a small amount, as if the texture height had been changed by a pixel or two. 
 
Actually, after reading that page again for probably the 10th time, the following finally sunk in:


OpenGL requires that all textures have dimensions which are powers of two (1, 2, 4, 8, 16, etc.) When GLQuake loads a texture with non-power-of-two dimensions, it resamples it, very poorly, and passes it to OpenGL with power-of-two dimensions. So it's a good idea to make your texture dimensions powers of 2 to begin with, to avoid ugly resampling.


Guess what? 320 is not a power-of-two. Duh.

I was probably a victim of the poor resampling. 
 
tyrann is an active developer, send him a proper bugreport with files to reproduce it and you might get a non crashing toolkit in days. 
ARG 
Trenchbroom is being buggy on me! where the hell is the new update for the editor?! 
Re: Arg 
disregard that, I've got it to work for now. 
Uhm 
Please use the TrenchBroom thread to report problems, and if you don't give me bug reports, you won't see your problems fixed. 
And Remember 
SleepwalkR is doing this as a hobby, for fun.

In any case, how goes TBv2?

I see you knocking down issues on the devtrack at a decent pace :) 
Ijed 
It's going well, but there is still a lot to do... I can't really say when I can release something. 
Tyrann's Qbsp Finally Works For Me! Worldcraft Rounding Finally Gotme 
I got it to work. Had to compile as bsp2 but hey I have 80000 already and have at least 50000 to go before I sleep. And polys to go before I sleep.

I found out why Tyrann's qbsp "seemed" like it wasn't working. It stops outputting to the console after upteenhundred "WARNING: Brush with duplicate plane" warnings but still compiles.

And on that note. Is there an rmf to .map converter that won't round my smaller brushes' verts to x.0? 
Thanks For The Suggestion Spirit But It Was My Fault Not An Actual Bug 
 
Que Elaborado 
Ok, I'll stop now. 
MergeAll Compile Step QBSP 
What does WARNING 21 : Too many edges in TryMerge mean? I don't understand what this means in the docs:

// =====================================================================================
// TryMerge
// If two polygons share a common edge and the edges that meet at the
// common points are both inside the other polygons, merge them
// Returns NULL if the faces couldn't be merged, or the new face.
// The originals will NOT be freed.
// ===================================================================================== 
IDK 
Maybe it means use better compilers? 
Huh 
Are you trying to compile a map that is full of errors? 
Looks Like It's My Turn 
I added quite a bit of stuff in my map and hit the MAX_MAP_ENTITIES with TyrUtils 0.6, so I switched to a more recent version (0.10). The map compiles fine, however areas that receive no illumination are now fullbright, and this even with a minlight setup in worldspawn. Is there a way around it or am I doomed to use very dim lights with very big radii?

Here's a shot so show you: http://i.imgur.com/O9ll73V.jpg 
Well 
Do you have some delay 3/4 lights in there? From what I can see you must have some errant lights in there somewhere, the other alternative being a very powerful sunlight value, but I can't see any sky in the screenshot.

Also, minlight isn't required - not having it, or a value of 0 count as the same. 
 
I only use delay 5 lights, and the issue is present in the whole level, not just in this room. My sunlight value is 80.
I tried recompiling with TyrUtils 0.14 but no luck either. 
"...Trying To Compile A Map That Is Full Of Errors?" 
Full of warnings. Usually about duplicate planes from rounding (we hates the rounding precious yes we do) and the occasional brush face with an invalid normal. 
No Beep Message? 
Maybe I'm missing something obvious, but is there a way (in vanilla Quake, no QC) to display a centerprint message without triggering that "beep beep" sound? I've tried triggers and relays with the sound set to "0", but it doesn't work. 
Rick 
try sounds/misc/null.wav.
Maybe that helps? 
Mfx 
That's a Quoth-only functionality. 
Grmpf 
 
Hack! 
Replace the beep sound with a copy of misc/null.wav 
 
Create a new brush entity called "trigger_multiple". Set a new key: "noise" with a value of: "misc/null.wav" Set your message. Give the key sounds a value of 0. 
 
Sorry that last key is "sounds" with a value of "0". 
Noise 
Thanks much :)

noise = misc/null.wav

Works. Why?

I'm going to try it on a relay next to see if I can save a model. 
Why? For Rick 
from triggers.qc

void() multi_trigger =
{
...
if (self.noise)
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
...
}


multi_trigger is a function that is called when the trigger is touched/killed/used. the code plays whatever the trigger's 'noise' key is. the 'sounds' key/value that editors expose just switch (in the entity definitions for the triggers themselves) between several hardcoded noise values (which are also precached by the trigger) 
Oh 
if you set a 'sounds', your 'noise' will get overwritten, so don't 
Has Anybody Else Ever Noticed 
that the wizmet1_2 texture has one rivet that's misaligned? 
Way To Ruin Negke's Xmas, Rick 
 
LOL 
I'm going to include that texture in more maps from now on ;D 
 
What? Do you think that every bolt and rivet in the real world was placed with a micrometer in hand? It's tiny flaws like that in a texture that just take the reality of things in life and place it in the game. If you want nice shiny textures go map for Halo or something...

There, now Negke's Christmas isn't ruined (quite so much). 
Source Code To Sin Editing Tools. 
Hello everyone.

A long time ago, ritual released the source to their editing tools. I was wondering if anybody knew what to get it as it is no longer available.

Thanks. 
I Bought Sin From Steam A While Ago 
Doesn't work in Windows7, I see they removed it from their catalog in the meantime.

The second one is okay-ish, but couldn't compete in the marketplace. 
Damaged 
Here's the catch to Sin editing ToolsI have form GoldenBoy.
It's all in there, scripting etc.
I tried it out but it's quite messy. 
Need Help! 
How do I change the radius of lights and how do I make doors in trenchbroom? 
Ok 
Lights - add a new key (a data entry in an entity, like a light) by hitting the + button when you have it selected and are viewing the 'entity' pane.

It'll create one without any useful data inside, you need to first name it 'light' and then give it a value. By default lights have a value of 400 if you set nothing.

There are various others keys to be added to a light that can give you more control, but you're better off reading more comprehensive documentation for that;

http://shoresofnis.wordpress.com/guides/lighting-basics/

To make a door select one or more brushes and right click on it. Select the option 'create brush entity' and then func_door.

These also have a bunch of keys to set for speed, distance and so on, this is a pretty good guide;

http://www.quakewiki.net/archives/worldcraft/entity/standard/standard.shtm

Good luck! 
Default Light Value Is 300!!!!!!! 
 
:L 
 
Thanks 
Thanks man, now how do I create a worldspawn entity in trenchbroom. If thats what its called 
TB Creates Worldspawn Automatically Once You Lay Down A Brush 
To edit worldspawn properties, select a world brush. 
Thanks 
Thanks. I think thats all I need to know, sorry for all the noob questions 
Change Waterlevels 
HI - Complete noob with mapping...I have Quark and Trenchbroom and some other editors installed, but am clueless on how to alter waterlevels. Probably because I dont understand concepts of the brush too much.

Lets say I want to change the waterlevel on E1M3 so thats its nearly topped off. I think that probably is sort of simple, but how? Next, the tunnel leading off has to now be immersed to a certain level, and also the plat area near the stairs has to be filled. How ? Any help appreciated. 
You Mean... 
have the water change level or move? I don't think this can be done in standard quake. There may be a mod for it but certainly not in standard mode. Maybe you could fake it by having the entire map submerge instead? 
Teknoskillz 
 
Yeah, water is just a brush. You can select it, then change the size in the editor, but I don't think you can change the size dynamically (while playing the map) in regular Quake.

I suppose you could you put a *water texture on a func_door, but then the player couldn't get inside. I think one of the expansion packs added a func_water that could move. 
I Think 
He means changing the water in literally e1m3...

Quake maps are compiled into a format (.bsp) that is not editable. So to change e1m3, you would need the original source .map to work from in an editor like trenchbroom, and then recompile it with your changes. 
You Can Get The E1m3 .map File Here 
Liquids 
There is a way to "Trick" the player into thinking that water levels are rising (or falling for that matter).

Essentially you turn the entire room into a platform (a "Platroom" if you will) while the liquid brush is stationary (you can't actually move a liquid brush in-game using Vanilla Quake that I'm aware of, if you try to tie any entity to a liquid textured brush it will become a solid or disappear IIRC).

So you can get the illusion from the players perspective that the water level is changing as the "Platroom rises or falls just like any other platform. Of course it's a sloppy solution and you have to enclose the "Platroom" inside of another room in order for it to vis and some entities will act a bit funny, but it will work. I've seen it done way back when in one of the earlier player made maps on a compilation CD. Aftershock maybe, it's been a long time.

If you're asking how to insert a liquid brush into a map it's just like any other one as far as editing goes. The liquid effect is a direct result of the texture name as long as it starts with an asterisk (*anynamethatyouwanttogiveit) and the sound effects for them are tied to very specific texture names (*water02).

The default behavior is water as long as the * is there as the first character. If you want lava or slime then the name HAS to start with *slime or *lava. 
Wasn't There A Liquid Mover? 
I'm sure someone mentioned a liquid mover for one of the expansions or something...

Or maybe I was dreaming a sexy sexy quake dream. 
Thanks Guys... 
Yes, I am wanting to do what Scampie says. Edit the .map so the water levels on certain maps, like E1M3 and E2M2 are higher overall. Doing so will result in some other areas of the map needing to be "flooded" so not only are we merely editing an existing water area, gonna need to add some new water to tunnels and other connecting areas that the water will now flow into. 
I'm 100% Sure... 
That the official expansions didn't have "Moving" water (a push brush above a repeating water flow texture is not "Moving water" ;) ).

That extra code (rising or falling water levels) is really something with limited use in a game like Quake in my opinion. While I can see it being used to force the player to get through (or perhaps backtrack through) an area as quickly as possible in some limited scenarios I don't see it happening a lot while making liquid brushes a lot more complicated at the software end. But there are other ways to get there anyway if you really wanted to get the player to run back out in a set time frame without liquids being a factor.

Quake is set in a fairly dry setting (damp yes, but the liquids are almost always there to break up the levels BSP-wise in most maps if you pay attention to that sort of thing due to the way vis works). id was smart about hiding the limitations of the engine from the player but if you know where to look behind the scenes it starts to become obvious pretty quickly.

Then again I just watched the latest Sherlock so who knows, I might be looking for things hidden within things placed behind things with other things being pure fiction and a total red herring meant only to cut down shrubbery in the French forest of NI!

I do believe I will have a beer instead of thinking about this anymore. 
@Teknoskillz 
Are you looking to re-envision the level or simply add water as the level progresses? The first is fairly easy while the second is not at all easy (or may not even be possible). 
@quaketree 
Not looking to change map geometry. Just the areas that have water in them that the maps came with , increase them higher. Like the moat in front of the castle on E2M2 for example. Some other areas on that map may be interesting with higher water levels too like under the bridge near the teleport. Raising the water there woudl mean also taking a look at the small connecting stairway that has a grenade launcher , where the big door opens. The stairs probably would need more water added, because if you add more water to the main area, that area would need more added than what it has now. 
Changing Water Levels 
would have helped me greatly with deck, rather than having a slowly lowering platform I would have much preferred to put a rising slime trap (at the grenadelauncher/shambler ambush).
But the code didn't exist so the trap ended up being quite frustrating for a lot of players.
I can imagine a lot of interesting chase maps developed if there was moving fluids, imagine being chased by a wall of lava through a map (like the lava chase in marble zone in sonic 1). 
Altar Of Storms 
comes to mind, i do recall some rising lava threre.. 
Rising Water 
I used it in FMB-BDG2. It served two purposes: one, to get the player up to a platform to enable escape from an area and two, to gain access to a semi-secret area that conatained a rune. I thought it worked quite well, but then I never had to play the map :) 
Func_water Is Awesome 
But my current implementation is invisible :L 
Oh 
And fish get stuck in it :{ 
Trigger_counter Won't Count Different Monster Types 
any suggestions? 
What A Fool I Am... 
I just figured out how to set counter number limits. all fine now. 
Double Doors With Toggle Flag Won't Open 
how do I fix this? 
Are They Triggered? 
Toggle only works if a door is given a targetname and therefore can be toggled. 
Try A Crowbar... 
Oh wait, that's for Half-Life isn't it.

Go to the Quake Wiki. It has an entry for func_door that says in part.

"By default doors will automatically open when a player or monster is near, and close when they leave. This only happens if the door is not locked and doesn't have a targetname.

If a door has a targetname, it will only open if another entity triggers it, such as a button or trigger.

If a door is locked, it will only open if the player touches it while holding the correct key. If this happens, the door will open and stay open permanently, and the player loses the key. " 
 
i think you have to still set the 'wait' '-1' so the door stays open though, for key doors. 
Wait -1 
I think that the Wiki entry means that it stays unlocked (open for passage) otherwise it acts like any other door does from the point that it was unlocked onwards. 
Nope 
They stay open by default ricky 
 
wait doesn't need to be set, the qc code of func_door sets the door's wait key to -1 if it requires a key. 
Dayum! 
 
Doors 
You may need to check the "don't link" spawnflag. Doors in Quake can be weird. I think I have a test map that shows "lip" being completely ignored for some values, and using a door, you can push items through solid geometry (only in certain directions though). 
The Doors Are Triggered And Toggled, But Won't Open 
 
 
check for cross connected doors. these are doors who's bounding boxes touch. There is some code that groups doors together if their bounding boxes touch and they can override settings on other doors. 
I'm Just Wondering... 
Anyone know of a quake texture wad containing every single quake 1 texture? (Wizard,base,metal,rouge,etc.) 
Yes 
Mine!

Look at quaddicted.com! Quake.wad should be it, 
 
or quake101.wad? 
Link, MFX? 
 
All? 
If you mean everything, not just the id textures, then I don't think so. It would be huge. I think there's one called id base ultimate, or something like that with all the base textures from Quake plus the two expansions. 
Here, Knock Yourself Out :) 
Rick... 
I ment the original quake's textures. 
Google, RoQ? 
Look there roq, its the 2 files i told you. 
 
This one...

https://www.quaddicted.com/files/wads/quakewad.zip

Has all the stock textures I believe. 
Disregard That, 
I found one called id.wad it has every texture imaginable in quake. I'm fine now. 
As Mfx Said 
At the link in my previous post, look for quakewad.zip, inside is quake101.wad, I think it has all the original Quake textures. 
Adquedit V13 
I want to edit the ents and textures of a map with adquedit but the program can't seem to open bsp? 
Adquedit 
Is so old that the map that you're trying to get into might not be supported. Does it meet ALL of the vanilla Quake requirements (Size, entity count, not BSP2 and so on)? If not then that's probably your problem. If not then I have no idea why it's not working.

If the above is true:

Without a .map file then you are probably not going to do much. With a map file you can change what you want re: entities and recompile the bsp using -onlyents and it won't mess with the vis or lighting.

For the textures you will also need the .map file but you will probably have to re-vis the level. To swap out textures you can open the .map in a text editor and do a find - replace to quickly swap textures. Just keep in mind that if the 2 textures being swapped are different sizes you may not like the results. 
Ranger 
You can use winqbsp.

program allow you to decompile *.BSP ready in the original format *.MAP

It's not the original map file you obtain, but it can help you to trace the ents and tex. 
Adquedit V13 
How do I use Adquedit?
Maybe I didn't set up/use it correctly 
Adquedit V13 
Forgot to mention that the maps I'm trying to edit are: the stock Q maps and DOE & SOA maps 
Adquedit Manual Download Link 
http://www.atomicgamer.com/files/20132/adquedit-v1-25-manual-by-cable-hicks

It's for v1.25 but it should cover what you need to know. 
Texture Replacements Bsp 
What other texture replacement programs are there?
I've tried Adquedit and TexMex and they both don't seem to work 
 
I connected the func_door with the func_button. The door has a "message" property. But if I open the door once, then I will not see the message. How to avoid it? 
It's Not The Right Thread, I Know... 
...but it's a tech related question for ya eggheads.

Point is, I bought Rage+DLC and Doom3 BFG on steam and tried to run them both on parallels 8(no dual boot for me, thanks) and they just don't start giving back a supposed card driver issue. Any idea or workaround?

Keep in mind that I played on parallels Batman Arkham Asylum, Necrovision, Dishonored from Steam w/o problems on win7.
Plus, not from Steam, DN4ever and Wolfenstein 2009 and everything went smooth as possible.

I even played RAGE (mac version, w/o DLC) on the same rig.

Can anybody lend a hand?
Puh-leeeze!!! 
 
Just a guess but Rage and Doom3 are OpenGL games, I think most of the others you mentioned are DirectX. It's possible that has something to do with your driver issue. 
 
"Point is, I bought Rage+DLC and Doom3 BFG on steam and tried to run them both on parallels 8(no dual boot for me, thanks) and they just don't start giving back a supposed card driver issue. Any idea or workaround? "

Dual boot. :) 
System Time 
When the console is dropped down all QC functionality is stopped, but there seems to be a system clock running with Fitz clients. Is there anyway to check the system clock from QC? 
 
I connected the func_door with the func_button. The door has a "message" property. But if I open the door once, then I will not see the message. How to avoid it?

A message set on a func_door is only used when it's touched, and then when it actually is opened by any means, it sets it's message field to ""... so you'd need to do something else, like put the message on the button, or maybe on a trigger_once slightly behind the door that opened. 
 
meant to post the qc...

void() door_use =
{
...
self.message = ""; // door message are for touch only
...
}
 
Scampie 
ok, thanks 
 
if there's a system clock, it is completely disconnected from qc. qc is only aware of game time (without engine extensions at least). 
 
if there's a system clock, it is completely disconnected from qc
The console being brought down pauses QC, I want to know how much time has passed. I was hoping I could query a system clock (engine level). I know the engine is maintaining a clock because I found the MarkV engine shows time passed with the "status" console command. 
ARG 
I'm getting strange leaks in my map and I don't know how to fix them. I feel like my map is broken again and I won't even bother to fix it or continue it! sorry for the disappointment guys... 
Are You Using Quark? 
or maybe some carving function? 
No, Trenchbroom Level Editor... 
I honestly feel like I don't want to continue my map anymore. I'd rather bin it and start all over again. I apologize for not finishing it. 
I Forgive You! 
I would try to find out what caused the leak so you avoid running into the same problem. 
#13505, #13506 
Thanks, Rick. Parallels seems to have open gl problems indeed...

And thanks Willem, even though you Bootcamped me. 
Roq 
What kind of leaks, like going straight through brushes?
How many are there, and what compiler do you use.
Try to not use the -forcegoodtree switch(in case you use it) 
ROQ 
Just finish the map, then once you've "sealed" the map from the void if it still leaks just get someone else involved with the map and they'll help you fix it. I guarantee someone will help you. 
FUCK 
JUST AFTER SPIRIT HELPED ME FIX THIS I DECIDE TO MESS AROUND WITH ROCK BRUSHES AND NOW THERE'S THAT FUCKING LEAK AGAIN! I AM CLOSE TO STARTING ALL OVER! GOD DAMMIT! 
Try 
Binding 'snap verticies to grid' to your spacebar and banging away on it like a madman as you do terrain. 
Ijed Speaks De Truth. 
Seriously, someone else mentioned this too and it really works wonders IMO. 
I'm Ashamed To Say... 
I won't be continuing work on this map and I've disappointed you all and I am disappointed myself. encountering errors like this is just another way of learning to map and hopefully I won't make the same mistakes in my newer map.

Sorry guys. :( 
Yes 
You're getting micro leaks between the brushes, this is just how TB works, for now at least.

There is also an option 'force integer snap' but this leaves it difficult to make anything that isn't a box.

I notice a similar problem with texture alignment as well - rotated brushes often end up with .36381819 scaling and positions. This inaccuracy seems to cause drifting as the brushes get moved around.

Shame I only noticed after duplicating a shit tonne of wonky crates around the level :L 
Yes 
You're getting micro leaks between the brushes, this is just how TB works, for now at least.

There is also an option 'force integer snap' but this leaves it difficult to make anything that isn't a box.

I notice a similar problem with texture alignment as well - rotated brushes often end up with .36381819 scaling and positions. This inaccuracy seems to cause drifting as the brushes get moved around.

Shame I only noticed after duplicating a shit tonne of wonky crates around the level :L 
Nonono 
Force integer snap does NOT make anything difficult. It just prevents you from creating invalid brushes and it should be enabled at all times. You will have less leaks and you won't have to snap the vertices to integer coords anymore. In fact, what you're doing restricts you a lot more than just leaving the "force integer plane points" option on.

And what do you mean that rotated brushes end up with that particular value for scaling and position? 
Really? 
I tried it in a much earlier version and found it very restrictive. Didn't mean to crap on your editor!

The drifting is that the decimal values appeared over most of the rotated crates I've got, and the alignment has gradually shifted as I duplicated them around the level. It's probably you've already fixed this, since I've been building this map for quite a few months now.

I actually have a few test maps to send you on the bug tracker, a hard crash and the texture drifting issue. Probably of academic interest only, since I think these should both be corrected with Trenchbroom2, from what you've mentioned of it.

I'll try and get those maps to you next week in any case, give me a nudge if I forget / am too slow. 
Great! 
Thank you! 
Looks Like,,, 
.. TB suffers from the same floating coordinate issue QuArK has... 
Yes And No 
everything will be fine if you check the damn "force integer plane points" option in the map properties.

TB offers you the freedom of using FP face coords, but it should only be used by someone who absolutely knows what they are doing. Which is why it should have been disabled by default :-( 
It Should Be The Default. 
But inaccurate or floating vertices have plagued every single game editor I have ever used. Back when I was mapping for Unreal Tournament I noticed if you have too many vertices occupy the same area in the grid then the grid snapping stopped working and they acted like 2 magnets with the same polarity.

It also depends on which compiler you use too, I find BJP's TreeQ tool to be the best compiler since any microleaks tend to be fixed due to it only allowing vertices to 2 decimal places. At least I think that is how it works. Plus the pointfile it writes if you do get a leak works well.

http://user.tninet.se/~xir870k/ 
Yes 
 
What Do You Mean, Mfx? 
You mean when you snap vertices to the grid in TB the texture alignment somehow becomes corrupted? 
Heh 
This is nothing compared to the hilarity of the Doom3 .map format's floating point issues.

For some reason in D3, id made the "genius move" of storing brush planes in the map file in the (distance, normal) format, so any plane that's not orthogonal (i.e. doesn't have a unit vector normal) is going to be stored with a certain amount of inaccuracy. Simple operations such as moving brushes around in the editor result in degradation of your plane equations and everything ultimately ends up off grid by a tiny amount.

I also believe planes drift every time you load a map into the editor, so your map slowly decays over time, like that badger carcass in the grass verge that the kids can't stop poking at.

The doom3 compiler however welds nearby vertices, so your cracked, leaky maps actually just seal themselves and it rarely causes an issue (or is noticeable) in the final map.

It does, however, make absolute mincemeat of your OCD, and is one of the reasons I just couldn't face D3 mapping any more. 
Surely 
vertices would be whole numbers only in most instances? I can understand that if you clip across a face that it would then have a vertex off the grid depending how you clipped it?

I think I have learned to stick to the grid as often as possible even with clipping. I used to clip to make circular shapes but I try to use vertices now so that I don't get wandering geometry. 
SleepwalkR 
 
What's ETP? 
 
OMG 
Simple operations such as moving brushes around in the editor result in degradation of your plane equations and everything ultimately ends up off grid by a tiny amount.

I also believe planes drift every time you load a map into the editor, so your map slowly decays over time, like that badger carcass in the grass verge that the kids can't stop poking at.


SO THAT'S WHAT THAT WAS!

Fuck. At one point (before I gave up) I was building 95% of my map geometry in Max to stop that happening because it was driving me crazy. 
Re: Floating Points 
I think it's important to mention there are 2 places where floating points can affect a map file.

Quick synopsis of map file format:
Brushes in .map files do not store vertex information at all. Instead, all the faces of your brush are converted into infinite planes, and the editor and compiler figure out, at run time, where the vertices of a brush are by doing the intersections of each of the infinite planes against the other planes in the brush.

The checkbox Sleepwalkr is talking about forces the planes stored in the map file to be integers.

Here's the thing:
You can have a brush face that was all it's vertices on grid but it's plane is floating point. Rounding the face plane to the nearest integer can make the vertices off-grid.
If this happens at run-time with not-as-good compilers, you get leaks that don't appear in your map editor.
All good compilers support floating point planes (like Aguirre's TXQBSP and other new ones).

Sleepwalkr: Is there ever a chance that having Force Integer Plane Points checked will round a floating point plane as to create off-grid vertices?
This is why I am afraid of using that option. 
Insane, Off The Wall Question: 
If an editor wrote vertices to the map file instead of planes, could we make a compiler that creates standard Quake .bsp files from it? 
 
Hah, that Doom3 story is great ... so they created a problem and then patched the tools to compensate for it. I wonder what they were trying to fix in the first place. 
Necros 
TB doesn't simply round the plane points. Instead it will find integer plane points that represent the original plane as closely as possible. However, some planes cannot be represented with integer plane points at all, e.g. a plane whose normal is the Z axis, but which is offset by 0.5.

To answer your question, since the result of the plane point finding algorithm can differ from the original plane, your vertices can change. However, TB will take this into account as the algorithm is applied whenever you perform a vertex operation. So what you see in the editor is what the compiler will produce also. I would say that this is what you want in most cases.

As I said earlier, if you know what you're doing, you can get away with using FP plane points, but you will likely run into microleaks sooner or later.

TB2 disallows floating point plane points altogether for now. If there is demand, I will bring back the option to use them, but it will be off by default. In any case, the editor will warn you about floating point plane points, and you will be able to auto-correct them using said algorithm in one fell swoop.

As for writing vertices to the map file: I think this should be possible, but the vertices would have to be stored in HEX format, which can be stored in text files and read back without loss of precision.

But I think that using integer plane points is the better option, because it retains compatibility with all compilers out there. TB2 can be used to map for other games, where such compilers will surely be unavailable. 
 
When I'm working on a map, I never continue if there are any errors or leaks in the BSP process. I will either fix the problem or revert to a previous version of the map.

I keep my maps in a separate folder from where the compilers are. I copy the map to the compiler folder and then run BSP, Light and VIS from a batch file. After that process completes, I rename the map copy as Name (what the major changes were).map, and continue work on the original file.

While working on Wish13 I have been including the marksurfaces count in the renamed map file just to keep track. I also try to work on either brushes or entities and textures only in a single session. Too many times I've lost a lot of lighting and texture changes because I also changed some brushes and then had the marksurfaces count go insane. 
SleepwalkR 
Enhanced Texture Positioning. 
D3ings 
Hah, that Doom3 story is great ... so they created a problem and then patched the tools to compensate for it. I wonder what they were trying to fix in the first place.

Honestly I don't really know what they were trying to accomplish by changing the way that brush planes are stored. The only benefit is a smaller filesize (it's only 4 floats to store a plane in the (normal,distance) format vs. 9 floats in the (pointA,pointB,pointC) format).

But was map filesize really such an issue that it was worth having such nasty side-effects?

One of the Doom3 community guys (it might have been Sikkpin) got so pissed off with this, that he modified DoomRadiant to use the old quake brush format (it was an almost trivial change apparently) and all the problems just went away.

To late for me though, I've long since lost interest in D3. 
Mfx 
What does that mean? 
Sleepy 
Its a term used in relation with the valve 220 (Hammer) file format i think.
You can shear textures with this for example.
Some of the light compilers support it by -etp switch. 
How Long Till Compilers Support -otp 
 
You Did That... 
450 warnings? 
Possible Theory 
I thought I'd mention that the Quake compiler actually works internally with those Doom 3 style plane definitions - it calculates a normal and distance from the 3 points when it's computing the BSP. So maybe the thinking was to make the map format more closely match what the compiler sees. I think I'd agree with Kinn that it's not a wise move though. The Quake compiler also has limited healing - when it creates a "new" plane it tries to match it to an existing one, and it will merge a pair of planes that are "close enough" in angle and position. 
Action At A Distance 
Incidentally, merging of planes offers one (of many) possible explanations as to why adding or removing brushes can affect remote parts of a map. Suppose a brush on the left of the map has a plane which is "equal enough" to that of a brush on the right hand half. Whether left is merged into right or right into left now depends on which brush compiles first! And if you delete the former, then the latter slightly changes.

I understood that one of the useful properties of BSP trees was that it was easy to merge two together. Does this mean that we could make a compiler that builds a bunch of rooms independently, then merges them together? Obviously there's not just a technical issue of whether such a thing could be written, but also a practical question of how to tell the compiler which brushes are part of different rooms. But it would certainly deal with some of the weirder cross-map interference issues. I wonder if the detail brush code could be a launching point... 
Preach 
Yeah, with Quake, you always lose a bit of accuracy at the compiler stage when it turns those 3 points into a normal,distance - but it's a one shot deal and what you lose is negligable and usually harmless.

In Doom3, those inaccuracies just keep piling on top of each other just by doing routine brush manipulation in the editor, until that time when you zoom in to raise a decal off the floor by 0.125, and all those cracks and misalignments stare back at you like a British smile. 
Agreed 
I totally agree it's a change for the worse in the .map format. It was just a really good opportunity to explain that aspect of the compiler - the merging of similar looking planes isn't well known - once you'd done the groundwork of explaining the format for us! 
Worth Mentioning 
The D3 problem is worse the further you are from the map origin - and also worse if the geometry is grouped under an entity (as it involves an extra calculation to offset the brush local coords from the entity coords) 
Preach 
I suppose this planemerging creates leaks in hull 1?
Instead of having visible gaps between brushes (hull 0 leak)? 
Cool 
I always assumed .map stored verticies

SleepwalkrR: this doc explains Quark ETP:
http://quark.sourceforge.net/infobase/src.topics.face.html 
Planemerging 
On the contrary, the planemerging fixes leaks! At least that's the intent, it's meant to merge two adjacent brushes where some kind of rounding error occurs*. Of course, it can sometimes cause more problems that it solves if it starts affecting brushes further afield. I'd have thought it would affect hull 0 primarily; if there's no leak in hull 0 then the expansion of the brushes for the other hulls should overwhelm any chance plane merging has of creating a leak there.

* Rounding error is a constant worry, even with the best case integer coordinates. Imagine two adjacent brushes formed from a diagonal cut along a single brush. The editor has even been so good as to make sure the touching faces are defined by the same three integer-snapped points. Even so, because the two faces point in opposite directions, the order that these points are listed is reversed. This is enough to produce slightly different floating point plane values some of the time. 
 
Here are 3 brushes, all the same size and in the exact same space.

{
"classname" "worldspawn"
"wad" "quake101.wad"
{
//"0000" "0"
( 128 0 0 ) ( 128 1 0 ) ( 128 0 1 ) COMP1_3 0 0 0 1.0 1.0
( 0 384 0 ) ( 1 384 0 ) ( 0 384 1 ) COMP1_4 0 0 0 1.0 1.0
( 256 0 0 ) ( 256 0 1 ) ( 256 1 0 ) COMP1_5 0 0 0 1.0 1.0
( 0 128 0 ) ( 0 128 1 ) ( 1 128 0 ) COMP1_6 0 0 0 1.0 1.0
( 0 0 128 ) ( 0 1 128 ) ( 1 0 128 ) AFLOOR1_8 0 0 0 1.0 1.0
( 0 0 64 ) ( 1 0 64 ) ( 0 1 64 ) CEILING1_3 0 0 0 1.0 1.0
}
{
//"0000" "0"
( 128 256 128 ) ( 128 128 128 ) ( 128 128 96 ) COMP1_3 0 0 0 1.0 1.0
( 256 384 128 ) ( 128 384 128 ) ( 128 384 96 ) COMP1_4 0 0 0 1.0 1.0
( 256 128 128 ) ( 256 256 128 ) ( 256 256 96 ) COMP1_5 0 0 0 1.0 1.0
( 128 128 128 ) ( 256 128 128 ) ( 256 128 96 ) COMP1_6 0 0 0 1.0 1.0
( 128 128 128 ) ( 128 256 128 ) ( 256 256 128 ) AFLOOR1_3 0 0 0 1.0 1.0
( 256 256 64 ) ( 128 256 64 ) ( 128 128 64 ) CEILING5 0 0 0 1.0 1.0
}
{
//"0000" "0"
( 128 160 128 ) ( 128 128 128 ) ( 128 128 64 ) COMP1_3 0 0 0 1.0 1.0
( 272 384 128 ) ( 144 384 128 ) ( 144 384 64 ) COMP1_4 0 0 0 1.0 1.0
( 256 128 128 ) ( 256 160 128 ) ( 256 160 64 ) COMP1_5 0 0 0 1.0 1.0
( 128 128 128 ) ( 256 128 128 ) ( 256 128 64 ) COMP1_6 0 0 0 1.0 1.0
( 128 128 128 ) ( 128 160 128 ) ( 256 160 128 ) AFLOOR3_1 0 0 0 1.0 1.0
( 256 160 64 ) ( 128 160 64 ) ( 128 128 64 ) CEILING4 0 0 0 1.0 1.0
}
}
{
//"0000"
"angle" "270"
"classname" "info_player_start"
"origin" "192 256 192"
}

My point, eh I don't got one yet. 
Metlslime 
 
Try These 
On your vis command line:


-noambientsky
Disable ambient sound generation for textures with names begin-
ning with 'SKY'.

-noambientwater
Disable ambient sound generation for textures with names begin-
ning with '*WATER' or '*04WATER'.

-noambientslime
Disable ambient sound generation for textures with names begin-
ning with '*SLIME'.

-noambientlava
Disable ambient sound generation for textures with names begin-
ning with '*LAVA'.

-noambient
Disable all ambient sound generation.
 
But I Want Certain Water Sounds.. 
Or do i have to set up triggers for them instead then? 
There's An Ambient Drip Sound 
that is quite nice. I'm sure some mods have support for external sounds, maybe quoth? 
Nah 
Those only affect sounds added automatically by the vis process, produced by textures.

All your ambient_whatever entities will still work fine.

We already have several custom sound ents; this is for the RRP project.

You can use the ambient_general for a looping ambient sound, the only restriction being that it needs to have 'loop' data setup.

the fx_sound is for single shot sounds, although it also has replay capability. 
Yeah 
Thanks Ijed! 
Mfx: 
there shouldn't be any automatically generated sound from the waterfall. Aside from the vis.exe-generated ambient sounds, there are of course mapper-placed ambients.

The only special rubicon2 code in this regard is, there is an underwater loop that plays whenever the player is underwater. If you are not underwater you should not hear it. (There is also a loop for when you are on fire.) 
Metlslime: 
 
Another Question 
can those ambient_generals be triggered?
Starting off? 
Mfx: 
i believe they can't be triggered, they are implemented the same way as other ambient_* entities which means they spawn a static sound that gets sent to the client on connection.

With quakec changes it might be possible? I haven't looked at the code in several years. 
 
oh but... there are some technical issues with triggering looping sounds. The engine won't play the sound if the player is outside the range of the sound at the moment that it is activated. If this happens, the player will NEVER hear the sound until it is retriggered, and then the same range check applies. This is a huge problem and if you look at my steam traps, there is a lot of hacking to make the sound trigger continuously right around the outer threshold of the sound. At that time its' quiet enough that you won't hear it clipping/popping, and it mostly guarantees you will hear the sound when you walk closer. 
Metlslime: 
 
Mfx: 
correct, player needs to be in range for the sound to play.

Oh and also: the sound won't restart if you save and load the game. There was another hack i had to do to restart sounds condtionally, when a savegame is loaded. 
Phone Out Of Battery! 
True, _ambient code can't do much in this respect, but the fx_sound is a bit more flexible.

You can set it to play a sound every x seconds, so if you set it to play an ambient sound, that isn't looped (but sounds as if it is) then you can kill the entity and the sound will stop playing. Same works for starting the sound.

Fx_ will start replaying after a reload! but only if you've got your triggers very carefully set up. I always thought the trigger_always of q2 was a clever hack. 
Sound Manager 
this was the solution i came up with for looping sounds that are started out of ear-shot: http://pastebin.com/0xpehM8C

maybe it'll be useful to someone. 
Ah 
That'd be truly looping, clever stuff.

The fx_sound will have a few seconds of silence from some save game reloads! depending on how long your sound file is. 
Thanks Metlslime And Necros! 
 
General Question... 
I'd like to know which version of Radiant works best for Quake. Also links to the better tutorials on using it may help. I tried using it several years ago and I found it difficult to even get basic stuff done so I haven't looked at it since. 
What About 
Trenchbroom? 
Radiant 
NetRadiant, imo. Or, if you want to use detached editing windows, the latest build of GtkRadiant 1.5 (=26 April 2007). Some people prefer 1.4 or earlier versions. 
Update Bsp From Wad 
Is there a way to update the textures in a bsp from a wad? 
Nope 
Not without recompiling. 
QuArK Can Actually Do That... 
but it's a bit of a pain, and one texture at a time.

-Open the bsp, open the MipTex folder.
-Right click and Cut the texture you want to replace. Remember its position in the list.
-Open the texture browser (Toolboxes, Texture Browser.) You can import wads here under Edit, Import, Import (Copy) Files.
-Select the replacement texture, choose Copy from the Edit menu.
-Then select the MipTex folder in your bsp, choose "Paste Special..." from the edit menu, select "Quake 1 Texture" and click paste.
-Drag the new texture into the same position in the list as the old one.
-File, Save. 
 
I want to use trigger_hurt to increase the health monster (dbg = -1000), but it does not work for zombie. Why? 
 
the zombie's pain function (zombie_pain) always resets it's health to 60 when it's damaged (unless of course that's fatal damage).

you could do the armor hack if you want it to be tougher, add the keys "armortype" "1" and "armorvalue" "60", and it'll have 60 extra health... it won't regen that health though. 
Oh 
and negative damage is still treated as 'taking damage' as far as the code is concerned, which is why it uses it's pain function 
Scampie 
thanks 
Extra Health 
those are interesting to note!

I think as the game progresses a lot of encounters are made easier due to the extra power of the weapons you have. Would be fun to be put into a room with a bullet sponge enemy to create extra panic. 
Be Easy With The Extra Health 
it can be difficult to sell to the player why monsters are more beefy than normal, and that doesn't always make enemies more difficult, pain animations will still play and lock the enemy from retaliating... so they just take more ammo than usual.

I think it's best done on single enemies with something like "effects" "3" (i think 3 is the golden particles?) that gives a visual cue that the enemy is special 
Effects 8 
is just a nice light effect.

The effect 3 seems kind of broken. 
Is a combination of 1 + 2.

And I don't think 1 exists? 
Effects 
The values are 1 (particles), 4 (artifact glow), 8 (muzzleflash glow) 
Not Sure 
If this belongs here, but is there a way for me to force an entity to be fullbright without using fullbright textures?

Specifically I want to use it on windows, but using water textures won't work because they have a specific pattern I want to maintain. 
Ijed 
What sort of entity? If it can be modelled with brushes, then an external bsp model will do it. 
 
i think so??
basically setOrigin() the entity to an area where it is bright, then manually change .origin to the new place.
I've never tried it though. 
Aha, External Bsp 
It's a func_breakable, or to be precise, various of them. The external bsp should do it,since resting the origin sounds like it'd be fiddly across this many entities.

I forgot about external BSPs, those should do the trick well enough. I suspect there'll be a problem with collision though. At least there was with expanding door triggers when I tried instancing their BSPs a while back.

Thanks guys. 
 
actually no! external bsps can have perfectly working collision; several of the sarcophagi in ne_ruins were external bsps. 
Yeah, 
Like I say, it was only the trigger bbox of the door with a weird offset, the door itself was fine. 
From Tyrann Tools Light Docs 
The following keys can be used on any entity with a brush model:
"_minlight" "n"

Set the minimum light level for any surface of the brush model. Default 0.

http://disenchant.net/utils/ 
Tyrann Wins 
:} 
Awesome 
Thanks mech, that looks to be an even easier solution. 
BSP2 
Want to know what is the bsp2 standard now? I've read about two versions out. Any place to get the specs. map limits and such? What compilers, engines and editors. The info seems scattered around. A web page with current info would go a long way towards moving things forward. 
 
Well 
Of course the differences between BSP2 and 2PSB are rather tiny so you can still use them as a guideline.

Why is 2psb deprecated when there is very little difference between it and bsp2? Doesn't make sense to me. 
 
Because BSP2 > 2PSB and supporting 2PSB makes compiler and engine programmers cry in their sleep. 
 
Because BSP2 > 2PSB and supporting 2PSB makes compiler and engine programmers cry in their sleep.

Is that just your opinion or do you know that for a fact? Have you asked the people who create engines and compilers if they get 2PSB nightmares? :) 
 
Why support 2 standards that are similar if one will do the job? It's unnecessary overhead and code maintenance. 
Casting Shadows With An Invisible Brush? 
Can this be done? I want to cast a Q symbol but I don't want the brush to be seen. 
Put The Light And The Brushes In The Sky Brush 
 
Alternate Method 
With that new compiler that lets you cast shadows from brush entities, you can give the brushes the classname "info_null" and set "_shadow" "1". Does waste a model precache though... 
 
You could potentially use a bunch of negative lights too, but that would likely look like ass and be a pain to do. 
Wild Idea 
I always thought it would be cool if someone made an engine where you could go round the map and "spraypaint" the lightmaps. Basically just go round with a dynamic light that never went away. Then you could add a negative "brush" that subtracted rather than added light, and you could use it to fix up glitches or do weird effects. It'd probably be hard to make it robust in the face of recompiling the map, perhaps you could replay a demo to repeat any painting you performed. Anyway, that's my mad thought for the day... 
That Was My Idea! 
 
Licensing Issues? 
Um...hesitant to ask, but...

Is there any sort of maybe legal issue with using something from the mission packs? I know Quoth used the Scourge(the scorpion to you heathens who don't know) from hipnotic's pak (hipnothetically, of course), but is this legal? And to what extend? If someone hosts the entire mission pack in the zip along with a custom map so that someone can play it, is it illegal?

Methinks melord thou art a theif. Y/N 
N. 
Don't host the entire mission pack; it's copyrighted (and actively being sold on steam) - that would be illegal.

Including a few assets from the mission packs in a Quake mod is probably fine, but the copyright on those assets (models, textures, whatever) is still held by whoever owns the rights to the mission packs. So you're working under the assumption that they are OK with what you're doing, which they probably are. 
Without Licence 
I'd agree that including the scorpion in a mod like Quoth without permission is strictly speaking illegal. It's the same for maps that use texture sets from other games like Quake 3 or Daikatana, taking an art resource and re-purposing it in a similar setting, essentially is a act of redistribution without permission.

Morally speaking, I'd say what differentiates it from including the entire pak and all the maps is a matter of substitution. Including all the maps would make your mod a complete substitute for the mission pack. Someone who downloaded that would have no reason to buy the mission pack, harming that product's potential sales. Including the monster in a different mod doesn't do that; the value of Scourge of Armagon is preserved.

I guess it's kind of a map-centric view of things, but I think the experience of the mission pack is "play through these particular maps", rather than "play against this monster in some notional maps which may or may not include the maps supplied". If a cease-and-desist order were made, we'd comply without hesitation, but for a free mod I doubt we'll ever see one. 
Nah... 
you can just say it's a parody and get off scott free... that's how I got away with all those murder rapes. 
Okay Then. 
The Mapper's Ethic for Other Mod Inclusion:
I won't include the maps.
I won't include the demos.

I will include the monsters I want.
I will include the items I want.
I will include the code I want.
I will hide them in the .pak file(s).
I will include a "Special Thanks" in my readme.txt, whatever it may be called.

I might consider notifying the author before releasing my map...
...if I can find their contact info.

I won't release if the author doesn't want me to, but they will have to act fast.

I will revoke a release if the author of content I have used wishes me to do so.

Signature___________ Date________


Here's a pen ./

Side question: Didn't the Drake Mod use the Quoth Drole? 
% _ | Cte C ^, V+ 
A. The castle will rise from its vortal depths... 
 
it doesn't need to be so complicated. ask before using stuff, if they say no, don't use it. if you can't contact them and you've done due diligence, just use it-- it's likely a really old asset anyway. 
@Fifth Elephant Re: Shadows 
Aside from hiding the brushes casting the shadow inside a sky brush or behind a func_wall there is another way but you need to be sure that the brushes involved are well out of the way of game play because even though you cannot see them the engine WILL treat them as a solid (invisible) brush so you and the monsters cannot walk or shoot through them.

You will need a BSP compiler that supports the skip texture and detail brushes (Tyranns does using the entity name, func_detail).

Make whatever shape that you want to cast a shadow and make them all func_detail (you can group them and then do it all at once) making sure that you use ONLY the skip texture. Viola, an invisible brush that casts a shadow. A solid (as far as light is concerned anyway) clip brush so to speak.

An additional benefit of this is because the compiler changes the func_detail into a plain old everyday brush it has no effect on the number of entities\models used in-game.

This works for two reasons. All detail brushes are rendered so that vis compiler will ignore them but the light compiler will see them as a solid brush. By adding the skip texture the bsp compiler will not let them get drawn in game. If you simply did a skip on a solid brush it wouldn't cast a shadow but this trick, where an entity (func_detail) is turned into a solid in the middle of the compile process does work so that the light compiler "Sees" the brushes even though the player does not.

But like I said, it's an invisible solid brush so you need to be absolutely sure that's it's out of the way (rocket launchers and Skraggs are an obvious no-no here and probably tar babies and fiends as well, oh, and no way for any enemy to shoot at you or jump on you from above). It also cannot be touching "Anything" aside from itself (in other words it must be free floating, it can be a collection of any number of func_detail + skip brushes touching each other but that's it) otherwise the contact points will give you a HOM effect.

Have fun! 
Cheers For The Tips 
I went for the age old method of hiding the brushes inside the sky volume though I enjoyed all the different methods suggested.

I'm not 100% sure about using the Q symbol in the way I have in the end, the area I used it in seems a bit busy now. 
Func_illusionary 
Tyrann's tools
_shadow 1 with skip texture shove it anywhere 
Func_illusionary 
Adds to your entity count. Func_detail does not because it gets converted into a regular brush during the compile process. 
Func_illusionary 
That's why I suggested using an info_null, which will get removed. Both ways still add a model precache though. 
_precache 
Is there a limit to the number of precaches? 
I Mean 
What's the limit for engines nowadays? 
Depends On Which Engine 
Personally I prefer the "fuck the limits" option and go for full bsp2 support. Quakespasm is my current favorite for this. Afaik it has no limitation on precaches. 
Hardest Limit 
255 is the maximum that will work in all engines. Lots of leading engines do increase this limit, but because it requires a protocol change it's not trivial to do. This means lots of minor source ports don't have the feature. 
Sock Textures 
Hey guys,

New to this. I want to use the textures Sock used in his maps. His readme's state that these are modifications of the original textures. Is there such a thing as a Sock wad I can use?

Or do I have to go through all the bsp's, find the directories, filter the textures and somehow create my own wad?

Sorry if asked before. Did a bit of Googling but most things mentioned tools on how to make wads.

Regards,

Sprony 
Sock Includes 
the textures in his .pak files, you could get something like pak explorer to get the .wad files.
I believe you can also take textures directly from .bsp files using TexMex. 
Mememe Textures 
At the bottom of THIS page is all the links you will need. TexMex will extract textures from BSP files and ADQ will open up PAK files. I do include all source materials with every release, map + wad file.

Once you have extracted all the wad files out of all the different pak files, just put them in the same directory as your map and add them to the wad line on your worldspawn.

Eg - "wad" "common.wad;animated.wad;liquid.wad;zendar.wad" 
Sock 
Thank you! 
Precache Limits 
Since I am already taking the ijed approach with respect to map size, I will ijed my precaches too.

Thanks for the tip.

P.S. 255!! Thats pathetic!! 
Alpha 
whether all engines support "alpha" property for the entity? 
 
99% of them do (100%?) 
Trenchbroom + Compilers 
I decided to give Trenchbroom a try. It works great. However, I'm wondering if my directory setup is correct because there are so many programs out there.

In my regular Quake folder I got a 'Id1' folder. In there I made a 'textures' folder containing several wads. I also got a 'maps' folder. I added a 'utils' folder as well but when using 'ne_q1spCompilingGui' it needs all my compilers in one folder. So I also made a 'compilers' folder.

The whole compiling story is not clear to me. I've downloaded TYRUTILS and the files by Bengt Jardrup. I'm not sure what the difference is. Also, all compilers come with several files but it seems you only need the .exe's in order for it to work?

Bengt Jardrup also has convmap.exe. Is this the aquirre converter I see mentioned several times? I have to learn Trenchbroom better so I want to make the more complex brushwork in GtkRadiant 1.4 and convert that to Quake. According to the explanation I read I need to make an 'output' and 'workingfolder' directories inside the 'Id1' directory. This doesn't seem to work so I probably misunderstood that.

Any insight into the correct setup would be great. I read the Quake Wiki and I've found useful information using Google as well, but never the complete picture so that's explains the questions above. 
 
You really only need a the vis, light and bsp .exe files. The other files are probably readmes and source files (for budding programmers).

I just store everything in my trenchbroom folder for mapping, texture wads, compilers and .map files. When you create the .bsp file all your textures are compiled into it so these aren't required to go into your quake directory. (plus it makes your quake directory cleaner).
As for Trenchbroom, I store it inside my drop box folder so that my work is always always always backed up. 
Re: Ne_q1compilinggui 
the output folder is the one where you are putting your maps to run.

so if you are making a normal map, the output folder should be /quake/id1/maps

the working folder can be anywhere. this is where the .map file is copied from it's original spot, and then compiled (the compilation process creates a bunch of files that are mainly needed only during compile time).
after the compile is done, the .bsp produced is put in the output folder. 
Extras_r4 Mod 
I was mapping with the extras mod with the func_water lifting.
Now I'm breaking up with the thing called z-buffering.
It means that func_water brush expands out of it size.
So a space left out still gets troubled with the greyness of the func_water.

Is there a solution to this
 
only way is to make two separate water brushes. 
They Are.., 
the left one is rectangle, the front one square.
It is the outgreying part where no brush is. 
 
try using my newskip tool, it has a *waterskip texture you can add to the sides of the water brushes. 
To Be Clear... 
first, do what necros said. Then, use *waterskip on the internal faces of the water brushes. So when inside the square, you can see into the rectangle. 
Yeah 
The volumes will be correct (but can only be rectangles, like triggers) but internal faces you have to cull by hand.

So, uh, what Metl and Necros said... 
Yes 
To my astonishment breaking both func_water funcions in two separate ones clears out the greying.

Another thing I learned is that a very thin brush above the big one conceals the visible watersurface.

Just trying to change e1m3 with a changeable water level, but the z-buffering wrecked the view in other places.

Skipping tool can work as the sides of the brushes are still breaking up. 
FifthElephant + Necros 
Thanks guys! So it doesn't matter whether I use Tyrutils or Bengt Jardrup his stuff? It just basically a matter of preference?

Convmap from Bengt Jardrup is actually Aguirre's convmap tool? 
... 
Convmap from Bengt Jardrup is actually Aguirre's convmap tool?

I guess you could say that. 
 
What Mr Useless is not saying is that aguirRe is Bengt Jardrup's nickname. I would recommend using Tyrann's tools as they are actively developed, fast and have great features. Check out http://www.celephais.net/board/view_thread.php?id=60967 
Sprony, 
Which compiler you use depends on what features the compiler has. I tend to use Tyr's BSP most of the time and I revert to Bengt's Treeqbsp tool when my geometry microleaks (it rounds vertices to less decimal places, plus I can never get the portal file to work with Tyr's utility). 
Tyrann's Tools 
Have detail brushes and a load of other handy features.

Detail brushes make your vis time reasonable - recently I heard a case of a map taking half a day reduced to >2 hours by application of detail brushes. 
Excellent 
Thanks guys! 
Starting The Player With The Axe 
I would like to have the player start with no shells and the axe selected.

My attempt: I thought the easiest way of doing this was to have console run the command "give shells," but I could not get that command to execute from a .cfg file.

Is there a way to complete this task without compiling with QuakeC? 
 
You Can Do It With A Hack 
Make an 'info_notnull' entity underneath the player start.

Add the following keys and values:

"think" "PlaceItem"
"nextthink" "0.2"
"touch" "BackpackTouch"
"ammo_shells" "-25"

This basically makes an invisible backpack item, like monsters or deathmatch opponents would drop, and contains -25 shells. 
Otp: 
You don't need to do all that if the player is sure to have only the shotgun and axe and 25 ammo. 
Rekt Once Again 
 
Thanks 
I was able to implement this within 5 minutes of the post.

Is there a way to suppress the pickup sound? 
Nope 
 
 
if the info_notnull is right on top of the player such that they pick it up as soon as the map starts, does the sound still play? 
Yes Sir 
 
If There Is A Man, Stood In A Forest Miles Away From Anywhere 
and no-one can hear him. Is he still wrong? 
Crushing Platforms 
I keep getting crushed by my func_plats when going up, even though they're damage 0 and have nothing out of the ordinary applied. They seem to be touching me more than once per frame and doing 1 point of damage, stripping off my armour before hurting me.

Is this an engine issue? Framerate?

It isn't happening with func_doors but in some cases I need platforms. 
 
it is a bug with the collision detection of the engine.
i forget exactly what it was, but it had to do with bounding boxes.

if you are inside the bounding box of a mover, this can happen. the solution (i think?) was to make it so you were standing on the top of the bounding box of the mover pushing you up... 
Ah 
Ok, thanks. 
Ok 
It seems its an accuracy issue - my platforms were just too thin. 
Subtractive Mapping? 
Preface: I understand that this is in no means practical.

Has anybody ever tried starting with a large solid and carving the map from that? A subtractive rather than additive process? 
 
i tried it for my first failed map in 1996. after 5 rooms the qbsp process started taking many minutes. Probably the tools aren't designed for it. (of course, the issues isn't qbsp, it's the editor that has to chop up the brushes into normal additive brushes that get sent to the compiler.) And really, most people here will tell you not even to carve a single hole in a wall in an otherwise additive map, since most editors carving tools are so bad. 
 
unreal worked like that. 
 
Unreal did work this way. The tools for quake aren't really designed for it. 
 
Unreal got away with it because it was designed to support subtractions right from the start. Quake was not. 
Descent Mapping Was Kind Of Like That 
you didn't really subtract but you could only create playable areas, not walls. 
Serious Engine 
Is also subtractive. Too bad really, I've noticed that engines that use that method didn't get a lot of 3rd party mods or levels like additive ones did\do. The subtractive method is an inherently non-intuitive way to make content which made a lot of people shy away from games that used it IMO. That the first major games that were modded by a lot of people (Doom and Quake specifically) used additive geometry probably didn't help in getting people to switch over. 
 
I found Unreal editing much easier actually. No need to seal, just map away. 
Subtractive FTW 
I really prefer subtractive mapping, I find it a huge timesaver. Consider the following scenario:

have 2 cube rooms with a single straight corridor connecting them.
Minimum amount of brushes for additive: 22
Minimum amount of brushes for subtractive: 3

Of course, there's no reason you cannot just carve out a big box and map additively inside it, just like you do with Quake style map editors. The only difference is you don't need to bother with sealing your map. 
 
maybe because i'm used to it (17 yrs. experience!), additive building doesn't bother me. But it seems like, when dealing with very detailed architecture and not cube rooms like in the example above, the advantages of subtractive are reduced. Instead of 22 brusehs vs. 3 brushes, it's more like 1022 brushes vs. 1003 brushes.

If you are additive building all the details in a room, and you produce what would have been a leak in an additive map, instead what you will get is a contained, unfilled void with a bunch of unneeded faces, between the back of the additive brushes and the edge of that room. So it's better but, better still is to fix the leak.

Or map with a modern engine where details are provided by meshes and polygons don't count as much as draw calls. Then quake's building technique is pretty obsolete. :) 
 
Well, I think it's a moot argument. 'Subtractive' maps in UDK were really just additive maps, except with a huge brush covering the entire world to begin with, which meant you wouldn't do that if streaming the maps together. So in making a map, you really just have both methods, and they work fine together. You just add brushes as you do in Quake, and can do subtraction because it's handled gracefully without excessive polygons being generated. Any you aren't limited to convex brushes. It would honestly be great if something like that could be handled in Quake, but I realize that would be a huge change to how maps are even handled in Quake to be done right. 
 
then there's the quake3 method where you build a caulk hull and then fill it will detail brushes. I guess that is closer to the unreal method? I remember that being a lot of work, though, tagging the back of every detail brush with nodraw shaders... a lot of tedious work. You're basically making one brush per poly at a certain point, or using flat 3x3 patches to mimic quads... i don't miss that. 
 
Edge extrusion looks like a nice method, then merge vertices with the same location.

http://youtu.be/IpQelCVPPZg?t=6m50s 
Yeah 
box modelling workflows are pretty good for mapping. 
Subtractive Mapping 
for me meant working inside this sold block and generally meant carving out a lot of very boring shapes. There are some things in Unreal ED I would love to see for trenchbroom (2d shape builder yes please!!) but I find working with an open space is more creatively freeing than trying to carve out something interesting.
I made a lot of UT maps back in the day and it felt restrictive. 
 
that probuilder app looks awesome. 
10 Years Later ... 
http://www.celephais.net/board/view_thread.php?id=23978

Does any of you know where to get the tutorials that are mentioned in here? At most i can only find the one by Metlslime, after checking Quaddicted webarchive and other places

It would be nice too if we could revive that thread or make another similar ... 
 
"Infinite" Map Approach 
How would you approach a huge, huge map, something like all original levels combined into one?

Is it possible? Does Q3BSP or BSP2 offer this? 
BSP2 
All original maps in 1 wouldn't actually be that big. 
There Is ... 
... episode 1 maps joined together into a single map in normal bsp format, with the version of e1m6 that wasn't used too in there. If you use teleporters, i think it would be posssible to put the four together.

Ne_qep1 is its name, from the mod ne_dynamic, made by necros. 
 
 
 
can you take another screenshot with r_showtris 2? the face topology looks messed up. 
Necros 
indeed, the faces are split in an unusual manner.

http://www.quaketastic.com/files/screen_shots/odd_tris.jpg

Though its on grid. TB screenshot:

http://www.quaketastic.com/files/screen_shots/ongrid.JPG 
Well 
i forgot to mention, i used an experimental build of txqbsp_xt, which has HL facesplitting algorithm implemented (and is incredibly fast).
Switching back to older version fixed it:) 
 
those faces are split ok. this is actually the way it usually ends up looking with any qbsp compiler. 
Problem Wasnt One 
 
Auto Flagellation Is Demanded! 
 
I Already Feel The Pain, Ok? 
 
 
Heh, I did this myself a couple of days ago, but caught it quick. Drag and drop from the build to project folder. 
Yeah 
sometimes it the simple things.
Man, i really got rebb to sweat on this, i can tell you!

Sorry rebb! 
Optimizing Quake Maps 
Hi, can anyone point me in the direction of some literature that covers proper brushwork and bsp optimization?

In other words, I'm looking for ways to get the most (most being brushes, models, etc) out of bsp1.

I think max verts is around 65k, not sure about models and other things.

I'm thinking about converting a majority of the complex geometry into static meshes giving me more room for brushes. Is this a bad idea? What are the drawbacks?

Also, is there any way control how faces are split?

As I said, I just want to find the best way to maximize every little bit of space in bsp1, completely fill it to the brim in the most efficient, optimized way possible.

Any input would be greatly appreciated.

Thanks! 
 
I'm thinking about converting a majority of the complex geometry into static meshes giving me more room for brushes. Is this a bad idea? What are the drawbacks?
Sort of a bad idea. Static meshes in quake don't really blend in with the rest of the level the way they do in modern (or even semi modern) games. They also don't have any collision.
You can use .bsp files as models though. This is a better solution as you get proper collision and it will blend in with the map but the lighting will not match unless you light the bsp model in a way that matches the area in the map in which you're placing it. Also you can't rotate them without breaking collision (eg: if you rotate a bsp model, you loose collision)

Also, is there any way control how faces are split?
Nope. 
:( 
Ah, thanks necros, I was afraid that's how static meshes would behave.

I'm trying to avoid going bsp2 simply because I want maximum compatibility with the variety of ports that are currently used...

...however, having 120k+ verts in a single map would be pretty sweet...

After running around with r_wireframe 1 I noticed some faces are split in undesirable ways. I'm pretty sure many brushes could be reshaped in such a way that I get better splits... 
Things To Try 
Merge textures on large faces; upscale the textures on bigger surfaces that are out of sight; separate intersecting geometry (ever so slightly) and/or turn things into brush models - both situation-dependent, may help or actually be counterproductive; use hacks to clone often-used detail brush entities; try -forcegoodtree with rebb's txqbsp mod; don't get carried away when making a map. 
 
also: faces larger than 240x240 will be split every 240 texels, on both axises. So a 256x256 face will be split into 4 faces. Keep that in mind, and add detail in places where the extra face is already going to exist. For example a 240-tall wall brush with a 16-tall trim brush above it will have the same number of faces as a 256-tall brush, but you can put a different texture on the trim and therefore get more detail for no additional faces. 
 
external bsps can help a lot depending on what kind of map you have.

check out my ne_ruins map for some examples of using external bsps.

http://mobile.sheridanc.on.ca/~jonescor/temp/spasm0003.jpg
upper area is external bsp, trim is func_wall
http://mobile.sheridanc.on.ca/~jonescor/temp/spasm0004.jpg

http://mobile.sheridanc.on.ca/~jonescor/temp/spasm0005.jpg
again, trim is func_wall and coffins are external bsp
http://mobile.sheridanc.on.ca/~jonescor/temp/spasm0006.jpg

Note that external bsps will not light up with guns and explosions but then no one (to my knowledge?) complained about the coffins not lighting up, so i reckon as long as you are careful where you do it, it's fine. 
Necros 
is there a working link to the src?
Please, please! 
Sneaky! 
mfx, any model spawning entity will work for this, just put thing.bsp instead of thing.mdl 
Heh 
but its not just this, ijed.
I always wanted to know how the ending sequence works in particular, the slow camera ride and that fog and the awesomeness in general. 
Fair Enough 
 
Mfx 
no, the code isn't included (just the .map file)
here's the camera code and the associated portal trigger scripted entity:
http://pastebin.com/A1fjNpDz (no warranty) 
 
Yeah, Thanks Necros. 
really appreciate that! 
Quake Wiki 
needs so much love. I needed to know a bit of info for some lights (needed the slow pulse style)...

There isn't even a page for the light entity! I really haven't got the first clue about wiki page editing though otherwise I might spend a bit of time on it. 
Re: -forcegoodtreehug 
Very situational when it comes to marksurface improvement, depending on the map it may even increase marksurfs / cause leaks. Use when feeling adventurous or desperate ;) 
Thanks! 
Great advice so far. I'd like to read more about what determines how faces are split so I can make more informed decisions instead of just throwing brushes around.

@necros, I did not know you could use external bsps in that way. I can think of like five instances off the top of my head that I can go back and do that way. Other than not being affected by light from the map or weapons, explosions, etc. are there any drawbacks?



Every link to mapping tuts on quakewiki are dead :\ 
 
they draw slower. I once tried to make a huge purely decorative terrain section into an external bsp. Looked fine, collided fine, got about 10 fps though.

but that was a very extreme case.

if you're just replacing out of the way geometry that is just for looks (like the tops of distant towers or something), then external bsps are the way to go.

they just take more work to set up. you need to be a little careful with your lighting so that it matches up.

a final draw back: skip textures won't be removed when the bsp is loaded as a model.

however, faces removed as part of the qbsp filling process are still removed as a bsp model.
AND faces which are not facing the player don't cause collision.

so you can make concave models whose outside faces are culled:

http://mobile.sheridanc.on.ca/~jonescor/temp/spasm0206.jpg
this is the external model, has a lot of useless faces removed due to bsp culling

http://mobile.sheridanc.on.ca/~jonescor/temp/spasm0207.jpg
as a model, all the skip faces are visible, sadly.

http://mobile.sheridanc.on.ca/~jonescor/temp/spasm0208.jpg
but from the bottom (where the skip face is facing away from the camera) we can't see it, so it looks fine! 
 
they draw slower. I once tried to make a huge purely decorative terrain section into an external bsp. Looked fine, collided fine, got about 10 fps though.

True, the code for drawing brushmodel faces is different than for drawing the world, it might be less optimized and worse if drawing thousands of polys.

http://mobile.sheridanc.on.ca/~jonescor/temp/spasm0207.jpg
as a model, all the skip faces are visible, sadly.


Yes, i never did add proper support to newskip.exe for creating external bsp mapmodels. :( 
Func Walls 
What's the best approach?

All I need is a collection of brushes to appear once triggered, they don't need to do anything.

I think in Q2 it was a behaviour of func_wall; if given a targetname then they would start 'off' and wait to be triggered.

Glancing at the QC, the use function is this, basically;


// change to alternate textures
self.frame = 1 - self.frame;


Not sure what that does... although it makes sense that it would change to different animated +textures. Might have to try that out with some signposting monitors.

Anyway, my though on spawning func walls was to add a spawnflag START_OFF which decouples the startup functions from the creation of the entity if set (and will disable the skin changing).

Is this the optimal method? I assume any entities inside it when its created will become stuck, and if the player can see the thing pop into existence it'll look pretty goofy, but aside from those drawbacks it should work, along with proper collision. 
 
it makes sense that it would change to different animated +textures

That is exactly what it does, it works just like func_button where +<number> swaps to +<alpha>.


As for your question... perhaps just a really fast func_door with start_open and toggle? 
 
"classname" "info_notnull"
"use" "func_wall"
"targetname" "t1"
{
brush
}
 
Thanks 
But the hackery options are going to be pretty high maintenance for what I'm planning. Basically I want to reconstruct large parts of a level once the player reaches a certain point.

Doors I've used before and they work ok, but do have the downside of crushing and moving stuff around.

Writing the entity type into the mapfile / entity entry in editor would work, but if I have, say, 20+ of these and need to modify them then it'll turn into a headache pretty quickly.

From the rambling post before really I'm asking if there are any problems turning on lumps of brushwork during run time. Apparently not.

Only time will tell :) 
 
ijed: if you are using standard progs (or progs that hasn't modified SUB_CalcMove), then as long as the speed setting on the door is high enough that the move would be completed in less than 0.1 seconds, the progs just does a setOrigin() call instead of normal physics movement, so Scampie's suggestion would work fine.

see if (traveltime < 0.1):
void(vector tdest, float tspeed, void() func) SUB_CalcMove =
{
local vector vdestdelta;
local float len, traveltime;

if (!tspeed)
objerror("No speed is defined!");

self.think1 = func;
self.finaldest = tdest;
self.think = SUB_CalcMoveDone;

if (tdest == self.origin)
{
self.velocity = '0 0 0';
self.nextthink = self.ltime + 0.1;
return;
}

// set destdelta to the vector needed to move
vdestdelta = tdest - self.origin;

// calculate length of vector
len = vlen (vdestdelta);

// divide by speed to get time to reach dest
traveltime = len / tspeed;

if (traveltime < 0.1)
{
self.velocity = '0 0 0';
self.nextthink = self.ltime + 0.1;
return;
}

// set nextthink to trigger a think when dest is reached
self.nextthink = self.ltime + traveltime;

// scale the destdelta vector by the time spent traveling to get velocity
self.velocity = vdestdelta * (1/traveltime); // qcc won't take vec/float
};

void() SUB_CalcMoveDone =
{
setorigin(self, self.finaldest);
self.velocity = '0 0 0';
self.nextthink = -1;
if (self.think1)
self.think1();
};


 
Func_detail? 
I'm not quite sure I understand func_detail. Does it just turn the brush into an entity? Is this something that's fairly safe/advantageous to use? Any tips or knowledge on the application of func_detail?

I realized making floor grates/grids from regular brushes is really expensive. Each "hole" is just as pricy as a cube, minus two faces. I went in and removed some from a small room and got about 5k verts back. The effect was cool, especially the way it cast light, but too expensive.

Now that I'm pressed for space I'm going back and seeing how I put high detail in the wrong areas.

From now on, action packed or dark areas will be relatively low detail, while slow, well lit areas will be for the scenic stuff. I know this is a no-brainier but it's also my latest epiphany...lol...

tangent: is it possible for one to manipulated the way light is cast with an "invisible brush", in other words, is there a brush that only effects light, so no visibility, collision, etc.

On could use low detail invisible brushes to cheaply cast light that looks as if its coming from behind a grate and just use a texture with transparency as the grate. I think. 
 
Detail brushes (func_detail) are for speeding up the VIS process. They are brush entities in the editor, but a QBSP with detail brush support will turn them into world geometry while not creating vis portals for them.

Attempting to lower verts/marksurfaces etc, one can use func_wall entities instead, for instance. 
Ah. 
Ok, got it. Not what I was hoping it was. 
 
Making grates would be good to use a texture, but doing it this way means you dont get the nice shadows.

I'm assuming you're making the grate by making individual brushes and not by using a carve tool. If you're using a carve tool I would stop straight away.

The general rule of making geometry for me is to stick to 16 units as the smallest sized brush and *only* go below that on rare occasions. Quake is a big chunky evil looking game, it's rare that you need fine details. 
 
In even the worse implementation of a carve tool, you're probably fine using it to create on-axis grate holes.

overlapping brushes get merged during bsp anyway.

it's off-axis carving that can lead to microleaks and such. 
 
Yeah I know the faces get split during the bsp process but it also makes it a bitch to go back and edit the brush later on if you're relying on the carve tool (I once made a level this way and wanted to change a couple of things and realised what an error I have made, it changed my entire philosophy on mapping)...

Though I knew the faces get split up I thought the way which you made the brushes determine how they split? 
 
but it also makes it a bitch to go back and edit the brush later on if you're relying on the carve tool
definitely. if you're making a grate or something similar, i recommend putting it in a func_group and then doing your carving so that the resulting dozens of brushes are still part of the func_group. you still can't edit them easily, but at least they're all contained.

I thought the way which you made the brushes determine how they split?

Not that I'm aware of? afaik, merging and splitting is all done at once.

for carving, i would say doing things like grates and such is up to you. i'd only recommend staying away from it with things like big world geometry for exactly the reason you mentioned. 
Carve Tool? 
Clip tool is the same thing, or CSG subtract? I'm a nublet, I apologize. Of those, I've only used subtract, and very judiciously for that matter. gets messy. fast. 
Never Apprise 
We all started somewhere.

I'd offer more useful descriptions but I'm a bit hammered. 
 
carve = subtract 
 
I thought the way which you made the brushes determine how they split?

As far as i know, no. For example, I have a map where i cloned a brush and its surroundings several times, and almost every clone is split in a different way, in cases some brushes merged and split again in a different way.

#13682 : thanks for the link, Spirit.

So i have to suppose that the tutorial Iika made has been lost forever. 
 
I meant the link as incentive to add map performance tricks there... 
Necros 
Interesting, I haven't looked at the door code much. 
Typical Entity Count 
What's the usual entity count for the standard quake maps?

It feels fairly easy to hit the 512 entity limit! 
Er... 
I hope it's not 512... 
 
Pretty sure it's 512 entities before you start getting in-game error messages.

(it might even be less because I t hink if you're shooting nails and stuff that adds to the in-game count or something) 
 
If you're refering to the edicts limits, that's 600. 
That's Weird 
so far I've got 2161 entities and no warnings or errors.

I'm using TxQBSP 1.13 and Light 1.43, release 2, the one modified by MH for colored lights and multithreading. Can't remember which vis. 
KillPixel 
 
 
lights are not edicts, unless they have a targetname.

KillPixel: don't worry too much, modern engines handle well above 600 edicts. It's just that the standard id engines can't go over 600. 
Edicts 
Are things that do stuff during runtime.

A light without a target name is effectively deleted before runtime, and so not an edict. 
 
i believe light.exe actually delete them if they don't have targetnames? 
Oddity I've Yet To See... 
I use Worldcraft 1.6. Working on a Quake level, I compile to check my latest round of progress. Oddly, the batch file I'm using to run TXQBSP returns 28 warnings.

Checking back with the rmf. file, it claims that I have 28 instances of invalid structures. Which is odd since I've been careful about my vertex manipulation. When I zoom to the problem, it's a shapeless object at the grid's top view origin. It's a solid with one face, larger than the grid itself. 28 of them.

I deleted them all, and progress continued, but I'm wondering if anyone's ever come across this before. And what it may possibly mean... 
 
probably just a bug with the editor. i've seen that kind of thing is just about every editor i've used at one point or another. 
Lights And Other Entities 
A blog post on when light gets removed and how to remove other things. Save entities, save the planet!

http://tomeofpreach.wordpress.com/2014/04/19/saving-entity-tricks/ 
Custents 
Ok, can anyone out there spoon feed me some literature on custom entities and how to make gtkradiant see them.

I've asked someone on quakeone to make me a couple and he compiled a new progs.dat for me as well as gave me some cut/paste stuff to put in a radiant file.

I've got several more things I need but don't wanna harass the guy every time I need a new entity.

Currently, what I'm looking for is a way to arm/disarm triggers, silent spawns (that is, remove the "thud" that models make when the teleport in). I'd also like to be able to trigger any sound, i.e type a path to a sound file to be played. That way one could make a pretty dynamic and awesome sound scape.

My QC knowledge is nill at the moment, I know, I know... 
@Ionius 
The empty object error is something that occurs in Worldcraft or Hammer.

How to Reproduce:
Create a brush.
Tie it toEntity (eg. make it a func_door)
Create another brush.
Select both brushes.
Tie them toEntity.
Oops, now there's a func_door without a brush.

What is going on:
The editor when it creates an entity from a brush, takes the brush data moves it out from under worldspawn and puts it under an entity like this:
Was:
"classname" "worldspawn"
{###....1}

Now
"classname" "worldspawn"

"classname" "func_door"
{###....1}
So what happens when the brush is already within an entity as above, the brush data gets moved/stolen from under the entity it's already in (worldspawn is an entity!), then put under the new entity. Like this:
Was:
"classname" "worldspawn"
{###....2}
"classname" "func_door"
{###....1}

Now:
"classname" "worldspawn"
"classname" "func_door"
"classname" "func_door"
{###....1}
{###....2}
Notice that there is nothing under the first func_door. And that is why the editor puts in at 0 0 0 and it looks like there is one superbrush covering all of reality. But really, there's nothing.

Best Practice: NEVER create an entity out of brushes that are part of an entity.

Source: I've been a mapper for Quake for over 10yrs. Also, the .MAP file format. 
@Qmaster 
this happens in gtkradient 1.5 as well, took me a while to figure wtf was going on.

"Best Practice: NEVER create an entity out of brushes that are part of an entity."

now I know... 
This Can Happen In Pretty Much Every Editor 
Best to keep it in mind and check the map for it before release. BJP's Glquake prints a warning if it detects a rogue brush entity, but none of the other ports do. 
Not In TB ;-) 
 
 
Someone in here asked for polycount reduction tips or where was it? Just stumbled across http://web.archive.org/web/20020112020304/http://www.gamedesign.net/?file=rust/content/quake2/tutorials/poly_count when fixing links on http://quakewiki.org/wiki/Mapping_tutorials 
Also, For Negke 
http://web.archive.org/web/20030219113111/http://www.planethalflife.com/davej/detail_versus_design.htm

What I'm desperately trying not to suggest is that complete mis-alignment of textures is the way forward. That is underkill. I've almost said aligning of textures to edges isn't important. That's a lie. It is. What is important however is knowing when to do it, when it is worth the time, and when it isn't. 
Awesome 
very helpful/informative links! 
Whatever 
I see where he's coming from, but I feel patronized by the article. There's a point about putting too much focus on "unnecessary" (debatable notion to begin with) detail at the cost of gameplay. Yet, just because the players may not see or appreciate certain details, or because they may not add to the gameplay, it doesn't mean it's bad practice. Besides, the On A Rail chapters doesn't work as a general example for all kinds of games and maps like he seems to be doing. 
It's Pretty Badly Written And Incoherent. 
In a nutshell, the point he's trying to make is that details shouldn't interfere with the overall theming of a level's design.

But he focuses on pointless detail (funny considering that's what he's trying to write about) and doesn't resolve the topics he's bringing up.

Yes ok, On A Rail was bland but it worked. You could say that about most of Half Life. Why not mention that software improvements allow us to have better graphics without sacrificing game play?

Yes ok, LDs shouldn't waste their time sticking doorknobs on things. Why not discuss using prefabs or other tools? 
 
It's worth noting though that the page was written in 2001. Some angst from back then about aesthetic fiddling getting in the way of playability is understandable (especially from someone working against commercial deadlines). 
I Refuse To Accomodate Empathy 
 
Damn You 
 
 
There is also a follow-up at http://johnsto.co.uk/blog/116 
Yeah 
That's better. 
#13750 
I remember this when it first came out, and it was definitely controversial because it's hard to accept what he says if you believe in cleanly built maps.

The non-controversial part is that an increase in visual detail does not always cause an increase in quality of experience -- an obvious example is high-res replacement textures in quake. The harmony of many different ingredients is more important.

The controversial part is "misaligned textures can be better." I think the best way to re-state this so that I can accept the idea, is to say "impressionism can be better" -- this could be because the "magic" of quake and doom is the low-res, low-poly filter that we see that world through, which gives the player room to imagine the rest. It's hard to do this in high-res, high-poly. At low res, 8-bit lighting, there are so many filters that muddy everything up that you can't always see the texture misalignments, they are hidden by dithering and aliasing and palette banding. These filters help the player experience the whole and not focus on the details, since you can't see the details very well anyway. 
Well Put 
The higher fidelity and realism of the graphics the more visible the flaws, not only technically, but artistically.

Maximum realism is the goal of most modern games, but I don't think we're quite there. IMO, it would better better if designers worked within the boundaries of the tech and made cohesive, artistic interpretations instead of attempting realistic duplication. "pushing the boundaries" is not the safest route, as I feel people push them too far. 
Always On Spikeshooters 
How do you make them constantly fire? 
5th 
Use trap_shooter instead. 
Not Everybody Uses Quoth 
 
Its An Id1 Enity Iirc? 
 
 
Just use trap_shooter. For trap_spikeshooter I think you can set its target to a info_notnull. 
 
I Was Correct 
yeah! 
 
If memory serves I believe that trap_spikeshooter uses a rotation flag or a up or down firing flag and is dependent on what type of level it is in the worldspawn (lasers in tech levels and spikes for everywhere else).

But I might be wrong on that, it might be possible to put spikes in any level or lasers in any level. I never really played around with them. The timing just seemed a bit too fiddly to get right without a lot of blind tries and recompilings until you got it right. 
Ropes And Chains Models 
Do I remember someone having some rope and/or chain models, and if so, can I pick them up somewhere? 
Honey By CZG 
 
Ropes 
are also to be found on the tome of preach, its the cable model with skin set to 0.

Here:

http://tomeofpreach.wordpress.com/2013/09/29/cable/ 
 
Thanks to both 
Plats Vs Doors 
is there some sort of specific reason to use plats instead of doors?

I ask because I have a use for one but the plat is a bit finicky so I'm using a door instead. Is this ok or is there something more to plats that I'm missing? 
You're Right 
Plats are slightly easier to set up in an "inactive, then autonomous" way, but when you need better control then a door is the standard solution. 
Ah 
thank you 
How The Hell 
do you set the gravity in a map? I want a low grav map in my quake episode.... 
Sv_gravity 
 
Only Way To Do It In Id1 
Is to name it e1m8.bsp. 
Scourge Of Armagon 
had a patch for it, I thought.
Maybe in the qc somewhere. 
 
It may be in the QC as both of the official expansion packs came with a patch to the engine but far more likely that it's in their own custom progs.dat otherwise all of the new features would have been carried over so anyone with a 1.08 Quake engine could take advantage of, lets say particle walkways or rotating objects (or anything else that didn't have a special sound or model attached to it) in Vanilla Quake levels (ie in the ID1\maps folder). 
 
There's a hack to execute console commands like sv_gravity, but it's messy as it has negative side effects which would have to be worked around.

If you go for a custom progs dat with universal gravity support, be sure to also fix some of the common standard bugs like fish count, death solid frames, and so on. 
Necros Sent Me A Progs.dat 
That fixes it. No idea if it fixes anything else 
 
Am I using the wrong combination of compilers, or does using func_detail really make it impossible to compile -onlyents? Building BSP with TxQBSP 1.13 XT -onlyents, func_details apparently don't get stripped out they way they do with a normal compile, leading to a corrupt unloadable BSP with extra bmodels in it. 
Sounds Like An Oversight 
func_details are added to the map as if they were entities, it's only because the compiler knows to do something special with them that they get removed in a full compile. It wouldn't be surprising that unaware compilers would leave them in for an onlyents compile, and I expect it's just an oversight that an exception hasn't been added to compilers that do support func_detail.

Two workarounds I can think of:
1. Save your map, then select and delete all the func_details before you do the onlyents compile. This should work just as if the compiler had skipped them, and they should appear in the output map because they were included in the original compile.

2. Use adquedit to extract the entities from your map into a text file, make the tweaks, and export them back.

Neither of these workarounds are things you'd want to do regularly (they'd be useless as a way to save time on a "changed lighting" compile as they take longer than you save by using -onlyents). But if you just need a last minute tweak to a few ents on a fullvis'd map they might be just the ticket. 
Try This Test Build 
I should probably roll this out as official soon.

www.voidspark.net/files/bjptools_xt/bjptools_xt_test_130414c.rar 
And Maybe Host It In A Less Shitty Way 
 
Regarding The Question 
func_detail don't make it impossible to -onlyents, it was a bug. Afaik TyrUtils handles this properly too. 
Yeah 
I'll give that compiler a shot just to give you feedback but I've been strongly considering just going full Tyrutils (already currently using tyrlite, because, who doesn't?) 
 
Well, those tools work great. Fixing my fucking batch files also helped. :( 
Those Tools Are Great! 
WTF! Who did this? Is there a documentation anywhere? Or a readme? 
De-activating Trigger_hurt 
in quoth? Can this be done? For example making a forcefield should be a simple case of setting a targetname and adding wait -1 but wait appears to be used for how often the damage ticks.

I am struggling to find the appropriate way to do this. 
5th 
 
Cheers Mfx 
Helps a lot! 
Also Ran 
Alternatively, the func_togglewall you're probably using for the physical part of the forcefield can be made to damage players that touch it with the "dmg" key. Saves an entity or two and a bit easier to set up - it's also the best way to do it if the forcefield can ever turn back on, as killtarget will remove the damage irreversibly.

http://tomeofpreach.wordpress.com/quoth/tutorial/func_togglewall/ 
 
I can't seem to get togglewall working to be honest. The brush doesnt appear in the game. 
Well 5th 
thats intended. Spawnflag 1 + once triggered makes it appear. You can trigger it near the playerstart, when its out of sight, to make it appear. Everything iirc. 
Map Optimizations 'n Such 
I stumbled across a tutorial using the source engine and Hammer, the topic was optimization. He kept talking about visleafs and func_detail... which started to make me paranoid.

Some time ago I released a small part of a map in its early stages on QuakeOne. Of the complaints, the one that really disturbed me concerned high r_speeds.

I've been going through the map, merging wherever possible, mitering convex corners, making new textures in places where I had originally used several brushes to do the same job, using func_walls where appropriate, etc, etc.

However, my ignorance of the way quake works is allowing my mind to wonder and assume the worst.

When running around with wireframe I see some (sometimes rather large) areas being drawn even though there is absolutely no way it could be visible.

In some ports (DirectQ) some doors/illusionary disappear at certain angles. I'm not sure if this is because I'm doing something wrong, or if it's just quake/DQ. I don't get any errors when compiling.

Here is the lates bsp log (TxQBSP), does anything look odd? Like some number being too big or small in relation to another? This is my only map so I have no point of reference.

http://www.killpixel.com/kpcn/bsplog.jpg

Now that I think about it, a vis log probably would have been helpful...

Any insight would be appreciated, I just want to correct anything I'm doing poorly/completely wrong. 
BSP Mysteries 
Logs aren't very helpful in this respect. The best data you've got is r_showtris 1 in engine.

First off, are you doing fullvis? Thats a requirement for properly vis blocking your level. The -fast option should only be used for testing, and to be honest if you're using hint brushes properly then you won't even need the -fast option any more.

I've seen some great tutorials on this down the years, but can't seem to find many good quake specific ones now due to the various websites closing.

Here's a short one which gives you the overview:

http://www.quake-1.com/wc16a-tutorial/speed.html

But from what you've posted it might be the exact same one.

This is a programmer's guide to the format;

ftp://ftp.sgi.com/other/bspfaq/faq/bspfaq.html

And here's a non-quake visual discussion;

http://jheriko-rtw.blogspot.com/2010/04/visibility-testing-and-bsp-trees.html

Basically, there's tricks used playing off certain factors of the Quake engine and BSP format.

- vis does not respect vertical height (if its open at any point vertically it's considered completely open)
- switchbacks help, multi-tiered arenas hurt
- Doughnut corridors (a pillar in a corridor that is wider than the entrance / exit of the corridor
- ALL decorative stuff can and should be hint brushes, the bare bones structure being solid brushwork (this includes pillars, free standing or part of the walls)

There's a lot to add to this of course. 
 
"- vis does not respect vertical height (if its open at any point vertically it's considered completely open)"

Isn't this just a more confusing way of saying "it's using portals"? Meaning, if you can see the portal, then you can see everything that portal can see. 
RE: BSP Mysteries 
Yes, fullvis.

Thanks for the literature.

Quake1 uses hint brushes?

https://developer.valvesoftware.com/wiki/Hint_brush

IIRC r_speeds on my system are fine.

Makes me wonder how many people are still using a 386 to play these maps...

I should probably use func_wall more often, 99% of the decorative stuff is made of normal brushes. 
 
"ALL decorative stuff can and should be hint brushes"

No. Hint brushes are meant for manually influencing the vis portal generation. Their implementation in Quake is experimental at best and there hasn't been conclusive testing, yet.

If you meant detail brushes, then no again. These are mainly for speeding up the VIS process, but do not have optimizing effects on the polycount.

If you meant decorative stuff should be func_wall or the like - this isn't a general solution, either. It's situational and may as well increase the polycount or have other negative side effects. 
@negke 
That cleared several things up for me.

I don't use func_detail as I'm not sure how it's different than func_wall. AFAIK func_detail is only supported by specific compilers?

Also, I've restrained from making all the decor func_wall because of the polycount. So far, I've used this very sparingly. 
Funky 
Instead of func_wall, func_detail creates so called tjunctions in your bsp, which prevent the flickering edges. Iirc. 
Ok Then 
Willem, you're assuming someone who's asking for the basics will already know what a portal is.

Sorry, yeah I meant func_detail, and that's why I was talking about the -fast option earlier.

They just allow you to reduce portal creation, but that's no help to poly count.

func_detail has the advantage over func_wall in that it can cast shadows. Additionally, most engines still have the flickering entity bug - if a func_wall crosses two vis leafs or more it will go invisible when viewed from a leaf the engine considers it shouldn't be visible from.

Basically, it assumes that brush models will always be of a comparable size to a point entity.

Additionally, func_walls are not made static, so will consume resources during runtime, while func_detail is not treated as an entity by the engine at all. 
 
The difference is func_wall is a (dynamic) brush entity while func_detail is only relevant to the compiler which will disregard these 'detail brushes' when generating VIS information and subsequently convert them back to world geometry. This is only supported by a few compilers; those without support will treat func_details as normal brush entities which will then make them disappear in game since they're an unknown type (QC).

Mind you, turning stuff into brush entities (e.g. func_wall) CAN help with optimization, but it depends on the areas/situation and some random factors, so it's not automatically the ultimate solution to everything. It requires careful testing and evaluation. 
Func_detail 
I wasn't aware it cast shadows and isn't counted as an entity. That's pretty nice.

My understanding of portals is pretty shoddy, an article for them has yet to be written on quakewiki.

I'm not able to see if TxQBSP supports func_detail in any documentation, I guess I'll run some tests after work. 
That Third 
Article I linked explains portals relatively concisely.

I'm using Tyrann's compilers for the detail support since they've also got a load of nice little features like per brush entity minlight and coloured lighting as well as all the light controls you'd expect coming from Tx.

http://www.disenchant.net/ 
I'll Have To Try Those Out 
 
 
vis does not respect vertical height (if its open at any point vertically it's considered completely open)

I don't think this is true, is there an authoritative source for this? 
 
yeah, I read that and declared aloud "are you fucking kidding me?" 
 
Surely this would be testable ny making a vertical map 
Huh 
Nope. It's something I got from early Q2 mapping and assumed was the same for all.

Maybe I should do a test map before each post. 
 
It almost reads like mapping lore they gets passed along and nobody ever really understands or questions it.

Like, I have friends who make Quake maps who clip and miter every brush so that nothing ever overlaps. Ever. Totally clean construction. I've tried to explain they are wasting their time and QBSP takes cares of all that but they will hear none of it! "It makes for cleaner and better performing maps", they say. I say it makes for a lot of wasted time that could be spent more productively... 
Willem 
Mitering convex corners is optimal. 
 
In what sense? I mean, if you're slamming up against engine limitations, sure, go for it but otherwise ... What's the point? 
For The Sake Of Optimiztion I Suppose 
It still comes out a more efficient map to run, however negligible the gains might be.

A few weeks ago I went through my map to try to get some vertexes back, as I'm nearing the limits of bsp29. I mitered most convex corners and got about 2k verts back from that alone.

I also fixed a lot of my early brushwork, it was really shoddy. brushes in brushes in brushes in bushes, all sorts of random shit of all sizes, off the grid even, all in one big mass of noob mapping.

After going through and optimizing the map, I had about 6k back and shaved 30 minutes off the compile time.

I can't explain it, those were my results. 
 
You better miter those brushes damnit!!

I'm partway through making a vert map right now with a door in every ceiling (it's a 768 map), I just tested this theory using r_showtris 1 and it doesn't appear to be true, it's definitely not drawing every single floor. 
 
Prepare for a possibly dumb contribution to the visibility discussion, but FWIW, what I remember from Q3 mapping was along these lines (it would be easier to do this with pictures but oh well):

Let's say you have a big cube of open space. A vertical wall divides the cube into two halves, but the wall is only half as tall as the cube. So you essentially have two rooms sharing an open space overhead.

The visibility here depends on how the compiler chooses to subdivide the space.

If it first cuts horizontally along the top of the divider wall, then the nodes for the space of each "room" will end up being only as tall as the divider wall, and they can't see each other.

However if the compiler first cuts vertically up the side of the divider wall, then there is going to be a tall node on that side of the wall, that goes all the way to the ceiling of the cube. In this case the nodes on each side of the wall can see each other.

The solution in Q3 was to have a horizontal hint brush face dividing the cube at the level of the top of the divider wall. So even if the compiler chose to chop vertically along the wall face first, the cut and therefore the room node would stop at the hint face.

If I'm misremembering/misunderstanding, or if the Q1 visibility issues are different, please clue me in... 
 
That's a really clear explanation. 
 
In that example, the compiler is going to prefer cutting up the side of the divider, without being given a hint. Every plane in the map is ordered based on preference for splitting. Vertical planes are higher priority than horizontal ones, and axial planes are higher priority than slanty ones. The map is assumed to be architectural in nature, so this assumption makes the compiler more likely to catch doorways or subdivide large spaces in a way that respects the layout. I think that's what we're really talking about.


This is why outdoor bits with lots of rocks tend to go kaleidoscopic, the compiler doesn't have a lot of vertical axial faces to go on so it digs deeper and starts using the sides of your wacky boulders to slice the space up. 
 
qbsp will usually clobber any fancy brush mitering you've done anyway.

i remember the doom3 compiler being really amazing about mitering things. i don't remember ever seeing it cut a wall up in anything but the best way.

quake bsp compilers aren't that good and rarely make the right cuts. to be fair, they are working under more stringent limitations (such as max face size) than doom3. 
Append 
you can FORCE qbsp to honour your face divisions by offsetting textures by 1 unit (because then the compiler must consider them as a separate face) but you're just giving the compiler less leeway to work with and it'll probably perform even worse.
i find it's better to keep your brushwork clean enough so you can work well but to not fuss overmuch with what the compiler is doing. 
Q1/D3 
Isn't Q1BSP more of a software era thing? Cutting things into small triangles to minimize overdraw. Iirc the software renderer only uses z-buffer reads for models and the world bsp is rasterized front to back? D3 doesn't have those limitations and does a fair bit of culling at runtime afaik. 
 
IIRC the old QBSP used to or at least had a tendency to produce weird results on overlapping brushes or multi-face walls even if they were all on the same plane with the same texture and offset. This is why "clean" brushwork was propagated. Another well-known example apart from mitered corners is that technique where the brushes on arches are turned into triangles that meet in the upper corners.

Newer compilers take better care of such cases, although their results can still be arbritary at times. I found that occasionally "sloppy" constructions caused better splitting than "clean" brushwork for whatever reason. 
 
Newer compilers can combine faces, while older ones only split them. Doom3 doesn't need you to do any mitering because any extra cuts in a continuous surface that are introduced by the brushwork are optimized away again.


Doom3 also doesn't do any previs calculations, instead relying entirely on designer-placed portal surfaces that it tests for overlap in screen space in real time. (you can turn on r_showportals or something and see them turn red and green as you run around.) This is much simpler, and completely avoids any wacky how-is-qbsp-hacking-my-rooms-apart trouble, but also means you can't build any kind of large or interesting space that can't have its visibility constrained by little doorways. Yada yada yada and you get Doom3's level design.

This room was a bitch:

http://matthewbreit.com/images/q4dm11/1.jpg

That big solid platform in the middle blocks the view of doorways on either side of it from each other, but because those portals overlap in screen space they were always considered open. The proper solution is to have some kind of occluder or antiportal inside the platform, which doom3/quake4 didn't have, so we had to - surprise - cut the room apart in wacky ways with huge portals instead. 
Oohh 
wow, that looks really pretty. 
I Read About D3's Occlusion Culling System 
And assumed there was some stuff I was missing because of handling cases as described above. The reality seems rather depressing :) 
 
but only for special cases like that. i found that usually it was a very easy system to use. 
 
Was it similar to how mapping in Unreal Tournament was by putting a non solid plane in doorways to make each room its own portal? 
 
sounds very similar.
in d3, you make a brush with a non-solid texture on all but one face. on the last face, you put the portal texture and that becomes the portal. 
Setting Up A Lightning Trigger 
in a map.

So I made a test map just to see if it works, it works fine. so I copy and pasted the whole set up into my actual map and now the lightning no longer fires at the target... anyone have a clue what the hell is going on?? 
Lightning In Standard Quake? 
If you're using the Chthon lightning entities, you should know that they're a bit hacky, and you can only have one beam of lightning on the go in a map. Might it be that in your copy-pasting you created two overlapping endpoints, and so the lightning beam is zero-length? 
 
I'm using quoth...

I re-did it all again several times and on the 4th time it now works again. 
Door Lip 
I want a door with lip 0.
Setting it up causes it to reset to default(lip 8). So after a while i found that lip of -0 is doing the trick, i have a door with no lip.
Tadaa!
Is this in any way bad? For gamelogic or sth? 
Neat 
From a technical POV that is cool. It has always been a little problem in QC that you can't distinguish between a key that hasn't been set, and one that's been set to zero. It would be nice to make the convention that -0 means "explicit zero". I don't think there's anything immediately bad with it while it works. What I do worry is that something might break it somewhere - I can imagine two ways:

1) An altered QC compiler might just be able to add a bug-fix everywhere for this surprising behaviour, and end up cancelling out the feature.

2) A new engine also might notice buggy behaviour relating to this and patch it out.

In both cases you'd end up back with 8 unit lip. The question is whether anything breaks it already, and if not, whether it's compelling enough as a feature to become a de facto standard, so engines that deviate are considered buggy instead. 
How About -1 
instead?

Surely this couldn't be broken. And having minus 1 unit isnt so bad. 
 
but what if you actually WANT the lip to be -1? 
Mfx 
You can add little brush for door in invisible zone (e.g. inside wall) and use neg. lip

http://s020.radikal.ru/i705/1406/8a/96603f4c1327.jpg 
Door Flush With Frame When Open? 
Another way to do this is place the door on the position you want it to be when open (flush with frame). Set spawnflag "start open". Make the door 8 longer (or whatever the lip is) on the side that would be hidden in the frame and leave lip at default.

bam. kinda clunky, but it won't break. May wanna add a a trigger, depending on the situation. 
My Brain Wasn't Working 
Just tested it. When I thought of it I pictured the default trigger to be hidden behind the wall for some reason, that's not the case it seems. Works fine, no extra trigger needed.

-0 doesn't work for me btw. 
Oops, Lighting 
Lighting the door properly would be a problem... lol, disregard everything i said. 
Other QC Solutions 
I've not tested this either, but if you tried it and it didn't work, it could be the result of your compiler or your map editor "correcting" a -0 to a 0. Checking the entities in the BSP file might be necessary to verify if this works.

There are other ways this could be fixed from a QC perspective. The first way would be to acknowledge that 0 is a valid value for lip and not apply a default to it - but obviously that's not backwards compatible. It is still a thing to consider for new entity classes.

The other thing to do would be to add a new spawnflag to the entity called NO_LIP, which would override the default (or any other value set) and make the lip zero. This would preserve backwards compatibility for doors. It might also be a useful pattern for some new entities, if zero is a permissible but rarely applicable value for the field, and the default value is much more sensible. 
Quoth 
I'm trying to make an info_trap shoot towards a moving func_train to emulate randomness, but the projectile keeps flying towards the map origin instead.

The next thing I tried is using func_train_rotate... which then keeps saying "Next target is not path_rotate" when it clearly is. :(

Any halp? 
Leak In Map 
After doing some really heavy duty optimising in one of my maps it's started saying I have a leak when I compile

Using a couple different compilers points to slightly different areas of the map... I'm at a loss as to where it is! 
NVM 
my shoddy brushwork created some terrible microleaks...

Which idiot was it that was saying mitre'd corners were pointless??? 
Onetruepurple 
Try using a func_train_point (or if that fails a misc_teleporttrain). The info_trap aims for the origin of the targeted entity, but brush-based entities in quake treat the origin key as "displacement from initial position", hence why it's firing near to the origin. I really must write a blog post which explains this properly, it's a common source of confusion. 
Yup 
Teletrain did it, thanks. 
 
"Which idiot was it that was saying mitre'd corners were pointless???"

Probably me. Hey, welcome to Quake mapping. Leak hunting is part of the experience. 
@FifthElephant 
A month or so ago I had a leak in a stupid big map. I had just done about and hour or so of mapping without checking, so it could have been anywhere (the pointfile wasn't much help).

Long story short, I just made a big box around the entire section of the map and would slowly shrink, recompile, shrink, recompile until I got the box to be about 128x128 with the leak in it. Takes only a few minutes and works when compilers fail. 
Well 
I had made some brushes in a way that I knew was a bit shitty... looks like they had finally degenerated to the point where they microleaked.

It's my fault really for not being more cautious. I put part of the blame on func though for putting pressure on me for saying that my map pack has to work on the normal quake exe (actually it works on winquake, there's no way I'm testing this shit on the dos version).

The worst part of this is I had already completed maybe 70% of the first episode but I have had to go back and redo huge areas (or restart some maps from scratch) to get them to work. Currently redoing one map entirely now that I had finished months ago, I have tried for a week to fix it but I can't optimise it properly so it's just going to be a different map with a similar theme. 
No Ambient Sound For Water 
I've noticed in my maps recently that they do not have ambient sounds despite the map named *water or *04water

Any ideas? 
It's Forced By The Engine 
For particular texture names included in the id1 wad. And I think some of those don't work as well. 
 
Like sky a water not have sound if you compile map without VIS. 
Fifth 
which compiler are you using ?

I know there exist some options with aguirRe's RVIS and so maybe derivative, aka:

"-noambient", "-noambientlava", "-noambientsky", "-noambientslime", and "-noambientwater" to better control ambient sounds.

Are you sure you do not use one of these options ? 
 
None of those options are being used JPL. I'm using Tyranns tools (I think). It's kind of weird though. 
Fifth 
Did you try to change of water texture, and check whether the sounds is still away ? 
Fifth 
Any chance that the vis process is failing for some reason? You'd still end up with a valid bsp file and the failure would only show up in the logs. It just sounds like the map is unvised, so it might be worth investigating that step of the compile. 
It's Properly Vis'd As Far As I Can See 
I used r_showtris 1 and everything looks sound, I even get the sky ambience but no water ambience. The texture is appropriately named so I'm not sure what's happening. 
.. Can You Check.. 
.. whether the water sound (don;t remeber the file name) is present in your pak file or sound folders... maybe it is just missing: in that case you may have an error/warning message in the console claiming the file cannot be found... hence the issue... though...

But I admit it is weird... never faced that issue before... 
 
some are *mwater which don't make sound.

they have to start specifically with *water 
Trying To Find Textures 
Any good rock textures for quake? 
Hexentwo.wad 
rtex066
rtex413m 
Zendar.wad 
cavern_dk


It's kind of a shame we don't have a system for searching wads like we do for maps on quaddicted. If we could type in "rock" or "tech" or "crate" then it would be awesome.

Or how about some kind of "wad builder" where you basically shop for textures and then download your custom wad. (it could also write a .txt file which you could copy/paste into your readme)

If only I knew how to code! 
 
that actually sounds like it would be an interesting project. certainly not overly difficult, but would require a lot of 'manual labour' to set up the initial index and tagging all the individual textures.

the back end stuff would probably be the easiest part. basically a db which links logical texture metadata with the appropriate wad files. you'd probably either want to extract everything as loose png files or something for speed.

the web app component-- getting search results xferred over to the client browsers while maintaining responsiveness etc... would probably be the worst.
you'd definitely need some ajax async stuff so you can load images as they come in, not sure how much of a load on the server that would be. most textures are 64x64 or 128x128 which isn't all that much, but loads of tiny requests like that would probably still be bad. maybe each wad file would be stored as one large spritesheet image or maybe the backend itself could generate these spritesheets grouping textures that have the same tag. 
Limits 
That Clipnodes and Marksurfaces exceed normal engine max error.
What is the easiest way to handle?
Deleting brushes, scaling up hull textures?

For some reason I always exceed the limits. 
 
clipnodes can be reduced by putting clip brushes over parts where the player can't go.

they are created by things that the player can collide with, so putting clip brushes over them makes less places the player can go, thus less clipnodes.

marksurfaces are weird and will randomly go up and down. 
Yes 
That helped stopping the clipnode warning.

I keep that shade blackouts on some brushes.
I've been trying with light settings, but the complete black brushsides seem hard to avoid. 
Any Tips For Good Lighting? 
 
Lighting Tips 
* Never place symmetrical light sources in a room
* Never use global ambient light, learn to light maps properly
* Place strong light source first before placing additive fill lights
* If a room lacks strong shadows, tone down fill lights
* Consider shadow area contrast when placing source lights
* Understand the advanced features of wait/delay
* Try to keep light/wait values consistent for light source types
* Always sync light entities to actual light sources
* Always Illuminate the primary path
* Light Flicker (style 1) can be useful for focus in a room
* Play with up lights for ceiling detail focus
* Lights can use mangle/angle parameters for directional spotlights
* Lights should always create interesting shadows
* Place strong lights for large shadows, fill lights to soften the edges
* Switchable lights are perfect for creating dynamic detail
* Place identical light sources at the top and bottom of platforms so that when the platform is in both positions it looks right for the light source 
Total Newbie Question 
Hi all, I'm just starting to learn TrenchBroom with no prior mapping experience for any game whatsoever. All of this is entirely new to me, and now I have a stupid question:

Can water brushes overlap with solid brushes? I mean, when you want to create a body of water in a map (like say you've created a pool that is not just a rectangular box, but has sloping edges etc.), do you then have to create a water brush/brushes fitting that space exactly? Or can you just create a huge rectangular water brush that overlaps with the edges of the pool/lake, as long as it fills the space you've "carved out", as it were? 
A Huge Brush Covering Everything Is Fine. 
 
Thanks! 
 
QUARK.... 
How the bloody hell do you remove mouse invert? And which evil bastard decided this should be the default behaviour for mouse look?!?! 
Hold Mouse Upside Down 
 
Install Trenchbroom 
 
Trenchbroom 
can't yet make heretic 2 maps, the version of QED you get with the latest heretic 2 patch doesnt work properly. Plus I have no idea how to properly compile Heretic 2 maps outside of Quark (Spent a good few hours trying to compile manually with no luck)

Ironically the brushwork was mostly created in trenchbroom, I just opened 2 instances of quark and copied the brushes over. 
#13870 
those are some good tips sock, but how am I supposed to learn how to do lighting properly? 
 
RoQ,

Make a small map and light it. Start the game and go look around in the map. Make notes of what looks good and what doesn't. Go back to the editor and change the stuff that didn't look good. Use sock's guide to go by.

As with most things, you learn by doing. 
Another Newbie Question 
How does one make an exit trigger in TrenchBroom?

I created a brush big enough for the player to walk into, right-clicked on it, selected Create brush entity --> Trigger --> changelevel, but when I compile the map with hmap2 and play it, this brush is not there. Am I missing something? Are there certain settings I should change? 
 
There is a long phase at the end of a map's creation that's just tweaking some lights and rebuilding. Nature of the beast.

-onlyents is very nice to have at this phase.


Does Heretic2 have a different .map format or is it just different entities? 
Also... 
... how does one create a set of doors that slide apart in TrenchBroom (instead of one panel that slides into the wall)? I've created two brushes and made them both doors, but they just slide together in the same direction. I guess there must be setting one can change somewhere, but am clueless as to what and where.

I hope this is the right thread for these absolute beginner questions... 
You Have To 
either "unlink" the doors by setting the entity flag as unlinked, or create a new key called "angle" and set them at opposite directions. 
Thanks, That Did It 
I did both -- clicked "Don't link" for both doors and gave them both a new property called "angle", and made one "180".

Thank you so much! 
Lights 
Try r_lightmap 1 - it can help you improve lighting without the textures getting in the way. 
RE: Trying To Find Textures 
@RingofQuaddamage

https://www.quaddicted.com/files/wads/


Trying To Find Textures
#13862 posted by RingofQuaddamage [100.1.255.141] on 2014/06/22 16:19:30
Any good rock textures for quake? 
 
keep them linked if they're double doors, or they'll open separately if you stand in the right place

setting two different angles is all you need 
Thanks, Lunaran 
Any idea what I'm doing wrong with the exit trigger (post #13880)? 
You Need 
To point it at the next map - whatever.bsp or it'll not do anything. I can't remember what the key is called offhand.

Also, triggers are never visible and are only rectangles - so I big prism will still be a rectangle in game. 
Re: Lighting 
If you can stand my colour scheme (or disable styling) here's a kind of overview of lighting:
http://necros.fov120.com/post.php?postID=2 
 
the keyvalue is "map" ijed :)

set it to the filename of the next level, without the extension. if you don't have one, just use 'start' or the name of the same level you're already in. 
Thanks! 
Thanks, ijed and Lunaran -- that did it. :-) 
Newbie Mappers 
Fantastic that Quake still brings in new mappers! 
More "newbie" Stuff 
Is there a way of making a secret door retract into a wall, and then go upwards? Or am I stuck with a handful of cardinal directions? 
That's What Secret Doors Do 
AFAIK 
Hm 

flags
"open_once" once open, stays open
"1st_left" first move is left of arrow
"1st_down" first move is down from arrow
"no_shoot" only opened by trigger
"always_shoot" even if targeted, keep shootable


Maybe a negative lip allows you to reverse the first left / first down directions.

Never played with them much to be honest. 
Better Info 
 
I needed a door to use as a long, extending walkway. I needed it to slide out about 256 units, then up 16 units. I thought I could do it with a secret door somehow but I never could get it to cooperate. I ended up just using a func_train and used a little door hidden in the floor to provide the sound.

As far as I could tell they only go bang and pop open then slide in whatever direction they're set for. I always meant to go back and experiment with them some more but haven't got around to it yet. 
Yet Another Newbie Question 
Suddenly my map does not want to compile anymore (I've been compiling and testing every so often until now) and I get the following error message:

LinkConvexFaces: Mixed face contents in leafnode

Clearly I've broken something, but I don't know what. Can someone explain? 
 
Don't mix normal textures with liquid/sky textures on your brushes. 
Also 
don't have liquid brushes and sky brushes touching. 
It Was # 2 
I had a teleporter brush and a sky brush touching. Thanks so much! 
Light Question 
What to do with black washed out vertices that are placed on grid
 
You'll have to redo the brushes or get them back on the grid properly.

I had this problem with the rockwork in q-deck, I ended up redoing that area about 3 times. Every time I opened up the map the vertices would degenerate until they started looking like your screenshot. 
Best Advice I Ever Had 
bind "snap to grid" to the space bar and every time you mess about with the vertex tool hit space. It has saved me a hell of a lot of trouble.

That is if you're using Trenchbroom, and also make sure you enable force integer plane points. 
 
I needed a door to use as a long, extending walkway. I needed it to slide out about 256 units, then up 16 units. I thought I could do it with a secret door somehow but I never could get it to cooperate. I ended up just using a func_train and used a little door hidden in the floor to provide the sound.

e4m1 actually has this too. i think that that is the one thing a secret door can't do. 
I Suck 
it's e2m1. 
Force Integer 
Means you won't have to do it by hand (spacebar), unless you've already created so many degenerate brushes that you crash the editor when trying to do a global snap to grid.

But you guys won't be anywhere near that yet. 
Well How About That 
I once snapped a perfectly fine brush to grid and it offset it by about 0.00403434 units 
Ijed 
that's not true, I force integer plane points and get off-grid vertices all the damn time if I don't also snap to grid.

OTP,
TB can be a little temperamental. Sometimes I mash the force to grid key a bunch of times just to make it "stick". I'm sure I'm being superstitious with that though.

Sometimes I will end up with a random leak after a while in a map to find that a brush that caused me no trouble before has suddenly degenerated and become off grid. It's not too often this happens now but I haven't tried to make any crazy terrain in a while.

My advice is make complex terrain as your last thing. 
#13903 
I knew the force-to-grid advice would follow.
Reason I asked after they already were. 
 
when you clip a brush at lots of wacky angles, often the editor can't snap all the verts to the grid, because to snap one means slightly altering the angle of a plane to accommodate it, which would move several other verts by a different amount. this is because the verts don't determine where the planes are, the planes determine where the verts are by their intersections.

build your rocks and terrain out of brushes that are more ... brushy. make sure you clip them at integer ratio angles so that the planes always intersect at points that have a chance of being on the grid in the first place :) 
 
I always just use brushes that have triangle faces and move the vertexes as needed keeping them on grid. I almost never use clipping. 
Editors Lie 
Thanks Lun for your explanation.

I just saw the brushfaces slowly change in the editor and started again untill I had the right one.
Then, while mapping on, the sides became louzy, although I hadn't changed anything.
So going back to the right map slowed awfully down.
Now all brushes that stand on grid in editor start blacking out.

So editor snaps all verts untill I believe they do and then start degenerating.

@Ricky- all brushes in the screenshot are triangles that have moved vertexes, but they start telling lies. 
 
Wouldn't anglesense help here? 
Worth A Try. 
When I compile the map without light there's just a smooth surface,
so the error isn't the misfitting brush.
I could try anglesense, but there are many parts here so many extra lights.
Replacing them with brushes for light sense I never encounterd. 
 
what about making the entire hill a func_wall? 
@RingofQuaddamage 
those are some good tips sock, but how am I supposed to learn how to do lighting properly?

I would recommend you find a map you like the look of (light wise) and then check out the source map file to see how it was done. Break the example map down into a small sections with light entities and gradually remove the lights one by one until you see what difference it makes.

Learning lighting for old BSP compile engines is the most time consuming thing because it involved compiling and waiting for the results. The best advice is start with lots of small test maps and try to find some good source map examples. 
Critical Or Not? 
WARNING: Mixed face contents (Sky, Empty) near (x y z)
WARNING: Mixed face contents (Sky, Empty) near (x y z)

I have like 20 of those when running txqbsp. 
 
When I compile the map without light there's just a smooth surface,
so the error isn't the misfitting brush.


the bsp structure around all those brushes probably looks like complete mulch. I'm not surprised light.exe has no idea what to do with it.

take metlslime's suggestion, make the whole thing a func wall. and put skip brushes behind it so it doesn't leak, of course. 
Errors 
This is old now but stands true on most cases:

http://user.tninet.se/~xir870k/tooltips.txt

It should you understand whatever errors you're getting. 
How About This. 
Processing hull 1...
*** WARNING 09: Couldn't create brush faces
*** WARNING 09: Couldn't create brush faces
Processing hull 2...
*** WARNING 09: Couldn't create brush faces
*** WARNING 09: Couldn't create brush faces


I started getting these after removing a brush that wasn't closed. 
Things To Try 
* Use different compilers, see if the problem disappears
* Contact compiler author if there's no obvious remedy - maybe it's a tool problem or can be fixed through a code change.

@ModFax :
Is the eMail address in your func_user information still accurate ? 
Func_door_secret Bend To My Will! 
http://tomeofpreach.wordpress.com/2014/06/26/unusual-func_door_secret-angles/

That's how you do a func_door_secret that moves up last. Hardly even feels like a map hack, but there it is! 
 
Neat! 
Awesome 
To quote a household name, thks Preach ! 
Blacked Castle 
@mtlslm- turned it into a func_wall but nothing changed.
I thought func_wall didn't lit light.

@rebb- I can do, but I was wondering why the compiler give normal results, before the error started.
As long as you don't send me mod faxes I'm reliable on that email adress. 
MadFox 
that looks similar to a bug I was helping mfx with: https://sourceforge.net/p/quakespasm/patches/15/attachment/mfxsp17_before.jpg - In that case it was an engine bug, but I think it could also be caused by the light tool being compiled with sse2. which light tool are you using? 
Actually 
@MadFox, if you'd be willing to send me the map source and compile tools you're using, i'd be interested to poke around and see if I can see what's happening 
On 
it's way. 
If 
your email account wasn't outdated... 
Func_door_secret Bend To My Will! 
I will definitely be trying this. I've used the func_train method in at least three places. This could free up seven or eight entities (I'm at the 256 model limit right now). 
Well, It Works But... 
The door comes out of a wall and there is no light where it starts. This is a problem. With the func_train I just place it where it's going to end up and it moves to the starting path_corner when the map loads. That way it's properly lit.

With a regular door I would use "Starts Open", but that doesn't exist for secret doors. I tried reversing the way it moved but I can't seem to get it to wait between being triggered. It either opens then closes or just stays open.

It would have been nice to free up another dozen or so entities, but I can probably finish the map without them. If I can ever get around to it anyway. 
_minlight 
might be a possible solution to the lighting... though it may be a little flat 
Manual Starts Open 
Here's a bonus hack, especially for you Rick. Move your func_door_secret into the open position, and as you do, measure exactly how far you moved horizontally and vertically. Suppose that's -256 in the x direction and 16 in the z direction.

What you now need to do is add another key to your func_door_secret - an origin key. Set the origin to be the vector that negates the movement you just performed, so for the example values above you'd set "origin" "256 0 -16". Negate each value and stick it in a vector, with a 0 for the coordinate you didn't change. Hey presto, lit in the open position, spawns in the closed position!

This trick works on some, but not all other entities - func_door for instance have problems in generating automatic triggers. So have fun, but take care too! 
MadFox 
hm, mail didn't seem to get through, unfortunately. the address in my profile is correct. Could you upload it to dropbox maybe? 
Ericw 
Tried again, and now it worked.
Cheque your emailbox. 
Manual Starts Open 
I was actually thinking that origin might somehow work but I wasn't sure exactly how to do it. I'll give it a try when I get a chance. If I can make this work it will be very helpful.

I was afraid I'd have to somehow try to box in the door and light it in place, but that would likely blow my marksurfaces out of the water. I only have about a hundred of those left. 
Release The Kraken Rick 
 
Alternative Fix 
Someday, I'd like to spend enough time learning the bsp formats that I could write a new tool. This tool would take the idea of external bsp models and flip it on its head. The tool would take a bsp file, and would look up all the external bsp models referenced. Then it would add all those models as internal models of the original bsp, and patch all the entities to load those internal models. All the benefit of external models, one convenient file!

Anyone with the know-how already Please, please feel free to steal my thunder and do this so I don't have to! It would solve the problem at hand in a simpler way, and would also let you easily prefab models, which might help with the model limit. 
 
Easily prefab models that would be lit exactly the same way every time, you mean?

I'd prefer something more like sub-map instancing (like CoD & Source), but that'd require both a compiler change and an editor change to allow for the visualization. But boy, would that be great. 
 
I finally got the sliding secret door to work. It gave me brain damage though, I guess because seems to work backwards from how I expected.

Apparently the door is lit in the position set by the origin key, but then moves to the position it was actually placed in the editor when the map is loaded.

The door is 320 units long and moves to the right (positive X) and then up (positive Z). I had to make the origin key -320 0 -16.

It does work though, slides out of total darkness lit perfectly for where it ends up. 
 
Easily prefab models that would be lit exactly the same way every time, you mean?

Yeah, but because it's lit independently, you'd have the freedom to give them "generic" lighting - like the ammo models do. Particularly if it's a moving model like a door, where you can't do anything better than general matching of the ambient light. 
Tyrann's _minlight 
Has solved my headaches in this department. Especially good for getting rid of black polys and for lighting glass. 
Umm. 
Skipped Faces? 
 
Nope 
 
Disregard. 
Updating to tyrqbsp v0.15 fixed it. 
Growing Pains... 
After having spent days using the clip tool to painstakingly carve brushes to look like rotated objects, I only now realised TrenchBroom has a "rotate" tool and I could just have, you know, rotated those brushes. You may all now point and laugh.

On a different topic: is it possible to have the player start a map with no weapons or ammo except for the axe? If so, how? 
 
Sometimes it's safer to clip than to rotate, though, because the latter can give you some quite ugly and offgrid results. Rotating a crate should be fine, rotating an entire room less so.

Also, yes
 
Preach is the wizard with those tricks.

Probably something to do with spawning onto a box of shells with negative ammo 
Preach Leaves You Stripped Sometimes 5th? 
 
Yer 
Clip is better 'R' in Trenchbroom does produce bad results - I have several objects built in my current level which crash the editor if I try to rotate them.

Having said that I rotate loads of stuff. Like OTP says, just do it on props, not entire rooms. Unless you're doing something cool

ALT-ARROW however rotates orthographically and is 100% safe. 
 
 
"Unless You're Doing Something Cool" <-- I'll Keep That In Mind. 
Wow, thanks for all the fast responses. 
Ijed 
Where's that bug report ;-) 
The Sound Of One Hand Mapping 
First you learn not to carve, then you learn not to scale, then you learn not to rotate. The enlightened zen of mapping is to never start the map in the first place.

This is beautiful, but it's missing the lesson about texture lock. 
SleepwalkR 
Writing it on my hand now. 
Also 
Know that you can overlap brushes. And know that it doesn't matter if the intersection points are off-grid (99% of the time).

You can waste a lot of time cutting things so that they don't overlap, but there's really no need. And it's good practice to keep brush vertices on-grid, but the points where they intersect, they don't need to be on-grid.

But yeah - NEVER use the Worldcraft 'carve' tool, no! 
Texture Lock? 
Like how you'll eventually wind up with textures offset by 1 after dragging them all over the place? I thought that was a Radiant/QE3 specific bug. 
 
Radiant can do some weird stuff when texturelock is on, and can do weird stuff with entity angle keys. Getting scientific notation for something rotated 90 degrees is o_O

Otherwise, texturelock is perfectly fine, especially when copying things around. What you DON'T want is to make a brush, then turn on texturelock, and rotate the brush to get a rotated texture. Make the brush with a known slope, and you can just use arctan to figure out the rotation. I have planks in my jam map that are at a 1/8 slope, so that's a 0.125 slope, arctan(0.125) = 7.125 degrees. 
Re: Know That You Can Overlap Brushes 
Thanks, RickyT23. I was actually wondering about that too.

I recently looked at the sources of apdm3 and bbelief2008 and brushes sometimes overlap in both those maps ... so I started to suspect that I was wasting my time cutting things and making sure they line up perfectly. 
 
Make the brush with a known slope, and you can just use arctan to figure out the rotation. I have planks in my jam map that are at a 1/8 slope, so that's a 0.125 slope, arctan(0.125) = 7.125 degrees.

This would have been very useful in the past two weeks. 
 
I wanted a window with a beveled frame at a 45 degree angle, but I couldn't figure out how to make it from scratch (Radiant wouldn't let me move the vertexes the way I needed), so I built it on axis, then rotated and scaled it to get the final result.

http://www.quaketastic.com/files/screen_shots/wish13_i.jpg

(image has been lightened a bit from the original .tga) 
God I Want To Play That Map. 
 
 
I worked on it a bit today, first time in months. There is one area where if the player falls in the water, they can't get out.

I stared at that room for about an hour without coming up with a fix that didn't look stupid and fit in with the rest of the area.

I have a few hundred marksurfaces left to play with, I guess I'm going to have to spend them on that room. 
Make It Lava! 
 
Actually... 
in the original Well of Wishes it was slime. Only now the player has to go into it to reach a previously hidden area, but until the area opens there's no way out if they fall in. 
 
You're remaking wishes.bsp?

I love you. That map was a huge influence on LunSP1. 
Yeah 
Thanks for the compliment.

I started in 2007 just wanting to fix the flaws in the original, then it evolved into a sort of quest to see how close I could get to the normal Quake engine limits without breaking any. I haven't worked on it continuously, there were years when I didn't touch it at all.

It now only bears a vague resemblance to the original. I think you could probably fit the entire original map into the open area in the center.

http://quaketastic.com/files/screen_shots/wish97vs13.jpg

Anybody that's interested, at quaketastic.com there's more screenshots. They all have Wish or Wish13 in the name. Some are of things that have now been changed though.

It really is pretty close to being finished. 
#13951 
Probably something to do with spawning onto a box of shells with negative ammo

With a normal ammo box ...

Why isn't it working for me only when i use the restart command when i am placing the info_player_start above the ammo box? 
 
I have no idea coce... I just trawled through preach's website to see if I could find the trick but no luck.

I know it's something to do with spawning on top of an ammo box (or maybe a backpack?!) with a negative key. 
I've Fucking Linked To It. 
 
 
Yeah, I meant to say earlier: thanks very much for that link, OTP. 
No Probs 
 
Negative Everything 
Cocerello, Fifth, it's post 13950. Here it is again
No, No 
I was talking about placing a completely normal ammo box with no modifications in to increase the ammo of the player.

The question is Why the ammo box dissapear when i begin playing the map with the restart command instead of writing again map xxx?

And yes, i have read Onetruepurple's link, very interesting indeed, but this is a different issue. 
Sequencing 
It's a well known issue in Quake, although I've never got exactly to the bottom of the sequence of events in the engine. The basic problem is that when you restart the map, the player entity is added at a different point in the startup sequence than when you load the map normally. It's all done with a bunch of behind the scenes console commands and messages.

I think that what happens is that in the normal case, the player is not added to the world until all the items have dropped to the floor, so everything works fine. In the restart case, because the client is already connected, I think the player's entity gets added before the items have a chance to drop. Because they spawn inside a player, they count as stuck, and so fall through the floor.

Anyone with good engine know-how able to back this up? Or better yet explain where in the code the differences arise? 
Cool Tricks 
I have to wonder though. Using an info_notnull why not just set it to just remove 25 shells instead? Why go to the trouble of giving all the ammo and then removing it using a door? I just removed the 25 shell ammo in a test map and it worked fine. 
Because They Are Removing Weapons Too 
 
Response To A Post From 2006/ Barrage Of Idiotic Questions 
Sorry Cocerello, I misunderstood your post.

About the ammo/weapons removal thing, I have been playing around with it and now I have several questions (mostly to Preach, I guess):

1) It says in that tutorial OTP linked to that you should use "a brush based info_notnull", but I only seem to be able to add "info_notnull" as a point entity in TrenchBroom. If I create a brush and then add an info_notnull, then I have a brush with an info_notnull sitting on top. I also tried changing the class name of the brush to info_notnull, but that changed the classname of all the brushes in the map, which seemed like a very bad thing to do (yes, I have no idea what I'm doing. But I'm learning). Just having a point entity seems to work, but I feel like I'm missing something here...

2) If you add/edit the "items" variable for a door, do you use the name of an item as value, or does every item have a specific number? In particular, if I want the door to remove only the player's shotgun, do I type "items" and then "shotgun", or "items" and then some number?

3) The reason I'm asking question 2:

If the weapons/ammo removal only has to happen at the start of the map, where you know the player has only a shotgun and 25 shells, does one need all three entities (the two info_notnulls and the door) or can one do the same with an info-notnull with the values
touch BackpackTouch
think InitTrigger
nextthink 0.2
ammo_shells -25

and then a door that just removes the shotgun? (I tried doing this, but I'm not sure "items" --> "shotgun" was the correct value.)

Or is there a reason why this is a terrible idea even at the start of the map?

4) Is there a way of muting the sounds of ammo/weapons being added and subtracted? 
 
Fifth, it is explained in the thread Onetruepurple linked.

Preach, thanks for the info. I checked it a bit more, and it happens too when you put the info_player start above the ammo box, while separating both boxes by 16 units. 
Total_newbie 
I can't talk for Trenchbroom - in Worlcraft you can type the entity class names.

What you can do is use Notepad++ or similar to modify the .map file.

.map files have pretty easy to understand contents. Just make your brush into a func_door and give it a unique 'targetname', then search for the targetname in your text editor and edit the class directly. Then when you re-load in Trenchbroom, the entity will be what you wanted :) 
Trenchbroom 
is really easy to mess about with this as you can just rename the entity in the top right and whatever fields you desire. 
Thanks! 
Ah, ok, that solves the mystery of the brush-based info_notnull -- I knew how to change class names in TB, but didn't know I needed to turn the brush into a func_door first (otherwise it changes the class name of all the regular brushes in the map).

I am guessing the advantage of having a brush-based entity here rather than a point entity is that it is easier to make sure the player falls though it at the start -- am I correct?

Thank you, RickyT23 and FifthElephant.

One question down, three to go... :) 
Question For 5th 
what good does "snap to grid" do? 
 
Not snapping to grid is why your maps kept bringing up errors when compiling. 
 
for me, snap to grid just decreases the grid size. is this normal? 
Nope 
snap to grid moves all vertices of the selected brush(s) to their nearest corresponding point on the grid.

It never changes the grid size. 
Uh 
That should probably be - it changes float vertex positions to integer. 
Another Dumb Question 
how do I decompile maps? 
Dont Do That. 
Get the map files. 
On Second Note 
If you just want to see the entity lump, you can
load bsps in QuArK 6.66. Or extract textures.
But dont use QuArK.
Dont do that. 
 
use winbspc

https://www.quaddicted.com/files/tools/winbspc12.zip

note: the decompiled map is not going to be that useful to build with or see how it was built, as it would be impossible to recover the original brushwork.

you should NOT use it to lift others work! if the author intended to allow you to do that, they'd release the .map.

you CAN use it to see how entities are put together or how a trick might have been done. that's basically the most useful thing decompiling can do. 
Textures... 
Two more silly questions:

1) Which is the best wad for the standard id textures (i.e. all the textures that were in the original game)? There are so many different wads on Quaddicted that I don't know where to start.

2) Is it better to add textures as you go along, or at the end, once all the brushwork is finished? I've been doing the latter, but now I'm starting to think it may have been a stupid idea... 
Id.wad.zip 
I believe has all the ones you want 
Most People Do It As They Go 
Willem tried blocking a map out without textures but didn't end up finishing... 
 
Thanks for the wad name and for the advice. Yeah, now that I've started "colouring in" what I have built so far, I see what a bad idea it was not to texture from the start... 
Well 
it depends what textures you end up using. Some textures like bricks and stuff are fine but if you're making something like a base map then it would be difficult to align the textures properly once you have blocked everything. 
 
Luckily it's a medieval map, so mostly bricks and wood. Still, it's proving to be a bit of a pain, especially getting the wood grain right everywhere, and texturing tiny details that I could have copied and pasted already textured. Oh well, better to realise the mistake now than several weeks or months later...

Besides, it's a beginner map, so chances are I'll need to redo most of it sooner or later anyway. 
 
Which is the best wad for the standard id textures (i.e. all the textures that were in the original game)? There are so many different wads on Quaddicted that I don't know where to start.

You can combine wads together. 
Textures, Part II 
I've been using hmap2 to compile the map I'm working on from time to time to test how things work (being inexperienced, I am still trying to get a feel for scale, etc.).

Now, having added textures to much of the map, every time I compile there are certain brushes that are still displayed without textures. hmap2 claims it cannot find the wad -- but the rest of the brushes do show up as textured, and they use the same wad. I've tried changing the textures on those brushes to something else, but the problem persists.

Does anyone here have any idea what the cause of the problem might be? 
Use This To Compile 
http://user.tninet.se/~xir870k/

The guy who made these versions of the compilers set the standard. He added many features and bugfixes that are now taken for granted.

I would recommend it. TxQbsp is as solid as a rock. Use that to compile the bsp.

Recently Tyrann has done some excellent work on his version of the compilers. You could also try these:

http://disenchant.net/

They are now, also, as solid as a rock.


One other thing you could try - before you compile the map check the wad paths in the .map file. Save your .map file from your editor, then open the file in Notepad++.

http://notepad-plus-plus.org/download/v6.6.7.html

Look for the wad paths and check that they all add up.



The other possibility is that it could be a problem that you are having with the specific textures that don't show. Which wad are you using and which textures wont show? What are the dimensions of them? Are you using .wad or .hlwad files? 
 
 
Thanks for the recommendations, RickyT23. I've installed tyrutils, but can't get qbsp to work at all. I guess I don't understand the syntax yet; hopefully I'll figure it out.

The other possibility is that it could be a problem that you are having with the specific textures that don't show. Which wad are you using and which textures wont show? What are the dimensions of them? Are you using .wad or .hlwad files?

The same textures I used elsewhere in the map, that do show up on other brushes. Mainly city6_7 from id.wad.zip as recommended by FifthElephant above. I'm using just this one wad at the moment.

One other thing you could try - before you compile the map check the wad paths in the .map file. Save your .map file from your editor, then open the file in Notepad++.

I'm on Linux -- does it have to be Notepad++, or can I just use a different text editor? I am able to open my .map files with the default text editor, but maybe that does not show all the information Notepad++ would show. What am I looking for?

You can combine wads together.

Thanks, necros. I wanted to restrict myself just to the id textures to begin with, though, which is why I was looking for a wad that contains all of those and nothing more.

http://quakewiki.org/wiki/Getting_Started_Mapping

Thanks, Spirit. I used that when I opened TrenchBroom for the very first time and it was tremendously helpful, but I don't think it solves my current problem. 
Newbie 
Try tyrqbsp with the -oldaxis switch. 
Newbie 
 
Mfx, You Are My Hero! 
That was exactly it -- duplicates!

Wonder how that happened? 
Ctrl+D? 
and Gin? 
That Would Probably Do It. 
Hehe :-)

Actually, I didn't even know there was a Ctrl+D function until now.

I rather suspect it has something to do with selecting a brush and then Ctrl+ clicking something else to select it too, and inadvertently moving the first brush and moving it back without noticing. 
 
An indispensable program:

http://quakeone.com/files/9-mapping-developer-server-admin-tools/22-texmex-3-4/

mother
fucking
tex-meexxxx

Open all the wads you want, drag all the textures you think look good together into one wad, only load that wad in the editor. Export/import from sane image formats to create your own additions! Hide stupid messages in your trigger texture! In a solid, utterly bug-free (albeit windows only) GUI app.

It's the best tool. Does what it says on the tin and it does it well.

What ever happened to Mickey? I heard he disappeared because he went broke and had to start couch surfing but that was ten+ years ago. (the economy is way better now!) 
TexMex 
Is awesome. 
OK, The Compilers 
I assume you might be using an editor that exports a .map file and runs the tools automatically? Whether that is the case or not, realize that the tools are standalone apps. In order to make a playable and lit .bsp file, you need to run three apps, in order.

Export your .map file from your editor and put it in a directory on your root hard drive called 'compile' or something. Now you should't have to worry about the wads not working, because inside the .map file there there is a little bit of text where the full location for the .wad textures are.

Now in order to run the tools, you need to make a batch file, or a shortcut, or preferably usie something like a command prompt (If your on Linux then this should be no problem I guess), and navigate to the directory where the tools and .map file are.
(in Windows i click the start button, type cmd then enter, or go 'all programs'->'accessories'->'command prompt'. Then i would type (without quotes) 'cd c:\compile' then i would see 'C:\>'

Here I can use the tools. The bqsp tools are simple. You just type the name of the tool and the name of the map. So if I had a file called blahmap.map, I would literally type (without quotes) 'txqbsp blahmap'. Once your map has been built (if successful) you could then process the light entities so the light tool can add the shadows information to the map. Here we see how I can use a parameter:

light -extra blahmap


As for the text editor, it doesn't matter what you use as long as it can handle big file sizes, because the file is full of numerical co-ordinates for different brushes, and they can get to be very very big, for a text file... 
The Mapfile 
Contains all of the info for the entities, just like JSON or something like that. So you can edit certain things quite easily like targetnames, and entity names (like a door called 'bob'). But you can also easily edit the path information about the location on the HDD of the .wad files, or .hlwad files - whichever you use. TxQBSP supports .hlwad and .wad files.

Load the .map file into a text editor and search for the word 'wad' - you will find it :) 
TexMex 
If that doesn't do it for you then it's safe to say that it can't be done. Not for Quake anyway. 
Help With Arghrad 
I'm finding on my map I'm getting overly bright red corners on my lighting (even where there isn't a light touching it). Has anyone got any experience with mapping with Quake 2 engine games?

https://www.dropbox.com/s/814f7f7htjgrx0r/Htic2-02.jpg

https://www.dropbox.com/s/vg9zld2x0d0idef/Htic2-03.jpg 
I Think I've Figured It Out Myself. 
I decided to change a bunch of textures on some surfaces. Updating floors, roofs and ceilings etc.

I think surfaces have a maximum allowed size and then Rad starts freaking out. It's a weird problem that doesn't occur in Quake 1 but seems to occur in Quake 2 engines. 
Anyone Know How To Get Quoth 2.2's Fgd To Work With Trenchbroom? 
 
Perhaps... 
You might try downloading it again. The original file, released at the same time as Quoth 2.2, had some syntax errors - it turns out that the worldcraft parser is quite fault-tolerant, in a way that some other editors are not. I uploaded a version about a month later, which had these errors fixed. It now loads in Radiant, where it didn't before, so worth a shot I guess... 
 
where can I get the fixed version? 
 
isn't the fgd included with trenchbroom? 
Here 
http://www.quaketastic.com/files/misc/quoth2.fgd

Necros: Not the 2.2 one, no.

Preach: You may want to update that link in your profile. ;~) 
When I Try To Use The Fgd In Trenchbroom: 
I get this error. Parse error at line 1166, column 44: Expected token type integer number but got decimal number 
 
Change "integer" in that line to "string". 
 
How am I supposed to do that? 
Oh Nvm I Think I Get It Now, I'll Have A Look At It. 
 
Strange 
I changed "integer" to "string" and I'm still getting the error. must be something to do with the "delay between flashes" being set to 0.2 
 
damn, I was just guessing though. Try removing the whole line and see if that helps. Don't blame me later! 
String And Quotes 
wait(string) : "Delay between flashes" : "0.2"

Need "" for string default values, might be it? 
Ok 
that worked, but the models don't show up.
at least it still works. 
RickyT23, Re: Posts 14013 + 14014 
Thanks very much for the detailed explanation.

No, I do realise that the compilers are standalone. I've been using TrenchBroom to map and them LordHavoc's hmap2 to compile (to test stuff), for which I use the terminal (i.e. the Linux "command prompt"). It's just that I could not get qbsp to work, as I clearly wasn't typing the right commands. I'll try it again later, but for now everything's working again and I've fallen back on hmap2. The problem was not with the compiler, but with the fact that I had duplicate (and as it turns out, triplicate, quadruplicate and quintuplicate) brushes), as mfx suggested above.

Still not sure how that happened, but I hope it won't happen again, as it was a pain to track down and remove all those duplicates. And no, I wasn't mapping under the influence! :) 
As For The Text Editor Thing... 
... that's really useful information. I am able to open my map files with my humble text editor (Leafpad) and now I can simply find and replace textures if I suddenly decide to use a different texture on 1000 faces. Thanks! 
 
Checkout jEdit some day, it rules!

Leafpad has some nasty undo bugs that can corrupt everything iirc. 
Quake Brush Limits? 
What is the upper limit (if any) to the number of brushes one can have in a Quake map? I'm not even done with one third of my map's basic layout and there's a lot of detail to be added, and already I've got ~800 brushes ... at this rate I'm going to have thousands of brushes by the time I'm done. Should I be worried?

PS: Thanks, Spirit. I'll check it out. 
 
I don't think there is a limit. The limits exist in the resulting BSP file. 
Limits 
The standard bsp format is bsp29.

There's a newer one called BSP2 which needs support from compilers like Tyrann's: http://www.disenchant.net/

Where you need the -bsp2 switch to make it compile.

There is a size limit on how far away from the world 0,0 you can get - if the player leaves this volume in game then strange things happen. Can't remember the distance.

Finally, the most difficult limit to overcome is your own sanity. Slaving away on a gigantic BSP2 monstrosity is not for the faint hearted and can quickly suck the fun out of mapping if you let it. 
4096 ^3 
 
My Monday Posts Suck 
To clarify:

There's are various limits to what can be compiled into a working bsp that you can play. Most of these are based on the hardware that was available in 1996. Things like how many entities and so on.

These limits, all apart from the +/-4096, can be removed if you use the BSP2 format.

For a beginner though, you really want to avoid that - keep it small and fun to start with. 
Sanity ... Yeah. 
Thanks for the info, ijed and Scampie. Does that mean anything with +4096 or -4096 as at least one of its x/y/z coordinates is too far away? (I assume it does not mean that 68 719 476 736 is the maximum distance.)

I did start with something that was very tiny, but it was pointless to play. Now I'm trying to create something that would be reasonably enjoyable to play while looking fairly decent -- so not trying to make the next ne_ruins or something_wicked, but hopefully something not completely broken and somewhat better looking than beach1 or rohling. It just seems to have taken on a life -- and scale -- of its own... 
Correctamondo 
Though AFAIK you can go over if you've got a the right editor/compiler. Which compilers allow you to go outside of that space? 
Well, Tyrann's At Least 
And I think most other modern compilers will build the brushes as well.

But the engine doesn't allow you to move around outside of it, instead you get lots of HOM and weird shit.

I've got various vistas and stuff outside the playable area of my current map, but the player never goes there.

4096 from the 0 position (centre of the world) in any direction, up down, left rright, backwards, forwards. 
Enemies Spawn Alert 
is there any way to do this on vanilla quake? 
Target Them 
 
Xem* 
Vores are transethnic otherkin. 
Sunlight? 
Sorry to have to ask this here as I'm sure this is basic knowledge for everyone else, but I can't seem to get sunlight figured out.

From what I've read, I gather I have to add certain properties and values to anything with the classname "worldspawn", which would then make the skybox textures in the map project light -- but so far I haven't been able to get it to work. Possibly I'm leaving important stuff out or using the wrong properties and/or values.

Would someone be so kind as to give me a list of all properties and values to add to worldspawn to get this to work in TrenchBroom? I realise there is a lot one can change and customise and that there is no definitive way of doing this -- but I would like some sort of starting point, where I have at least some sunlight in the map, and can then start toying with the angle, brightness, colour, etc. 
 
I believe you add the key _sunlight to the worldspawn.

"_sunlight" "n"
Set the brightness of the sunlight coming from an unseen sun in
the sky. Sky brushes (or more accurately bsp leafs with sky
contents) will emit sunlight at an angle specified by the
"_sun_mangle" key. Default 0.


"_sun_mangle" "x y z"
Specifies the direction of sunlight using yaw(x), pitch(y) and
roll(z) in degrees. Yaw specifies the angle around the Z-axis
from 0 to 359 degrees and pitch specifies the angle from 90
(straight up) to -90 (straight down). Roll has no effect, so use
any value (e.g. 0). Default is straight down ("0 -90 0").


"_sunlight_color" "r g b"
Specify red(r), green(g) and blue(b) components for the colour
of the sunlight. RGB component values are between 0 and 255.
Default is white light ("255 255 255"). 
For Example 
_sun_mangle 128 -64 0
_sunlight 100
_sunlight_color 64 192 255

This should make a blue sun light come down 
No Luck 
Thanks very much, FifthElephant, but for some reason that still isn't working. Odd. I have no trouble getting light to work when placing light entities in my map, but sunlight does absolutely nothing -- it just looks like an unlit map.

I must be doing something wrong.

On an only marginally related note, can someone explain to me what this means?:

WARNING: CutNodePortals_r:new portal was clipped away 
 
Are you using a light tool that supports sunlight? What light tool are you using? 
I Think So... 
It's LordHavoc's hmap2, which is a compiler with built-in light and vis functions. 
 
But maybe it does things differently from other light tools? I just had another look at the readme, and this is what it says about light:

usage: hmap2 -light [options] bspfile
Compiles lighting data in a .bsp and also makes .lit colored lighting data
Quick usage notes for entities: (place these in key/value pairs)
wait - falloff rate: 1.0 default, 0.5 = double radius, 2 = half radius
_color - red green blue, specifies color of light, example 1 0.6 0.3 is orange
_lightradius - forces light to be this radius (useful with 1/ types)
delay - light type: (x = distance of surface from light, r = radius)
0: 1-(x/r) fast, quake lighting, the default, tyrlite compatible
1: 1/(x) slow, tyrlite compatible
2: 1/(x*x) slow, realistic, tyrlite compatible
3: 1 fast, no fade, useful for sky lights, tyrlite compatible
4: sun slow, directional sunlight, uses target direction like spotlights
5: 1-x/r*x/r fast, looks like darkplaces/tenebrae lights
What the options do:
-extra antialiased lighting, takes much longer, higher quality
-extra4x4 antialiased lighting, even slower and better than -extra
-extra8x8 antialiased lighting, even slower and better than -extra4x4
-nolightvis disables use of visibility data to optimize lighting
-relight make a .lit file for an existing .bsp without modifying the .bsp
-harshshade harsh shading rather than the normal soft shading
Options from here on are incompatible with darkplaces realtime lighting mode
(it does not know if these options are used, and will require manual rtlights
editing to look good)
-intensity scales brightness of all lights
-radiusscale scales size of all lights (including 1/ types)
-defaulttype <number> sets default light type by number, see delay above
-overridetypes forces all lights to use the -defaulttype setting
-minlight raises darkest areas of the map to this light level (0-255)
-ambientlight raises all of the map by this light level (0-255)


So maybe it ignores the settings of the .map file and requires one to set sunlight via the command line?

Or is all of that stuff jut about coloured lighting? 
 
I use tyranns light tools combined with necros compiling gui. I can't really see a reason to use anything else. 
Ok, I Tried It With TyrUtils 
which I finally figured out. So I recompiled using qbsp and then I ran light, like this: ./light mapname

Once again, all my light entities work, but there's no sunlight in the map (despite my using the exact values from post 14047), and areas where I put no light entities yet are surrounded by sky brushes, are pitch black.

What am I doing wrong? 
Question For Trenchbroom Users (especially 5th) 
What version of trenchbroom are you using? For me, snap to grid just reduces the grid size to pixel size. 
The Whole Skybrush Has To Be Textured With Sky Texture 
not just one face? 
Mfx 
That is the case; the entire brush is textured with sky texture. 
Total_newb 
if you're on windows then best just using this tool -
http://shoresofnis.wordpress.com/utilities/ne_q1spcompilinggui/

Here's a mapfile I made which has the sunlight set up. As long as you're using tyranns tools it should work right -

https://www.dropbox.com/s/afzmvlm0wvs3spt/sunlight.zip 
So How Are You Editing The Worldspawn, Total_newbie? 
In Worldcraft you just go Edit -> Map properies, then use the UI to change the values.

Check your .map file.

Here are the first few lines from my honey map jam map (with an example of sunlight):

{
"classname" "worldspawn"
"classname" "worldspawn"
"message" "Yellow Brick Grotto"
"_sunlight" "123"
"gravity" "800"
"sounds" "5"
"light" "12"
"_sunmangle" "40 -45 0"
"_sun_mangle" "45 -45 0"
"fog" "0.03 0.025 0.055 0.14"
"mapversion" "220"
"wad" "\program files\worldcraft\textures\skip.hlwad;\program files\worldcraft\textures\honey.hlwad"
{
( 496 0 -512 ) ( 368 0 -512 ) ( 304 -32 -512 ) CITY2_3 [ 1 0.......


Incidentally, I don't know why the worldspawn is declared twice, it just IS. Anyone? Is this an error?

Either way, if you .map file looks like that in your text editor, then something else is going on. If not, try making it like the above... 
It's Working! 
I checked my map file as you suggested, and it turns out I had made a mistake with the _sun_mangle values. Fixed it, and now sunlight finally works.

Thank you so much, FifthElephant and RickyT23!

In response to your question, RickyT23: in TrenchBroom, when you select a brush you can add and edit properties. By default if it is a regular, non-func brush, it only lists classname, spawnflag and wad (if it's textured). Everything else (e.g. "_sunlight") you can then add manually (if you know what it is called).

worldspawn is listed only once in my map file, by the way.

Re: 14057: Thanks, Fifth, but I am on Linux. 
And Thanks Very Much For The Map File, FifthElephant. 
Bizarrely, though, I cannot open it with TrenchBroom (although I can open it in a text editor). 
Oh Wait, No, I Can. 
It's just empty, right?

Sorry; with every consecutive post I must seem like more of an idiot. 
Shouldn't Be Empty 
It's a simple box room. 
Quadruple Derp 
Oh, right. Just needed to rotate the camera almost completely. Yes, it's all there.

Well, as I said, with every consecutive post I must seem like more of an idiot. 
 
it's probably because of where the geometry is. I can't leave what I was working on there, probably going to do something special for the next jam. 
Another TrenchBroom/mapping Question 
Not sure if it should go here or in the TrenchBroom thread ...

Is it possible to flip a brush/selection of brushes in TB so as to get an exact mirror image of it?

I know you can turn it around using alt + the arrow/PgUP/PgDn keys, but I guess all of that just turns the brush/selection in different directions as if it were a real 3D object. Or maybe I'm missing something and there's some magic sequence of twists and turns that produces a mirror image? 
Try Ctrl + F 
That flips it... is that what you mean? 
And 
ALT CTRL F flips it vertically. 
Yes 
That is exactly what I mean. You both rock! :) 
Necros Compiling GUI 
When using this, even though folder preferences are in order and the tools are actually there, I get this error:

'D:\Files\Design\Quake' is not recognized as an internal or external command, operable program or batch file. Press any key to continue.

What gives? 
 
I haven't used that tool but I'd guess you're trying to use a path that has a space in it, and the tool is cantankerous about that.

Possible solutions if so:
- Rename the folders in the path to remove spaces.
- Put double-quotes around the path in the place where you enter it in the tool; or if the tool uses a config file and saves the path there, try editing that to add the quotes.
- Use DOS-style shortnames in the path.

You can use "dir -x" in a command prompt to see shortnames. 
 
Oops sorry that would be "dir /x". 
 
D:\Files\

what could possibly be outside this folder 
 
D:\NullSet 
 
D:\DiskSpaceRemaining 
 
D:\AntiFiles 
 
it's like when a website url contains /site/ 
Johnny Law 
Thanks man. It was a space. Didn't know the tool wouldn't except that.

@lunaran, yeah man I know. It was either this or misc :) 
 
SvJ, cool!

Lunaran: I'm wondering how deep you're rolling here, since my own website has URLs that contain "site". :-) In my case it's an artifact of using "GitHub pages" hosting and a site that is generated from templates, so that I have both site_src and site (output) trees in the repo. So, ha! 
 
Glad you got it figured out!

I should have just placed all paths within quotations. :(

Actually, I should redo that thing in a real programming language. >_> 
 
You shoud redo the Quake Injector in a real programming language! 
 
Aye, rewrite it in QC. 
Rewrite It 
In Binary. 
 
What's it written in now?

cuz if it's in python we gonna fight 
 
java java bo bava 
 
yes rewrite it 
Agreed. 
 
Gtkradiant Help 
i now have problems compiling a map to make the aas through the bsp option in gtkradiant and i cant add bots to my maps help anyone? 
What Is 'aas'? 
And to put but's in you just need the mod, then you can put bots into any map with DM starts. You don't add the 'bots' like you would add the enemies from the singleplayer game... 
 
He's asking about Quake3, not Quake 1.

bennett: you need to use bspc, the .exe for it is included in the directory where you installed Radiant. Last I knew GTKR doesn't have a nice front end for this tool so you'll need to use the command prompt in Windows (or whatever else is equivalent in Mac/Linux). It's reasonably simple though, you just want to do:

bspc -bsp2aas c:\quake3\baseq3\maps\mymap?.bsp

(or whatever directory your quake3 and the .bsp are in)

The full manual and instructions for bspc are here 
 
thank you for the quick response! ill give it shot thank you again Scampie! 
 
it says its not a recognizable program or action, how do i open the command prompt from the bspc or in the folder? 
 
ok, so the command prompt

In Windows, it's in Start -> Programs -> Accessories -> Command Prompt. Or you can do Start -> Run -> type in 'cmd'

In the command prompt, you want to change directory to the directory where bspc is, so for example if gtkradiant is in c:\gtkradiant\

cd \gtkradiant

then type what I said in the above answer.

bspc -bsp2aas c:\quake3\baseq3\maps\mymap?.bsp

this runs the program, and lets you also start it with command line options (like '-bsp2aas')

If you need more help with using the Command Prompt, go here 
 
i tried that and i got system path cannot be specified and filename, directory name or volume label syntax is incorrect. ive been learning ths program for 4 nights straight and has ate my time up thats why i need help, thank you for your continued help kind sir 
 
also quake and gtkradiant are saved on a flash drive under E:\ 
On A Flash Drive Under E:\ 
In CMD it's always assumed that you are starting in C\. So first type in CD E, then do what scampie said. 
 
it's e:

you type e: 
 
If it's Windows 7 you can just navigate to the folder in Explorer and shift+right click in an empty spot (not on a file) in the right side pane. One of the options on shift+right click is "Open command window here". 
It's E: 
Bah. I haven't used it in over a decade. I was thinking of MSDOS when it was a "\" instead of the newer sytax (XP and beyond) when it changed to a ":". 
Syntax 
I really should clean this keyboard, the N keeps sticking. 
Getting Closer 
now it says opened log bspc.log no files found 
 
ok now the in program gtkradiant aas conversion worked, how do i make the bots do something after they teleport to another room? and thank you all for your help 
Also 
do you guys know how to make a open map "outside" i want to replicate q3dm17 and be able to kill whoever jumps/goes "off" the map 
 
those maps are not really outside. they just have the entire main structure floating inside a box with the sky texture on it, then they put a trigger_hurt (or the q3 equivalent) with a super high damage on it above the bottom of the box. 
What Necos Said 
 
And 
as best as I remember, without going and looking at a map, you also need a trigger to play the Player death scream sound and another to remove the weapon they drop. 
Open The Editor 
And do it. Come back when you have more solid ideas about what you want to achieve.

If you try to build on the idea too much before putting brushes together you'll get frustrated once you get to that stage.

<smiley face> 
Wtf Light 
I have a weird lighting issue in my jam map in a single corner... it's a dark shadow along a seam that only occurs when the map is vis'd. If the map is unvis'd, the seam doesn't show.

Any ideas how to clean this up so there is no seam? The light from that light fixture is a upward spotlight, delay 3, and a small delay 2 light. Using the latest tyrlite. All my other corners set up exactly the same don't have this issue :_( 
 
Try moving the lights extremely slightly. Or if you're using trenchbroom try using snap to grid on the geometry. :P

Tinkering a bit tends to work out for me. I get loads of weird lighting bugs all the time 
Light After Vis 
 
 
er... well, I took vis out of the equation completely and it still lights funny... I should've really specified "the seam only appeared when the map was sealed", rather than vis being the culprit, since I'm sure vis itself isn't doing anything to the faces that would effect lighting.

Brushes are absolutely and completely on an 8 unit grid. I use Radiant, so there's no need to guess if I making a mess. I guess I'll poke the light positions a little and see if that helps... but not hopeful there. 
I Wonder 
maybe the brushes join in an other way as the others corners?
But i guess you checked, hmmm.
Do you have skybrushes behind that geometry?
i found light sometimes leaks through, when dabbling with commandline parameters :)
Is the texture scaled?

I have no clue. 
 
"Light After Vis"

What difference does that make? 
 
I find that I get different results depending on whether the map is sealed or not. I try to work with a sealed map just so I know it's working right. 
 
"Light After Vis"

What difference does that make?


Shouldn't make any, it seems that Scampie really meant sealed vs. unsealed.

Sealed maps have additional surface splitting/BSP optimizing steps in them, so i can see why it would affect lighting. 
Afaik 
It depends on how the geometry gets flattened to UV to create the light map.

The problem occurs most with diagonals, depending on the resolution of the light map. So setting extra4 will help it a bit, but still leave a shadow.

Either way, only try and fix it once the map is finished, since all additional world brushes will cause the light map to be recoordinated - which is why a leaking map is ok, because then light doesn't try to optimize the UV space. Meaning you also get poorer resolution shadows. 
Well... I Fixed It 
After eating some dinner and thinking about it, I decided to split the brushes, and shifted their texture alignment 1 pixel horizontally (not noticeable) to force qbsp to make them each different faces.

Here's r_showtris of the bad lighting and the fixed lighting.

Looks like the lesson is "Throw more polygons at it until it looks good" 
 
ijed: yeah, that sounds about right and why my fix worked.

(as an aside, I was compiling with -extra4 -soft - gate 10... mainly because my compile still is reasonably quick) 
 
"Light After Vis"

What difference does that make?


I made a switchable light setup once, which was spawnflag 1 (start turned off) , lit and vised the map in that order, and the light was turned on... All the time.

So i lit it again, and the switchable light behaved like it should. 
I Have A Problem 
with some trigger_relays (3), which are all triggered by a trigger_once.
They have different delays (instant, 0.2, 0.1).

When running this map in the rubiconmod from ijed, everythings fine. Even in quoth this works.

But in vanilla progs only the first relay gets activated, the other two not? Is my progs.dat corrupted or what is going on?

Its late.. 
Do You Believe 
in light after vis? 
Should Make No Difference, Or..? 
What i believe is something else. 
Different Progs!? 
Don't jump ship! I'm sure the other map will be finished soon...

And looking at the code everything seems fine - I can't see any particular thing labelled as a fix.

I didn't apply any changes to the triger system apart from is_waiting, which won't affect SUB_UseTargets. But bear in mind this is code inherited from various sources.

I have seen the bug you describe in 1.06 so I assume someone did make a fix, but didn't comment it as such.

I could do a diff, but I don't have any diff software installed on this machine. 
Mfx 
Can you e-mail a copy of this map to me? I'd like to investigate but it's hard to reproduce the specific issue you're encountering.

I posted a series of blog posts about how Quoth does triggers, but it's certainly very different code to the original, and contains behaviour changes. If you are running into a very specific bug in the original progs there's a good chance it's not present in Quoth simply because the code is so different, rather than a deliberate targetted fix.

If it's a behaviour change which avoids the bug, then I can't see which one it can be. One of the things that's changed is that multiple target, targetname and killtarget fields are supported, but that shouldn't affect a vanilla-built map. Another change is that an entity in Quoth can have a killtarget and still fire targets afterwards - in vanilla the code skips target if killtarget is set. But that doesn't explain why one would fire and not the other two... 
Scampie 
an alternative would be to put a skip texture on the offending world face and make a func_illusionary with the same brush without skip on the face. i've done that a few times and it seems to work fairly well. 
 
you know how a gap in the floor with a clip brush over it acts like monsterclip?

how do I make it not do that? is that possible? 
 
try having a skip-textured func_wall that covers the gap. 
 
answer: a func_wall textured with skip! 
Or A Skip-textured Detail Brush 
to save an entity 
No 
detail brush is bad, as qbsp would cull the 'hidden faces' of the bit of the gap you want to see. detail brushes in q1 are not like q3 where they won't cut surrounding surfaces, they are like q2 where they are only 'structural brushes that vis does not consider' 
Well 
You'd need to make it an upside-down pyramid or something, so that none of the faces touch any surrounding geometry, apart from the floor plane.
Ideally, you'd make the func_wall the same way, to avoid creating unnecessary epolys. 
Like This... 
http://tomeofpreach.wordpress.com/2013/03/31/windows-in-quake/

Remember that skip will also block grenades and rockets, while clip doesn't, so make sure the gap is small enough for this not to matter. 
Ne_q1spCompilingGui 
Does anyone have this? I need it because Hammer doesn't accept comandline parameters for compiling.

The problem is that latest one asks me to install NET. framework 4.0, which i cannot install. As far as i know, v1.0 and v1.1 only ask for net. framework 2.0, which i have. Does any of you have any of this older versions? 
Yes It Does 
There's a small window in the compile dialog where you can type in every version of Hammer/WC.

Or you can just write a batfile. 
Coce... 
No 
* Ijed, the problem isn't to input the comands, is that Hammer/WC don't use them when you input them, at least those like -extra4 or -gate, for example, but uses them if they are -windowed -game xxx or -width xxx -height xxx or something similar.

A bat file can be a solution, i know how to make them, but what comands do i need to write into them? Just execute nomapversion.exe, light.exe, qbsp.exe, vis.exe in order one by one and relate them to an origin (.map) and a destination (.bsp, .pts, .lit)?

* FifthElephant, i have that one already, but thanks anyway. That is the version i was talking about that i can't use, i need one OLDER. 
Could Try Pm Necros Instead? 
maybe he has an older version on hand? 
Cocerello 
Here's one:
https://www.dropbox.com/s/rtxwxt9klgmn39b/compile_full.bat

Just edit it and replace with your map name and add/remove whatever other controls you need like -extra4 etc. 
Cocerello 
http://mobile.sheridanc.on.ca/~jonescor/temp/ne_q1spCompilingGui101.exe

no guarantee if it works or not. probably lots of bugs too. :\

how come you can't install .net 4? 
Thank You 
Ijed and necros. Will test them with the jam right now.

* Necros, i can't install it because it needs xp SP3 and i think that it has more disadvantages than advantages for me.
Apart from that, the internet conection i use this last months goes down on random, sometimes just after one minute, sometimes it last an hour, not that i can protest, as it is free. In those circumstances, downloading something as big as a NET. framework is imposible, even more a SP. 
?? 
I used Ijed's .bat for compiling my jam2 map and it looks like this. What i could do wrong to get that? 
 
Bad light map. Did you replace all the bits that said YOURMAP? It should be one to create the bsp, one to vis it and one to light - I think the last one you missed. 
Lit File Is Outdated? 
 
 
No, i substituted them all, and i saw light.exe running in the compiling window. Surprisingly, i cannot see light.exe now on Worldcraft's GUI when compiling, maybe i deleted something ...

By the way, i had to delete from the .bat -transwater -oldaxis -lit, for it to work. Told me that it couldn't recognize those parameters.

* Could you explain that outdated part, Mfx? 
Only Happens To Me 
 
Hm 
What compilers are you using?

Switch to Tyrann's!

http://www.disenchant.net/ 
 
Could you explain that outdated part

when you compile a map with coloured light, you get two files; the .bsp which has black and white lighting and a .lit file which has extra data that the engine uses to add colours. if the .lit file is from an older compile, it can make the map look weird in game because data is mismatched between the new .bsp and the old .lit. 
Cocerello 
So...now What? 
I've got Radiant 1.6 working with Quake (thanks Eric), I've got Necros his compiler thingie working and I can make and compile maps. Woot Woot!

Now, I want to make me some Quake stuff. However, I've never done SP before. Are there some unwritten rules for Quake SP design? Any tips? Feel free to share. 
 
1. Always put a secret under a lift. 
 
Necros, thanks for the link, i'll try it as soon as possible.

if the .lit file is from an older compile, it can make the map look weird in game because data is mismatched between the new .bsp and the old .lit.

Yes, that was the issue. The map looks OK if i delete the .lit file. Now to see how to make it uses .lit files like it did with WC GUI, as the parameter -lit gave errors with the .bat file.


* Ijed, i checked, all the compiling utils i use are those from Bengt Jardrup and MH(txqbsp, vis and light).


* SpronyvanJhonson.

1. Obey me.
2.
3.

For the written ones, here.

1
2
3
4 
SpronyVanJohnson: 
Read Shambler's thoughts on Q1SP design from long ago:

part 1 part 2 
Qbsp Error: 
NewWinding: 65 points

o_O

This follows after multiple healing point off plane warnings. 
Necros 
does your qbsp version support the epsilon switch? If so, fiddle with it:) 
Thanks Guys! 
Very useful feedback indeed! 
 
should have mentioned that's with aguirre's txqbsp.
tried with -epsilon 0.01 but still getting that error. 
Hmm... 
slowly raising helped me in many cases. But surely it depends:) 
Found This By Accident 
Can be interesting to look at, lots of things can be used for Quake1 mapping too.

http://www.quake3world.com/forum/viewtopic.php?t=290 
Textures For Mapping 
Modified HL development textures. I find them useful for texturing curves and odd shapes. Uses full bright so you don't have to light anything.


Screenshot

Download 
"Textures For Mapping With Trenchbroom" 
 
 
I made some orange ones ages ago so I could map like half life. It's not need though tbh 
 
Regarding marksurface limits and stuff, I don't think I've ever seen a plain text description of what qbsp does exactly. I know it CSGs all the brushes together, then uses brushplanes to divide the resulting space, and those spaces are organized in a tree, but that's as much detail as anything's ever gone into. It's either that or "read and comprehend the source code." 
 
"read and comprehend the source code"

I think that's the main stumbling block. I tried to parse through QBSP at one time because I wanted to add some features but I ended up throwing in the towel ... It's insanity distilled into C form. 
 
i managed to pick up a lot of info over the years just from conversations with other people and reading snippets here and there. There are (or were) partial explanations of different parts of QBSP on the internet in various places. 
And Of Course 
from working in the engine source code, since that needs to interact with all the parts of the BSP file. 
Radiant 
Hmm, does Radiant 1.6 somehow work with Quake 1?

So, I've tried trenchbroom, kinda cool and modern, which I'm not so =) 
 
at the least, you could make the map in Quake 3 mode then convert it to Quake 1 format with aguirre's convmap utility. You'd need to extract all the textures in the wad too. 
Sproooony... 
I saw that sproony got it working... I'll just do what he did.

Whatever that was. 
If You Don't Mind Beta Testing 
I have a build here with quake 1 support: http://celephais.net/board/view_thread.php?id=60822&start=9 
 
Thanks a lot, that worked like a charm.
Now I only need to know how to compile, well, I know how, but where does one find qbsp and qvis and those things now?

When I have those things, I won't bother anyone until I show something =) 
 
i'd say this is a good start: http://www.voidspark.net/projects/bjptools_xt/

aguirre's tools were the best around, but the above ones expand on them in a lot of good ways. most notably they have detail and hit brush support.

there are others, MH has some and tyrann as well, but I don't use them so can't really speak to them. 
 
whoa whoa

whose site is that 
Those Are Rebb's "jury-rigged" Compilers 
they have aguirre's compilers as a base and added in all the new toys. 
 
That's what I thought, but the site/readmes don't say "by rebb" anywhere :\ 
 
Definitely also try Tyrann's Tools, they are in many ways done more professionally and he has a lot of experience building these things. In comparison i'm more of an ape hitting a pile of code with a bone. Also the TyrUtils lighting tool has some advanced features over the BJP based one.

It's probably a good idea to build your maps so they compile on different tools, allowing for tests to decide which work best for you. 
 
I use your txqbsp and wvis and tyrann's light, FWIW. 
So Do I 
 
Same Here 
 
Compiling 
I'll send Hipshot my working folder which, oddly enough, gave me a lot of headache because the compilers wouldn't work. When I started over, with the exact same folder structure, it all of a sudden did work. Weird stuff, but it's sorted thanks to Eric.

Besides Hipshot, you know lots of modern stuff so that's not the reason for skipping Trenchbroom. No, it's that good old Radiant love that brought you here. 
 
What's a good way to get a func_train to sound like it fits in a base map? "rachet metal" or whatever obviously doesn't fit. I've tried using quoth's custom sounds to use the base plat/door sounds and they are slightly better but still kind of meh. Hipnotic's ambient/humming.wav in an ambient_generalpurpose is not too bad but I'm still not thrilled with it. 
Quake 2 Problem 
I'm currently making a Q2 map but for some weird reason the skybox doesn't seem to show up. I don't think I've done anything inherently wrong with it.

https://www.dropbox.com/s/hhh00hhjxxngitl/q2map1.map


This is the map file (less than 100kb). I'm kind of lost as to what to do. Anyone have any ideas? 
Basetrains 
You could make the train silent and have trigger_relays fire timed doors hidden behind the walls :D

on the same principle but less offensively, you could use the info_notnull use=plat_hit_bottom hack for playing .noise1 when triggered, and have the train trigger those along the way instead. 
 
You can override the train's sound effects by setting "sounds" to some invalid value and then use some other precached wavs in "noise" and "noise1". 
#12855 And #12857 Witchcraft Revealed 
It was a Windows 7 issue.

Windows 7 is saving my maps to a second location apart from the saving Worldcrafdt does, in c:\users\myusername\appdata\local\virtualstore\program files\worldcraft\, apart from c:\program files\worldcraft\maps\ that Worldcraft saves to by default.

This doesn't happen all the time, so there is two different versions, and sometimes it loads the WC version and others the second version, leading to me thinking that it wasn't saving them half the time.

This never happened to me in Windows 95/98 SE/2000/XP sp2 and sp3 and in Ubuntu, Fedora and Red Hat distros. 
An Explanation 
Not a justification mind...just what's happening there!

The "Program Files" folder is regarded by the microsoft team as a place you should fear to tread. The average user shouldn't need to ever look in the folders there, and because all the stuff in there is executable, it's security sensitive and unprivileged processes aren't allowed to make changes. Previous versions of windows did not enforce this, but Windows 7 (and vista maybe) make the folders protected.

Now, lots of old programs regard their program files folder as something they can write to at will, which causes a compatibility problem when you try in a newer OS. What Windows 7 attempts is to detect when that's happening, and redirect all the file activity elsewhere - to a lower security folder where you have permission to write things but can't do damage. This redirection is meant to be transparent to the program receiving the workaround.

Worldcraft is a pretty old program, certainly not designed at a time when these rules were enforced in this way. So saving maps in the program directory triggers the compatibility stuff, but evidently it's not working 100%. My advice is to move the folder out of Program Files, to it's own folder off the hard drive. You might also need to reset the permissions on the folder once it arrive. This also lets you have a shorter path without spaces, which can be helpful at the compiling stages : -) 
Thanks Preach 
Did not know about the folder redirection. Very interesting and good to know. 
Another Program 
to the big list of those i use regularly that work badly on Windows xp sp3/vista/7/8. At least it hasn't gone to the also big list of those that i have to tweak to deactivate Windows unfounded complains (mainly at installing) or those that directly don't work at all.

Thanks a lot for the info, Preach, very instructive, and thanks to you i can now map a bit in this computer. Never suspected something like that happened, even though that now that i think it well, Windows 7 is full of occasions where it tries to restrict what you do. I hope that i won't be forced to switch to Windows 7 in a loooong time. 
 
 
Hmm 
I'm sure i've seen some lighting artifacts like that caused by coloured lighting in maps. Didn't someone have problems like this with a jam 2 map entry?

Can't be any more specific, sorry. 
No .lit File Btw 
 
Could Be The Floating-point Issue Again 
where the light tool and engine calculate different sizes for that face's lightmap.

are you by chance compiling with OS X compile utils? maybe try a different 'light' util if possible? 
Light Map 
It never gets bigger, no matter how big your map is. Meaning resolution is lost and these types of errors begin creeping in.

You'd have to rebuild the area as different shapes; it seems angular ones, especially 45 degree ones, are very good for provoking this issue.

I can suggest two possible fixes.

Use -extra4 this might reduce the black bleeding onto what should be a lit brush. Probably a waste of time.

Make that particular surface a func_wall and give it _minlight 100 (using Tyrann's tools) so it is forced to be lit to a minimum level, but any light from the level that should affect it still will.

Maybe a third option would be an external bsp meaning you'd copy the lights over to a small piece of map which would effectively have it's own light map included, then spawn it through qc. But that's probably a lot of pissing about and I don't think .lit is supported if you'd want to use it on that piece later. 
Hah 
EricW's post is based on fact, mine on trial and error and guesswork XD 
Hah 
well, ijed, you might be lightmap king of Q1 going by most lightmaps in a bsp ;-)

mfx, I can have a peek at it if you want, i'm still on the telefragged dropbox folder; just let me know where to look. 
Tyrlight Is My Choice 
 
Mm, Sounds Painful :-( 
what I meant to say was, if you've been compiling with an OS X build of tyrlight, to try using the windows version instead; there's a chance the mac one could cause issues like this. I sent a patch to tyrann which should make the mac one totally safe to use, but it's not in the current 0.15 version. 
Undiscovered Territory 
You've come across a much greater variety of weird errors than myself building at this scale.

Be sure to upload the map as well as the bsp for the test pack version - maybe there is a quick fix somewhere. 
I've... 
Hit that same wall. It's a Tyrelite thing. I think that _sunlight triggers it for whatever reason. 
Duplicates Duplicates Duplicates 
Using TrenchBroom 1.2 on Linux and for some reason I keep finding duplicate brushes in my map -- I would e.g. move a brush and then notice there's an exact copy (sometimes two or even three!) of the brush sitting underneath, which I did not deliberately create (I never use Ctrl+D).

Does anyone have any idea why this keeps happening? Has anyone had the same problem? Am I doing something wrong?

And is there any way of tracking down duplicates, short of moving and checking every single brush by hand? I was sort of hoping I could Ctrl+A the whole map and then just move it a few units to the side, but that of course selects the duplicates and triplicates too, thus solving nothing. I've got well over 3000 brushes so far, so checking each one manually would drive me insane. I mean more so. 
Uhm 
It must be something that you're doing because it's the first I'm hearing of this. 
 
That happened to me a bunch of times but I always assumed I doubled the action by accident. 
Are You 
Pressing control while trying to move something?

You can easily create a duplicate in the same place if you try to move something when the axis is locked. 
Thanks For The Responses, SleepwalkR, Otp And Ijed 
ijed, I guess that's possible. I often Cntrl + click a few brushes in a row to select them together, and then move the entire selection. Hmm, I guess being new and inexperienced I'm just still very clumsy at mapping, but it does seem overly easy to create duplicates unintentionally in TB (seeing as it has happened to otp and mfx as well).

Any suggestions on how to track down duplicates & triplicates? Or does one just have to do it the hard way (manually, one by one)? 
In Theory 
They won't cause any problems since they are a duplicate - there won't be a visible error.

It will increase your bsp compile time marginally.

I come across this problem a fair bit as well. 
Nooby 
They only get in the way when you need to retouch the texturing right?, else those duplicates are harmless as the guy above said.. 
Duplicates, Cont. 
Good to know it's not a serious problem, but that adds yet another mapper (ijed) who's had the same experience ... so maybe that qualifies as a TB usability issue then? SleepwalkR, maybe it is something you could tweak in TB2? Should I post this in the TB thread or the github issue tracker -- or is it rather a non-issue? Don't want to seem as if I'm finding fault for no good reason...

mfx: Yes, a few times in the past they caused problems with textures, which was how I first noticed that I had duplicates (thanks to the tip you gave me in this thread a few weeks ago -- thanks again for that). 
 
I wonder if there's a way of adding some feature to TB that is able to match up duplicate brush info and delete one of the entries? After all a .map file is simply text and you could do a simple "find and replace" using notepad anyway.

I'm no coder and I haven't experienced this duplicating bug. There's been instances when using the clip tool that it wont split the face properly and it just duplicates the brush instead, is this what you guys are experiencing? 
Check This Out 
0....1....2....3....4....5....6....7....8....9..\
WARNING: Too many light styles on a face
lightmap point near (-4156 -1780 -117)
WARNING: Too many light styles on a face
lightmap point near (-4156 -1780 -117)
0....1....2....3....4....5....6....7....8....9....

Look at the coordinates.
I have stripped all lightstyles , still getting this warning :( And the bad lightmap.
I think i just leave it like this for now. 
Aha 
The plot thickens. It's very likely that the duplicates are a result of misinterpreted ctrl+drag operations. I'll fix that for TB2. 
Mr. Clean Textures 
I am searching for this guys excellent texture packs for Quake 2 and 3, beginning with the originals of those that Fern modified for his map Return to Dust (Fern doesn't want people to use his version), which got the Quake2 versions in here and also found this ones for Quake1.

So the question is, have i missed other Quake 1 versions of his textures or have i to rip the rest from his maps and convert what i have for Quake1?
If there is a Quake 1 version already is better, i don't mind learning to do that, but they would have been better converted to Quake 1 palette than what i would have done myself. 
That Damn Min/Max Compilation Problem 
Hey everyone, I've been working on a quoth map on trenchbroom since last month and since yesterday I can't compile the fucker.
Now, before that error I could comple it fine, but I had to make some adjustments because not only was the lightning terrible (ambient shadows were fullbright, colored lightning were absolute pitch-black, sky lightnings produce misplaced shadows and lights as spotlight using mangle doesn't do shit. Also notice the sky lightning was the only light that was colored.)

I changed the general skylight with local lights located around open areas and those spotlights, I made them target a personal info_null entity while making "style = 4" to really be sure I'd get spotlights, and since then I get that dreadful "Inverted min/max" error while starting the map. 
Add Compilers And Engines Used 
 
Here They Are 
Darkplaces latest build, Tyrutils as compilers (used BengtLightColouredR2 as light.exe recently for the colored lights, hoping for something better but no dice) 
Try 
removing "light" from the worldspawn and see what that does. Recently seen a lot of people have trouble using a minimum light level, myself included. To be honest using a min light is generally frowned upon anyway. 
Still Doesn't Do It 
http://www.mediafire.com/download/jwq4cem33zg79pi/gravelwip.rar here's the map file with the wads included for those who want to try and fix this 
 
I think that is a logic error, not something with light.


CALL3 450(setsize)setsize()
plats.qc : plat_spawn_inside_trigger
plats.qc : func_plat
<NO FUNCTION>
backwards mins/maxs

=========================
Host_Error: Program error
=========================


Check your platform brushes. 
 
Yes, I can load it just fine if I remove the func_plats. 
 
Fuck, it's always the platforms, they can't handle negatives. 
Composition In Level Design 
I haven't been posting here since like... 2001? No idea if someone remembers me. I'm MaTi, I did MATDMx or MATSPx ;) Anyway, I wrote an article about Composition in Level Design.

http://level-design.org/wiki/index.php?title=LDWiki:Composition

...aaaand the Gamasutra version:
http://gamasutra.com/blogs/MateuszPiaskiewicz/20140817/223513/Composition_in_Level_Design.php 
Fern Doesn't Want People To Use His Version 
Well, fuck that guy then. How can you not allow others to use your stuff when you yourself are using the work that others have made freely available for you? What an asshat. 
Well, More Exactly 
it says in the text file:

If you want the originals, please go to these sites:

http:// ......

DO NOT RIP THESE TEXTURES FROM THE BSP!!! GET THE ORIGINALS INSTEAD!!!


Well, he is free to do what he wants with them. And also, there is at least a turtlemap by another author in Quaddicted that uses those textures, so maybe he changed his mind. 
Those Last Colors In The Palette... 
Hrm, any good way to remove those colors if they were used on a texture inside a wad.

I copy pasted an image from photoshop into TexMex, the result was good, but some pixels are fullbright, like a few scattered all over the place, but I can't manually sit down trying to find them.

Can I somehow select by palette in either TexMex or Wally perhaps, OR already inside photshop and then change a color to another palette id? 
I Found A Way... 
I edited the palette in photoshop, I just turned all the last colors pink, then the next time I did a index, it didn't choose the pink ones, cause they were to far away to match.

I assume it's the last 32 colors in the palette that is fullbright? 
 
Yeah, last 32 are fullbright. I use 2 palettes when making textures. one with them in there and one without them. That way I have to be working on a texture where I know I need fullbright to have them there and nothing can sneak in.

Then again I am not using PS for doing Quake textures, but Cosmigo Promotion which is for index painting and pixel work. 
I Use Paintshop Pro! 
From like 1997.

I also have 2 palettes :) 
Another Option 
You can also use QME for this kind of conversion:

http://tomeofpreach.wordpress.com/2012/12/31/in-defence-of-qme/

It's a bit of an extra hassle to have to mock up a model with the correct texture size and import/export a skin. The advantage is you gain a bit more fine control - you can choose which rows of the quake palette the fullbrights are allowed to remap to. This makes it best for when the standard conversion is coming out a bit wonky - as a fallback for stranger textures. 
Massive Slowdowns On My Map 
So after getting rid of that compiling problem, another problem went back:

In Darkplaces, it is massive slowdowns with flashing polygons. In Quakespasm, it's just massive slowdowns.

How can this be? Is it because of the skybox that is too big or something else? 
Despite Deleting All The Brushes Except The Skybox 
The vis compiler still doesn't want to work.

I tried making just a floor with sky textures as walls and cieling with a light in the middle, it worked perfectly.

I just don't know anymore. 
 
Maybe you could upload the .map file so other people can have a look? 
Sounds Like... 
a leak somewhere. A quick way to check is to surround the entire level in a simple box (essentially what you did when it worked just fine). If the vis process starts then that's probably the culprit. Note you don't need or want to let the vis keep going, it's just a quick check. From there you need to get rid of the box surrounding the level and hunt down the leak. Often it's a micro-leak introduced from complex geometry.

There will be a .pts file generated by the BSP software that will point to the leak. Most editors (you didn't mention which one that you use) will load that up and tell you where the leak(s) are. You will probably have to copy the .pts file from the \map folder (where the mapname.bsp is) to wherever your work is being saved (where the mapname.map or mapname.rmf or whatever is) in order to use it. 
Editing ID Stock Textures? 
If I edit and/or incorporates iD stock textures to fit my needs in the level, is that considered ok? Like now, I need to put vines on a door, since Q1 doesn't feature any transparency, that means that I need to take the stock door and add the vines and make a new texture out of it.

I will redistribute the textures later on, however I will ofc say that some of them are modded id textures. 
 
it's been done many times before, so i think it's fine, but of course, you can't really license your modified textures to other people in any official way. But they can pretty much use them in their own quake projects as they wish to. 
Since We Are Talking Legal Stuff 
Please don't include nonsense like "don't put this map on a CD" in your readmes. 
 
Maybe it should add that cd-thing just because It's quake1... like it was back in the days. 
 
I sometimes get requests to send people in third-world-internet countries a copy of the Quaddicted archives. Paragraphs like that disallow me from doing that which sounds against the intention of the author. 
How About... 
sending it on a DVD, since they only forbid CDs? 
 
That's funny but I hope you got my point. 
Here's The Link Of My Messed Up Map 
http://www.mediafire.com/download/ixg2fsta44jg0f9/gravelfuck.rar
Note that I've tried to remove every brush except the skybox (which I was sure didn't had any leaks) and the vis still didn't wanted to work. 
At A Glance 
Delete the sky box, build proper "sky walls" as you called it, clean up your brushwork, remove entities from the outside so it will be filled. 
Spirit 
I think it's pretty clear such statements refer to commerical use. 
 
Beyond that ... Are lines in a read me.txt file legally binding? Doubtful. 
 
I remember seeing a readme that specifically said "Head Games may not do anything with this file."

As far as legally binding, is it any more legally binding than copypasting the MIT or GPL licenses into your readme? It's just text you're hoping will enforce your wishes once you utterly relinquish physical control of your work. Enforceability is the problem. What closet mapper with a day job and a kid is going to try to go to court over commercial exploitation of UNDRDARK.WAD? 
Re: Hipshot 
Speaking of unenforceability, Quake maps have been distributed for decades with id content, Hipnotic content, Rogue content, content from Hexen 1/2, content from Heretic 1/2, content from Quake 2 and 3, content from Blood ... just do whatever you want, nobody pays attention to us. :) 
 
Can I deduct ammo at start or remove the SG somehow? I'm sure there's no SG item in Q1 though, except for the Double... 
Enjoy! 
There's A Trick To Remove Ammo... But Here's A Map File 
https://www.dropbox.com/s/1l7ger0rlu1svwq/ammoremove.map

You can put the spawn point over either group of brushes, one will remove just the shells and the other will remove all the guns. 
 
Ha, I asked about the exact same thing on this thread about a month and a half ago, so that .map file will be useful for me too. Thanks, FifthElephant.

So at least two people are actively working on maps where the player starts with just the axe ... only I guess Hipshot's map will be done before the end of this decade and will probably not suck. The same cannot be said for mine. 
 
So at least two people are actively working on maps where the player starts with just the axe

well i was also (in an arabian style no less) but maybe i'll just go jump off a bridge 
I've Got One 
Where the player has no axe, or legs when they start. 
Me Too 
In plans.

Removing the Axe and the SG from the loadout lets you do some creative things to the usual weapon progression. 
Lun 
mappi2.bsp from 2010 lets you play with only the axe as an option. That bridge has already sailed, as Madfox would have said. 
 
did I say I thought I was the first person to do that? 
Spawn With No Weapons 
This was never used, but rubicon2 has code to support spawning with no weapons, and it also has weapon_axe and weapon_shotgun (i actually modelled the shotgun from scratch! -- axe is modified from the original model)

I think you'd need to edit the quakec to complete the feature, since it's probably hard-coded to a specific bsp name. 
 
Lun, I love your arabian map style... I was thinking of remaking one of the episode 4 maps in that style. Then I got a girlfriend and my productivity went out the window. 
No 
Just saying don't sweat it.

metl, yes, I was planning on making test.bsp a start map for the actual map but realised that it wouldn't work very well with demo playback. 
Metl 
Yeah, when I found that code and the models it was like finding 20 quid in the pocket of an old coat :)

I'm weaponstripping the player after spawning with a special trigger, I guess if you wanted it from map load then you'd be best off flagging the info_player_start and then messing with the PutClientInServer() stuff. 
 
Func detail, does that work like in Q3? It ignores vis? 
Pretty Much. 
I use it bloody everywhere! 
 
Ok, then I'll do that also. 
Yup 
Your map should be made of plain boxes filled with func_detail brushes.

The longest part of my current compile time is the BSP process. 
 
I just didn't remember that Q1 had this back in the days... I know HL didn't, you made things into other func things. The "detail" brush was at least for me first introduced with Q3, but I never did make any levels for Q2 so. 
It's A Relatively 
New feature - Tyrann did the magick. 
 
Quake didn't have hint, skip, detail, colored light, controllable light falloff, or really anything more than 'trigger' and 'clip'. Quake2 introduced all the goodies, and much of them were eventually backported with considerable effort into the Quake tools.

Quake still doesn't have toggle-able areaportals. 
HipsHOT 
Detail support for Q1 exists now for over 10 years.

Its not a new feature, nobody was using it because of .... Fill in dumb behavior.
Alexander Malmberg did the real magick back then.


http://quest-ed.sourceforge.net/news.html 
 
Your search - site:quest-ed.sourceforge.net/news.html detail - did not match any documents.

So, more like... nobody was using it because it either didn't exist or was hilariously unusable. 
 
And Here 
MFX 
No need to be upset. I'm sure it didn't have it in 1998? Anyway, I'm using it now so =) 
Its Cool 
people seem to forget about some things. its been a while, i understand.. 
Quest 
Heard it mentioned before, by CZG I think, but never investigated it. 
interesting... i never knew that. 
 
Quake still doesn't have toggle-able areaportals.

FTE has them, if people would just start using q3bsp already. ;-) 
Wondering 
I'm exploring Quake editing and I was wondering about something:

Is it possible to have a start map in which you have several teleporters each linking a new map? So the start map would function like a hub. You can jump through the teleporter to play that map and at the end you can jump through the teleporter to bring you back to the start map?

If so, would it also be possible to have your actions influence the start map? For instance, you played one map, got the key, now that teleporter isn't accessible anymore (after you got back) and the key you found opens something in the start map.

Last but not least, I remember a post from a while back in which someone showed of a portal he made in Quake which let's you see what's on the other side. I'm not talking about the portal gun mod. If you do remember, would that also work with the example above? As in, the teleporters in the start map show you the beginning of the levels they represent? 
 
Is it possible to have a start map in which you have several teleporters each linking a new map? So the start map would function like a hub. You can jump through the teleporter to play that map and at the end you can jump through the teleporter to bring you back to the start map?

Yes, absolutely. Quake does this after all. ;)

If so, would it also be possible to have your actions influence the start map? For instance, you played one map, got the key, now that teleporter isn't accessible anymore (after you got back) and the key you found opens something in the start map.

This can be emulated, but it's hacky and limited. Quoth has a feature that allows you to do exactly this, though.

Last but not least, I remember a post from a while back in which someone showed of a portal he made in Quake which let's you see what's on the other side. I'm not talking about the portal gun mod. If you do remember, would that also work with the example above? As in, the teleporters in the start map show you the beginning of the levels they represent?

You can only have one world (i.e. one bsp precached) at a time. 
Onetruepurple 
Hah, I've been playing custom maps for so long that I totally forgot that normal episodes end that way :)

The idea is to have a room with 5 teleporters of which one is locked. Each of the 4 others lead to a map and in each map you have to get a key. Each of the keys will remove a set of bars and upon completing all 4 maps the 5th teleporter would open and get you to the final map (of which there is no return). As I understood Quoth is not open and thus a bit limited in what the community can do with it correct?

Could I fake it by using a screenshot of the opening area (of the next map) and thus imitating it? 
 
You're describing the Quake start map. :) The source for it is out there, Romero released it a few years back... 
Sprony 
If the teleporters are against walls (so that the player cannot walk right around them), why not just copy&paste the beginning area of each map behind the teleporter in question? I.e. build a door leading to the beginning area of each map, but put an exit trigger in the doorway, so that the map ends just as the player walks through. That would look a lot more realistic than a screenshot in my opinion... 
Willem 
Lol, yes Willem expect I want to have my actions have impact on the start map :)

@total_newbie: As in making transparent so people can see through and by actually going through the map would load? Doesn't sound like a bad idea. However a proper image of the map could work too. 
Yes 
Exactly. :) There's this one level in Duke Nukem 3D where the end of the map, the player sees the beginning of the next map, but it's just scenery; the player never goes there (if you noclip there, you get some typical Levelord message about not being supposed to be there or something, and you can see that it's just a copied&pasted fragment of the next map), but when the next level loads, you find yourself in the exact surroundings that you could see from the end of the previous map.

There are no teleporters in that example; the idea is rather to create the illusion of one continuous area. But it's the same basic idea. 
 
Half-Life does that too ... air lock areas that are identical with a quick load. 
SpronyvanJohnson 
That's fairly simple then. You can use runes as your keys, block the exit teleporter with a func_bossgate, and use func_episodegates for blocking the skiogates you've already visited. 
 
skiogates = slipgates 
You Just Went Full Retard Sprony 
Yeah, you are right Onetruepurple. Checked it out yesterday at it's actually all there. I'll look at the source maps to see how it's done. Pretty embarrassing :S 
Rejoice! 
The bigger the fail, the more you learned. 
Powerups... 
Hrm, I dont know why, but for some reason, no powerups spawns in my level, trying to place the ring, but the quad and the penta won't spawn either.

I always try to look at iDs source levels, however I see nothing on the ring in E1M3 that's different with mine, not on the worldspawn either. 
 
Try setting "developer 1" in the console and then load the map, you might get "Bonus item fell out of map". If that's the case the item position just needs to be tweaked - move further from walls and away from floor. I don't know the exact distances off hand 
Eric 
Yea, you're right, the actual bounding of the ring seems to be a much larger affair than trench displays. 
Really? 
Then the fgd file is incorrect. Can anyone tell me what the correct bounding box is? 
How Does One Set Up The Shub-telefrag? 
It's kind of crazy that I don't know this already... 
 
The artifacts are all 32 x 32 x some height, but some engines treat coplanarity with a wall as touching, and drop the item out of the world, and some don't. \o/ 
Drew 
Just place a monster_oldone, and telefrag it. It does everything automatically.

Have an info_intermission pointed at it. 
 
The powerups have the same bounding boxes as all other items: 32x32x56. This means the smallest possible space they can spawn in is 40x40x64.

Shub telefrag needs a misc_teleporttrain as teleporter destination, a regular one will cause a crash. 
WalkR 
You might also want to check the vore's bbox. It's the same size as ogre, fiend and shambler, but some fgds have it wrong for some reason. 
Negke 
Thanks, that's why my items kept disappearing, that's a huge difference from the size on the ring inside the editor.

I'll just make sure my items never spawns in small areas like that (this was a secret). 
Thanks Lun/ Neg 
 
Missing Entities Depending On Quake Client? 
Back on my gravelpit map once again.

After filling those damn voids, I've come yet to another problem while testing the map in both Quakespasm and Darkplaces.

Darkplaces loads the skybox while quakespasm doesn't. Darkplaces has a decreased decceleration and shaky viewmodels in the latest quoth release. But Quakespasm has 2 major problems:

The first one being there's been missing entities, as in 2 box of shells, one box of rockets, one box of nails, a quad damage and a rocket launcher (even though they show up nicely in darkplaces).
The second one is the most problematic: while approaching the last building of the map, the world suddenly makes brushes invisible, only shows the upcoming entities (not entity brushes) and mirrors the entire map far ahead.

What the hell's up with that? 
Thanks Neggers 
Vore was in fact incorrect, and some items were missing the bounding box. 
Tip For Hipshot 
Hipshot, if you set "developer 1" in console, you'll get a warning message when items fall out of your map. Other warning are emitted as well, it's a handy option while creating a map. 
 
The second one is the most problematic: while approaching the last building of the map, the world suddenly makes brushes invisible, only shows the upcoming entities (not entity brushes) and mirrors the entire map far ahead.

You have gone outsize of +/- 4096 game units. Darkplaces increased this limit, but Quakespasm uses the stock size. 
Well That Sucks 
Guess I have to make my map a Darkplaces exclusive for it to work properly.

But what about those missing items (if I get a workaround) and Darkplaces related problems? 
Daya 
Should be possible to just "select all" in trenchbroom and re-center the map so it fits in bounds. The map looked easily small enough to fit :-) check the coordinates of brushes in the four corners of the map to get an idea of how much to shift it and which direction.

Items not appearing is probably the same problem hipshot was having - items need more space to spawn. Interesting that dp and qs have different behavior for that. 
 
radiant has a visible "edge" of the map in the 2d views, which made it easier to avoid this mistake. I guess in 3d it's hard to show this. TB2 will have 2d views, so this might be a nice feature to add. 
 
This means the smallest possible space they can spawn in is 40x40x64

oh? the padding is that much? 
 
Yes, 4 units on each side (same goes for monsters). Although, to be more correct, the minimum height is 60 as items can spawn on the floor. 
GODDAMNIT 
I tried to move the whole map at once, but not only did it made TB crash, but now the map is corrupted (it shows nothing and the console has this in red: "Malformed map file: expected token of type integer number, or decimal number, but found string at line 2629, column 65
".).

All this work go to waste in an instant. 
 
Protip: Backups, autosaves, multiple versions. 
 
Yes, now we get to have a teaching moment about back ups and file revisions ... 
Daya 
Well, what's at line 2629, column 65 in the map file? 
Silly Me 
I can just download a backup from my mediafire and refix the leaks.

But why in the hell did TB crashed when I was just trying to move everything and how can I center the map if there's no option for it? 
Onetruepurple 
"( 1600 -1840 -0 ) ( 1600 -1840 176 ) ( 1552 -1840 -0 ) tech07_1 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN" 
Dafuq 
Replace all #QNANs with 0.

SleepwalkR explain yourself! 
Another Question 
How can I make monsters drop ammo/weapons? I've seen people comment on it but now how to make it work. 
Replaced Every #QNAN With 0... 
...And most of the brushes and entities have moved away to some units, making the map a whole mess. 
 
"SleepwalkR explain yourself!"

LOL, your software crashed. N00b... 
Trenchbroom 
Auto backups every few minutes - look inside your maps folder for a subfolder called 'autosave'.

FYI NAN is 'Not A valid Number' so even though 0 is a valid number, its almost certainly not the right one for that particular coordinate.
Monsters can only drop what they were told to carry by Qc, although Preach might have a hack for it: http://www.celephais.net/board/view_thread.php?id=37116&start=295

But in general without qc or hacks monsters only drop what they always have. 
Thank You Ijed 
Found the version of my map without the leaks and before the corruption.

This following thread says having monsters drop ammo/weapons is possible without qc amnipulation: http://www.celephais.net/board/view_thread.php?id=37116

And I'm still looking for a way to center my map without crashing TB. 
Enemies Dropping Items 
In that thread, with only hacking, there is the trick for making a monster that usually drops a backpack, having inside the backpack other ammo/health and weapons. There is also the trick to make a trigger drop items at an specific point.

But i suppose that what Daya want is to make a monster like the demon or the hell knight drop a quad, a key, a backpack or any other item when it dies with just hacking. And for that one, i have no idea.

By the way, now that we are talking about dropping things. Is there a way with just hacking to make a monster drop an item each time its hit (including enemies droping the backpacks that usually drop on death but droping the same one everytime they are hit), to create something like in the bonus stages in Golden Axe. 
Also 
A round about theory could be to keep the monster in the same place, use a trigger_once covering the enemy to count the damage and to trigger the item spawning, and then pass the damage to the monster with a trigger_hurt. It doesn't seem to be feasible but its an idea. 
If An Entity Can Track Down A Monster's Status... 
...can it be set to follow it, so that if the monsters move, when he dies the item spawns on him? 
 
Tastier 
I Wish 
you would RTFM. Necros and I went through a lot of trouble to provide TB with proper docs. The autosave is clearly explained in there.

Crashes: Well, shit. There's your explanation. 
Decided Not To Use The Shubkill Anyway 
 
As I'm Sure You Were All Curious To Know. 
 
Quad Damage Still Doesn't Show Up 
I was careful enough with the other items which showed up this time by placing them somewhere else or giving them more space, but I tried the same thing for the quad damage (located inside a corridor between 2 closed doors)by extending a little bit the width of the corridor, but still no dice.

Is it related to entity limitations? 
Might Be Worth 
letting someone else have a look at the map file. 
WADs And Such Included 
Didnt Check 
But its just down to the bbox. The drop call from items.qc really sucks and should only have been applied to bsp items like ammo.

It's still too close to a wall is first guess - effectively they're fatter than a player in id1. 
Fixed It By Lifting It Into The Air By 16 Units. 
 
Raised It 16 Units 
That should have been the first thing to try before resizing the space if only because it was the easiest fix. Unless it's in the players view right as the level starts it's a good idea to raise everything inside a bounding box well off of the floor (even more than 16 units if you can) because of how Quake deals with them. Sometimes the item gets put in before the clipping hull is put in (just by milliseconds) but items will start to fall right away until they hit that hull and if it's past that hull by even one unit it will fall through and disappear.

It has to do with where they are in the .map file that the BSP compiler will use to determine the order of placement and most editors do that sort of randomly (I'm sure that there is some sort of logic to it but damned if I know what it is). 
TyrUtils Qbsp 
Hi, I use QuArK but when I compile map with TyrUtils qbsp, the textures are upside-down. I tried -oldaxis option but it doesn't seem to have any effect.

Maps compiled with Bengt Jardrup qbsp and hmap look OK, but these tools don't have func_detail, which I need. Is there some way to flip the textures back in TyrUtils qbsp or some other way to get around this problem? 
 
Lawrence
use these tools:
voidspark.net/projects/bjptools_xt/

They have all you need. 
Did You Try 
-oldaxis 
Yes I Tried It 
Jury-Rigged BJP Tools work OK. Thank you. 
Crushers & Buttons 
1) How does one make a crusher in standard Quake (i.e. no Quoth, etc.)?

I tried to do it with a func_door, but the door seems just to stop when there is a monster in its way, instead of, well, crushing said monster.

Then I changed the func_door into a func_train and placed two path_corner entities in the map, but I cannot get that setup to work properly at all -- when the crusher gets triggered, it just disappears instead of moving downwards. Plus I cannot figure out exactly where to put those path_corners in TrenchBroom (I found some online guides, but they all refer to other editors, with 2d views, e.g. this one).

2) Also, how do I get something trigger-able with two buttons, i.e. that both buttons are required to trigger the thing? I've got two buttons set up with the same target, but now they trigger the target separately (i.e. if I push one I don't need to push the other).

Thanks in advance! 
 
Targeted func_door and give it a 'dmg' value.

Enjoy! http://quakewiki.org/wiki/Getting_Started_Mapping 
 
Thanks very much ijed. That clears up the first issue.

I still cannot figure how to make two (or more) buttons work together, though (there's nothing about that on quakewiki.org -- not that I can see, anyway). 
 
 
If You Know What To Look For, I Guess... 
Thanks, mfx.

There is no entry for "trigger counter", though (just a blank template) and no mention of trigger_counter on the func_button or func_door pages. I would never have thought of looking up "trigger counter" if you had not mentioned it.

And I still don't know what to do with it... 
Ok 
2 buttons, both targeting the counter.

Trigger_counter is a point entity, and has the following keys:

targetname: Used to target the counter.

count: Numerical value of how many buttons do i need to press, to activate(in your case 2). Basically how many events it needs to be activated.

target: What should be "fired" when count is reached. In your case the targetname of the door.

message: This text is printed on the screen when the counter fires. Like: A door opens nearby, hoohoho..

delay: delay in seconds before the counter fires.

Spawnflag 1 turns off the messages of the count. (Only one more to go) 
Thank You 
Thank you so much. You have just made my life a whole lot easier.

I've been scratching my head over this for a couple of hours now, trying various things that did not work and trying to find the answers elsewhere before asking here.

What is on quakewiki.org is great and has helped me tremendously before (the Getting Started Mapping guide is great), but there are many gaps... 
So The Deal 
is now you create an account there an update the wiki.
I suck at formatting. 
For Later Generations.. 
if this throttles you.. 
Mfx 
Did signup even work? I think I need to setup a mail server D: 
Total_newbie 
If you happen to get across something like that again. Check what the entity does here.

http://www.quakewiki.net/archives/worldcraft/index2.shtm 
Hmm.. 
I got an confirmation mail link.
And can log in. 
 
Cocerello: Thanks! I came across that site once in the past, but then I couldn't find it again. I have now bookmarked it.

mfx: Very likely -- once I've learned some more; i.e. once I have leveled up and am no longer a total newbie. 
Mfx 
awesome 
Why? 
 
 
Because I assumed it was not working. The stuff on quaddicted.com at least needs some love from me to be able to mail again. 
Sorry.. 
 
You Don't Need 
a mail server to be able to send emails. 
Little Quake Sin 
Couldn't keep my hands of the Sinlevel "Gogre".

Something in the map's layout was puzzling my fantasy in the way the long road stretches out the whole outstreching level.
The ground under it is builed on several layers and gives a very canyon atmosphere.

Converted it to quake and got a nasty pack of homs on my plate but now it fits well.

U 4 = bad 
Just To Clarify 
That archived Worldcraft page Cocerello linked to, while very useful, doesn't say anything about trigger_counter on its func_door and func_button entries either. So without mfx's explanation I would have been lost anyway. Thanks again, mfx!

Also, while said page does have a trigger_counter entry, it lists only three variables, instead of the six mfx listed. Does anyone know of a site that has a complete list of all entities and all variables in Quake (i.e. including the things one cannot find on that Worldcraft page)? 
Explanation 
As said on the func_counter entry, it works on any entities triggering it with the ''target'' field and trigger any trigeareable entity that matches the ''target'' field it has (that includes fun_doors and func_buttons as they are triggeareable).

The variables that webpage has are the ones that were known back in 1996, those that Mfx posted are those that you could see in subsequent years.

About oher sources of information. On the wiki, on the entity list page, on the top part of it, there is a link for an old web with info. Maybe you can fill the gaps with it. 
Thanks, Cocerello 
Yeah, what I mean is that the problem is that the converse information is not there -- if you already know about trigger_counter entities, then that's great.

However if, like me, you just knew about func_door and func_button entities and were trying to get the two to interact in the right way, then there is sadly nothing on either quakewiki.org or on on the The Forge that tells you you should be looking at "trigger_counter". (A simple "see also: trigger counter" would have helped tremendously. As it stands, the entries on The Forge just say "see also: func_door_secret, func_plat" and "see also: trigger_once, trigger_multiple" respectively.)

As for adding the missing information myself (as mfx also suggested), I may very well do so soon, but as I am still currently learning, it would be great if there were a source of up-to-date information I could refer to. Hence my question. 
PS 
There is of course always the option of asking in this thread (and people have been incredibly helpful here), but I usually try to figure things out on my own and to use the information that is already on the internet, before posting questions here. 
Well 
There are not that many entities. If you're using an editor that shows you the fields then just open it and start plonking entities in to find out what they do.

Some entities are test stuff or only useful in very specific situations, but most do work for something.

All games have their entities built around a structure that can be learned.

It would be nice for 'someone' to update the wiki, and possibly even write some simple tutorials. I'd like to, if I could find the time and energy aside from everything else.

That sort of stuff has existed, but gotten lost over time as websites have been closed or been forgotten. 
 
total_newbie, yeah, I understand completely why the words "trigger" and "counter" would never have occured to you. I hate having a problem and the only barrier to me finding out how to fix it is that I don't know what it's called, so I have no idea what to google. like you can't learn unless you already know, so your only recourse is making vague hand motions and using words like "thingy."

(there's probably some academic education term for that kind of block, but I don't know what it's called. :P )

The trick to sussing out where a solution will be comes from an understanding of how targets and targetnames behave, and how entities handle them.

Each one is essentially a parameterless "ping." A button sends a ping. A door opens when it receives a ping. You want the door to appear to open only after receiving two pings - to count to two first - but doors only ever respond to single pings at a time. So, you need something in between that can count pings from other sources, and then send its own single ping to the door.

Every entity only really has domain over itself. Any interaction more complex than ping-respond is going to require some kind of flow chart of entities.

Of course, if you don't know that, it's like its own small barrier to finding out. You've got buttons and a door, and each one is a mess of poorly documented spawnflags and keyvalues, so you figured what you wanted was in there, and not some extra middle man entity that isn't visible in game. Everyone else here already knew that you wanted a trigger_counter, but more importantly, they knew that doors only offer complexity and options with regards to how they go up and down, and not when.


I'll plug the quake editing wiki before spirit does: http://quakewiki.org/wiki/Entity_guide 
 
Other handy shit you might already know so if you do no offense or nothin im just bein thorough:

- If you want to impose a delay between one entity firing its targets, and the targets receiving the message, use a "trigger_relay" in between. Use the 'delay' key.

- If you want something to trigger multiple entities, which already have different targetnames, use a "trigger_relay" for each target entity to map from one targetname to another. Give each relay the same targetname, so one entity can fire them all at once, then give a different target to each one individually.

- A trigger_once is just a trigger_multiple with 'wait' set to -1. Otherwise they're identical. (the spawn code for a trigger_once is literally two lines, "self.wait = -1; trigger_multiple();".)

- a "func_" entity is always visible and brush-based. "trigger_" entities unfortunately aren't so consistent - relay and counter are point entities (because they're activated by a 'ping' so you don't need to touch them), while all the other triggers are non-visible brush entities (because they're activated by touch). (in Quake2 they cleaned that up, and point entities that only served to manage firing targets were prefixed with "target_" instead.)

- You can target a monster at something and he'll fire it when he dies, but if one of them is a path_corner he'll start walking towards it when he spawns.

- Trigger_relays only pass along pings. If you happen to want a monster that does both of the above, you only have one 'target' label to work with. The trigger_relay trick works here, but only for the targets he fires on death. If you try to point a monster at a path_corner through a trigger_relay, he won't "see" the path_corner through the target network. That's one of the rare non-ping-based uses of targetnames.

- Anything that fires a 'target' can also have a 'killtarget' key. At whatever time it would send its 'ping' to its target, it will also find whatever entity has a matching targetname to 'killtarget' and remove it from existence. This is handy for breaking entity connections once the player has done something, because you can 'kill' a trigger_relay and stop the pings from getting through, or kill a trigger_multiple so it no longer fires anything when the player steps into it. An entity doesn't have to have a target to have a killtarget. 
And 
A trigger_relay with both a target and killtarget will not work properly - the killtarget bit won't but the target will.

That's fixed in Quoth I think. 
 
What? Since when?

looking at the 1.06 progs source right now I don't see anything that would cause that. 
 
Well, wait, here's something. It makes killtargets work and targets not, though. It breaks out of the entity-finding loop by returning, so if the killtarget loop happens it returns before the target loop is reached.

I did not know that.

(I appear to have fixed that in lunsp2, so apparently I once did know that 
Yeah 
I tripped over it years ago and couldn't remember very well. 
 
yo, quakewiki.org -> random mapping tips or something? 
I'm Just... 
going to point out that this is exactly why I wanted to make a compendium of knowledge that covered things like this over a year ago. The Quake Wiki was a compromise.

There needs to be a more firm collection of not only the basics but the nuances of the process or everything will be lost. 
 
That's cool. Many things need to be but they won't if people just keep pointing out that they need. 
Re: #14358, #14359, #14360 
Thank you very much, Lunaran, for those two extensive posts. Most of what you wrote in #14359 were things I did not know, or certainly did not understand as clearly as you explained here.

And thank you, ijed, for that additional tip. 
 
i wonder if it would be better to just have a way to grab a post in it's entirety, put some tags on it and then throw it in a pile to be searched... 
Or Copy It Over To The Wiki... 
 
Actually 
I've made the wiki my homepage to guilt myself into writing something on it.

We'll see what wins - stubbornness or frustration. 
 
Dunno if its useful, but i stumbled upon this skybox generator. Its online and ... check for yourself.

http://www.nutty.ca/webgl/skygen/ 
Nice! 
 
 
Using Trenchbroom to create rocky paths and walls ... these verts were all perfect sitting on top of each other. Is this just something I have to accept or should I be snapping all vertices to INTs or what?

https://dl.dropboxusercontent.com/u/161473/Misc/VertexDrift.jpg

(in before FifthElephant tells me he has snap to grid bound to space bar) 
*snort* 
in before FifthElephant tells me he has snap to grid bound to space bar 
Can You Send Me The Map File? 
I'd like to check that out. Maybe send just the part in the picture. 
 
I'll work on a solid repro and send that to you. I already fixed that area. I've got drift everywhere now and I'm wondering if I need to burn the boats and start over.

Is it recommended to turn "Force integer plane points" on for maps full of organic shapes? It seemed to do bad things to the brushes when I reloaded the map ... cuts moved into nearby planes and made extra verts on a bunch of brushes.

It's hard to describe.

Maybe I'll just make an interior map with axis aligned walls. :P 
Willem Is Making A New Map! 
Sorry to read about the headaches with the vertices etc., but it's awesome that one of my favourite mappers is making something for Quake again. Yay! 
 
Is it recommended to turn "Force integer plane points" on for maps full of organic shapes?

It's recommended to turn it on before you do anything else with the map. :P TB2 does not even have an option to disable int plane points.

Willem Is Making A New Map! Yay!

Yup! This will be cool. 
 
Oh, so it's the recommended way? I didn't realize. The warning it throws up and the description text in the dialog box made it sound like "Only as a last resort!" kind of thing.

Turning it on now! 
*jumps Out Of Window* 
 
 
You'll be missed 192.99.166.15 ... I always considered you a friend. 
 
Forcing integer plane points will result in more vertex drift as the editor needs to move vertices around so that the planes are all represented with integers. You'll get vertices off grid and such. 
 
But isn't that better than the verts drifting slowly over time as I close and re-open the map? At least I can see it happen and fix it on the spot. 
Otp 
You're wrong. TB2 doesn't have this option at all and always allows you to use float points for planes. It will give you warnings in an issue browser though, with a quick way to fix them.

int plane points may or may not safe you from drifting vertices. I can't quite remember how TB1 handles it, but I think the problem is in writing and reloading floating points through text files - it's always lossy.

But as necros said, integer vertices will cause vertices to wander. There really isn't a way to deal with this problem that completely avoids any headaches. Integer plane points will give you off grid vertices, and float plane points may give you drifting vertices. Both might result in microleaks. 
Correction 
integer vertices will not cause vertices to wander, but it will often result in vertices which are off the grid. 
 
I have the thingy majingy bound to the doodly do 
 
How does one become a beta tester for TB2? :P I have a project I'm working on, so I can provide real world feedback... 
 
I was thinking ... Of course you've considered this, but I'm wondering why you would have rejected the idea. What about a custom .TB file format or something? Why use the MAP file format for all I/O? It seems like that's where the loss is happening. If you stored the map in your own format and just spit out a fresh MAP file for each compilation you would eliminate this problem.

Like what Worldcraft did... 
 
.TB being a binary format, I mean. Something lossless regarding floats. 
 
Good idea imo 
TB2 Should Have The Issue Anymore 
and I don't want a binary format for better compatibility with other editors, also being able to edit the files in a text editor is a bonus. 
Worldcraft 
Was very 'strong' in that regard... but the headaches created by the proprietary format weren't minor.

Although having full control over it would avoid things like texture conversion problems of course. Most of which were caused by Valve not releasing the source.

I suppose it all depends on if you want to create and then support an additional map format SleepWalkR.

Just musing aimlessly when I should be 'working' :) 
 
"but the headaches created by the proprietary format weren't minor. "

You mean the RMF format? What were those, I'm not aware of what happened.

I think it allows for a few things ... floating point stuff aside, it allows for editor proprietary stuff like groups or prefabs/instances pretty easily.

I did the same thing in ToeTag in that I used the MAP file for everything. This meant that anything non-Quake had to get stuck into special comment lines that I parsed later. Was a little hacky and if I did it over again, I'd probably just make my own format.

As long as you can read/write MAP files also it shouldn't be an issue. 
Yep, RMF 
It was often a blocker for working in teams - often getting someone to pull out their own teeth than install a secondary editor was easier. Getting someone to convert a map before sending it the same.

The other issues were all caused by committee design, things like texture alignment and WAD conversion.

Really, human obstinacy was the only real problem.

And if you support map as well as have a 'clean' format which still plays nice with other editors after export then it should be a non-issue in a technical sense. 
 
Maybe we need AlembicQuakeCollada 
 
Oh yeah, everyone loves a good standards fight, right? Right? Guys? 
Floats 
Writing a float to text and reading it back doesn't need to be lossy.

From wikipedia,
if an IEEE 754 single precision is converted to a decimal string with at least 9 significant decimal and then converted back to single, then the final number must match the original

So just use "%.9g" in C and you're good. (I guess it's stream.precision(9); in C++)

I made a little test program a while ago that just loops through all 32-bit values, copies the bits into a float, does a round trip to string with "%.9g" and confirmed that is lossless for all 32-bit float values. 
How About Double? 
Cause TB2 is double prec. 
 
17 digits (wiki
Editing Texture Wads On Linux 
Can anyone recommend a programme for editing Quake textures and particularly texture wads, which runs on Linux?

Initially what I would like to do is just to extract one texture from a particular wad (let's call it "wad A") and add it to a different wad ("B"), since it is the only texture from wad A I plan to use, and wad A is enormous -- so it's really clogging the texture browser in TrenchBroom, and makes it a pain to search for textures in wad B*. I seem to recall reading that it's possible to do that, but I cannot seem to find that information again. (Can someone confirm -- is it possible to extract single textures and/or splice/merge different wads?)

---
*I guess that's what TrenchBroom's "group" feature is for, but when I click "group" in the texture browser, it just seems to make a bunch of textures unavailable. Maybe I'm doing something wrong there. 
 
QuakeForge has a commandline wad tool. 
 
No idea how to make it output mips and create wads though, sorry. 
TIL 
after an -onlyents compile with an already lit map, your switchable light gets lost. Light again for viewing pleasure.

I think thats why mfxsp17 sucks so much;) 
 
i think you can run light -onlyents to fix it 
Metl 
you can with aguirre's tool for sure. 
Using Tyrlite 
Old habit.. 
Map Won't Compile 
Every time I try to compile a map using Necros' CompilingGUI the map fails to compile and it seems as if the compiler can't find the right source file. I'm pretty sure I set up the paths correctly though. 
 
difficult to tell what's wrong.
check this:
source map: direct path to your map file
working folder: an empty folder where the tool copies your .map file to and does all the compiling.
output folder: either quake/id1/maps or quake/yourmod/maps

make sure all these folders already exist-- the tool only uses the windows copy command, which doesn't not create folders automatically. 
Re: #14401, #14402 
Forgot to say thank you for the response, Spirit. That looks pretty complicated, though. Does anyone know of some more noob-friendly tools? 
Wally 
it's a bit clunky, but does the job for editing wads. I run it using wine in mac os x. https://www.quaddicted.com/files/tools/wally_155b.exe 
Total_newbie 
There is a set of command line tools called Qeu listed here:

http://www.tldp.org/HOWTO/html_single/Quake-HOWTO/

ctrl-f for QEU

They are something you have to compile from source with the provided Makefile. If this is not totally strange to you, you could try them. There are two caveats, though.

As provided, the makefile is for DOS systems. To use in on Linux, you have to comment away this line as follows (# is the comment char you need to add):

#all.dos: $(PROGS.DOS)


A worse caveat is that the code apparently only works on 32-bit systems. It has some type definitions that assume 32-bit word size and hence it fails on a 64-bit system because it reads the wrong amount of data when examining a WAD file.

However, this can be worked around by using the -m32 flag to the C compiler and making sure you have the required C libraries for compiling 32-bit code. You have to install a suitable package, like libc6-dev-i386 on an Debian/Ubuntu system. (This is just if you use a 64-bit system. Ignore this step if you have a 32-bit environment.)

For reference, here is a paste of the modified Makefile that worked for me:

http://pastebin.com/PKzbcTvF

And here is just the diff if you prefer that instead:

29c29
< CFLAGS = -O2 -ansi -Wall
---
> CFLAGS = -O2 -ansi -Wall -m32
66c66
< all.dos: $(PROGS.DOS)
---
> #all.dos: $(PROGS.DOS)

Please ask follow-up questions if I didn't explain something clearly or you can't make the programs work for other reasons. Also, I didn't know how much programming experience to assume, so apologies if there was too much unnecessary explanation :)

Based on very little testing, I got these utilities to work on my 64 bit Linux system with these little tweaks. The relevant tools for extracting and constructing wad files are unwad2 and rewad2, which I specifically tested. 
Thank You! 
Thank you very much, ericw and Pekka.

Also, I didn't know how much programming experience to assume, so apologies if there was too much unnecessary explanation :)

None at all (I know how to "sudo apt-get install" and that's about it), so no apologies necessary -- I really appreciate the detailed instructions. :) 
About Disappearing Items 
So I started looking at the sources of the original id maps, and saw, for the first time ever, that the source for e1m1 includes an invulnerability pentagram on the ledge you get to when you walk through the teleporter in the last secret -- yet I have never seen it in-game. Just checked in DarkPlaces and Quakespasm and looked at online secret guides, but that pentagram never seems to show up anywhere. Recompiled e1m1 from the source and still no pentagram. Getting teleported to that ledge would make a lot more sense if there were an item there to pick up...

Is that an example of an item's disappearing from the map because it is too close to the surrounding brushes? And is that what is meant by an item's "falling out" of the map? (I have heard that phrase many times, but don't really know what it means -- do the items really move downwards into oblivion?) 
 
Do "developer 1" in the console and then load e1m1 ... it will tell you if something fell out of the world.

It might be skill level filtered, actually... Only shows up in nightmare or whatever. 
It's Deathmatch Only. 
 
Of Course 
I'm an idiot. 
Noticed Something Weird 
I noticed something weird with floating ammo boxes while testing some related things. Below is a minimal map that has a single box room and two func_walls with ammo on top of each. Both func_walls disappear if you step into the other end of the room, and the ammo remains floating in the air.

When compiling the map with tyrutils and playing it on QuakeSpasm 0.85.9 I notice that I can pick up one of the ammo boxes without jumping, but not the other. However, they are both supposed to be at the same height.

Can you explain that? Does the proximity to the wall or the torch have something to do with this?

http://pastebin.com/fXUzXRMu

Compile it, play it, and just run around under the boxes without jumping. What happens?

Another question: What is the canonical way to create an item that falls from above after some event triggers? It's obviously not this, as they just float after killing the func_walls. 
Put The Box 
On a func_door that moves sideways, and use another brush to scrap it off. Then it should fall.

Can't remember if it works for ammo though. 
As To Collisions 
They have always been wonky since their centrepoint is on one corner of the ammo item in the .bsp - so engines have applied various fixes to them down the years.

So you'll see different collisions depending on which engine you use. 
Ijed 
That works with ammo falling off a func_train, so I guess it works just the same with a func_door, where that is more appropriate. Thanks. 
 
removing entities with killtarget does not correctly register the entity is 'in the air' so the engine still believes it is on solid ground.

you can also try 'crushing' an ammo box. that may cause it to fall through the ground, but i'm not sure. 
My Preference In This Case 
Well, func_train is useful for dropping several items in a timed fashion. It just pushes each off its perch in turn :) 
 
"Internal error: didn't allocate enough planes? (NewPlane)"

What mean? 
Uh? 
Is that from Quake? 
I Think He's Come To Us For Unreal Engine Help 
 
 
Yeah, that popped out of QBSP. I was confused and scared. 
Wow 
Not even aguirRe's readme has anything on that. 
 
\o/ What do I win? 
 
 
http://disenchant.net/git/?p=tyrutils&a=commitdiff&h=347020879dc46507681fac3d321a4502f0d72bff

if (map.numplanes == map.maxplanes)
- Error_("Internal error: didn't allocate enough planes? (%s)", __func__);
+ Error("Internal error: didn't allocate enough planes? (%s)", __func__); 
 
Yeah, I figured it was in the source code somewhere ... I just don't know what it means or how to fix it. :) It had something to do with a brush I had added. I guess it was a perfect storm of floating point planes or whatever and death by map.maxplanes cuts. 
Silly Question 
I'm bouncing with a map progress on max_surfaces.
Txtqbsp says:

*** WARNING 31: Marksurfaces 33243 exceed normal engine max 32767

So while I'm liminating brushes I see in Quark6.4 the whole level counts 5167 polyhedrons and 30330 faces.

I wondered, are these the same as the 32767 markfaces limit or does it have no account for the Hull 1 and 2 amount and I am missing 2437 poly's? 
What Quark Counts There 
are ALL faces that are generated by the polys in your map, even the ones "outside".

These mostly get deleted by qbsp, its pure coincidence
your numbers are nearly equal. 
A! 
solved then, different parms. 
Another Option For Textures In Linux 
Thanks again to Pekka and ericw for the advice and recommendations above. Just wanted to say (just in case in might be useful to someone else) that I got TexMex to run in Wine.

For this I have to thank Luneran again, who initially recommended TexMEx to me over two months ago. Back then I saw "Windows only" and didn't investigate further -- don't know why I didn't think of trying it via Wine until now!

Admittedly I haven't tried doing anything too crazy/complicated, so I cannot vouch for medium/long-term stability, but at least for exporting and importing one texture from one wad into another, it worked like a charm and was very user-friendly/idiot-proof. 
Another Option For Textures In Linux 
Thanks again to Pekka and ericw for the advice and recommendations above. Just wanted to say (just in case in might be useful to someone else) that I got TexMex to run in Wine.

For this I have to thank Luneran again, who initially recommended TexMEx to me over two months ago. Back then I saw "Windows only" and didn't investigate further -- don't know why I didn't think of trying it via Wine until now!

Admittedly I haven't tried doing anything too crazy/complicated, so I cannot vouch for medium/long-term stability, but at least for exporting and importing one texture from one wad into another, it worked like a charm and was very user-friendly/idiot-proof. 
\o/ 
moer wine! 
 
some free open source procedural texture creating tool, looks nice (you could also just use blender though): http://neotextureedit.sourceforge.net/ 
I'm Back Guys 
i created my aas file and it seems everytime i make a big complex map the aas wont work whether i use radiants aas conversion or the command creation way. i have a map right now that wont pull up in \devmap through quake; only through the radiant program and the aas file wont work 
 
Okay. So you compile the map and you don't get an aas file at all? Does bspc give you an error? If the map also doesn't load in q3, do you get an error there? 
MAX MAP VERTS 
So I hit the limit with the latest compile. At almost 15,000 brushes I should have seen it coming. Oh well.

I'd like to continue, as there is still much to construct. Would converting the existing brushwork that doesn't touch the void into func_detail fix this problem?

Thanks. 
 
You could convert some of it and see if the problem goes away. Might be faster than waiting for someone to tell you if it will work or not. 
Eh I'm At Work Anyway 
And going to sleep when I get home, so I wouldn't test for maybe ten hours at least. 
 
I hit max map verts on ne_ruins... there didn't seem like much I could do aside from simplifying geometry. The way I got around it was to create external bsp models for ceilings in some areas. 
BSP2 
 
Thanks For The Help, Necros And Ijed. 
I'm going to rebuild the current map, turning it into a far smaller map (10-20%) of what I originally had planned. Down the line I'll probably try a BSP2 version, incorporating all the stuff I originally had planned. 
Srsly 
Just try BSP2 - it doesn't require anything special apart from these http://www.disenchant.net/utils/ tools and the -bsp2 switch.

If it doesn't work or the vis time turns out to be measured in months then just chop it down to BSP1 as you had planned - it'll only take fifteen minutes to test and could allow you to finish the map as you wanted.

And... if the vis time is stupidly long then detail brushes will solve it, but you will have to go through the map and turn the fiddly bits into func_detail.

My RRP map compiles in under half an hour, and that's slightly bigger than average. 
Oh Is That It? 
I thought making a map into BSP2 format was far more complex. Hmm. The map compiles fine...maybe five minutes. Just too many brushes. 
Unable To Setup Trenchbroom On Mac Correctly 
Hello everyone,
I have just installed Trenchbroom on my Mac and despite I have set correctly the path to my Quake 3 folder and defined "baseq3" inside the Map Properties window, Entities don't show up and I get a lot of errors int he console such as: "Unable to find MDL 'progs/player.mdl'", etc.

Ideas? Is Trenchbroom compatible with Quake 3 Arena?

Thank you in advance for any help. 
It Is Not 
Quake means Quake. 
Ionous 
I should mention the main risk: no limits means you can just add more stuff indefinitely and never finish. 
Teleports? 
How do I do them? I made a info_teleport_destination

and a trigger_teleport but I can no figure out how to link them in trenchbroom. Do I add a key and value? 
 
target key on the trigger, targetname key on the destination, and set the value the same on both of them. Each separate teleport->destination pair should have a different value. 
Teleport 
http://quakewiki.org/wiki/info_teleport_destination

That should help. Basically you need a key value of "targetname" for both and they both need to be the same. 
RE:teleport 
I made both the info_teleport_destination and the trigger_teleport have targetname "name"

and it does not work. 
Teleport Map 
Here is the map. I don't know what is wrong...https://dl.dropboxusercontent.com/u/10224384/teleportmaptest.zip 
Pretty Sure The Wiki Is Wrong 
and necros is correct. the key on the trigger_teleport should be "target", not "targetname" 
 
no no...

trigger_teleport: "target" "blah"
info_teleport_destination: "targetname" "blah" 
Yeah What He Said. 
 
 
Please tell me if the wiki is broken and not allowing editing. 
Aas 
when i load the map on devmap it loads then stops and go back to the main menu, there is a aas file and when i try to add bots in map it says aas not found/active 
Moving Platforms 
I went through the wii and no mention of func_plat anywhere. I added target and targetname stuff retrospectively, and I cant figure out how to make the floor move or even how to define the height. 
 
/*QUAKED func_plat (0 .5 .8) ? plat_low_trigger
Plats are always drawn in the extended position, so they will light correctly.

If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is triggered, when it will lower and become a normal plat.

Flags:
"plat_low_trigger"
???

Keys:
"height"
determines the amount the plat moves, instead of being implicitly determined by the model's height.
"sounds"
1 = base fast
2 = chain slow
"speed"
moving speed (default: 150)
"targetname"
entity name
*/
 
 
meant to hit preview.
anyway, as you can see, the amount of movement is normally determined by the actual lift model. but you can override it with height. 
THE FORGE! 
http://www.quakewiki.net/archives/worldcraft/entity/standard/standard.shtm

Much more complete entity list than the wiki :D 
Stupid Question About Spawnflags 
In the second byte of spawnflags there's flags to not spawn ents in Easy, Normal and Hard mode, but not Nightmare?

Is there a way to make an ent not spawn in Nightmare but spawn in the other skill levels? 
 
Nightmare is hard skill with different monster AI. A NM-only spawn would require modified progs. 
In Theory 
You could have a NM-only killtarget for your ent to not exist in NM, but it's a setup that requires a start map and a rune. 
No Spawn In NM 
I was thinking like, make certain ammo or weapons not appear in NM to raise the challenge, but it sounds complicated. :P 
 
You could have a NM-only killtarget for your ent to not exist in NM, but it's a setup that requires a start map and a rune.

You put the rune in the nightmare entrance? 
Been There Done That 
Also made it so the player couldn't avoid accessing NM after collecting the rune, unless they opened the console. 
Yeah 
Then use func_episodegate logic gates in the actual map. 
Oh Come On... 
You have 24 hours to come up with the CORRECT maphack before I put you all to shame. Nightmare only trigger - go! 
 
hmmmm all I can think of it somehow using SUB_AttackFinished which will allow 2 or more consecutive attacks on nightmare skill..? 
 
Yeah, I specifically searched the source for "skill == 3" before posting that. I was thinking something like what necros said but I couldn't figure out how I'd exploit it on an entity. 
 
As if Preach's on-demand mentality for revealing hacks wasn't bad enough, now he's even teasing us with it! 
Ahh 
Lunaran, you were so close! Here's the trick:
http://tomeofpreach.wordpress.com/2014/10/07/nightmare-skill-detection/ 
Awesome 
That's an awesome post, Preach. Really detailed, explains the whole hack thoroughly and ties it up in a neat package.

Much appreciated! 
I WIN NOTHING 
 
Radiant In Windows 8.1 
Hi. Short question:
Is there any Quake 1 compatible version of Radiant that works properly in Windows 8.1?
I can't get any of the available versions to work. I 've tried everything... 
Strange Lighting Issue 
I've made a post about this over at quake3world because this project is q3map2. However, I remember seeing this in Cartographer's Nightmare and how I banged my head against the wall for hours trying to figure it out.

The issue is that even though a light is placed in the very center of a symmetrical room some shadows are asymmetric. Take a look here in q3map2 and here in bsp29.

It's driving me nuts. Anyone know what's going on here? 
How Come TB Says This Brush Is Invalid? 
How Come TB Says This Brush Is Invalid? 
 
( -624 -352 200 ) ( -624 -672 200 ) ( -624 -352 -200 ) rock5_2 -61.3333 -40 -0 1.5 1.5

two verticies of a plane are in the same position, meaning the normal of the plane cannot be determined. essentually this results in infinite possibilities, which is something that software tends to dislike.
otherwise known as a degenerate triangle. 
No They Aren't 
It must be something else. I'll have a look tonight. 
 
Yeah, you missed a negative sign there Spike. :) 
 
Pff, everyone is always focusing on the negatives nowadays! 
Help! 
 
 
 
Why in the WORLD would there be a limit of 64 lightmaps? I'd expect that limit to be jacked up somewhere near 64,000 or so. 
 
That is just a warning that stock engines won't support it. Quakespasm and others can handle that! 
 
I'ev been deceived of that wording before. 
 
OK ... it seemed bad because the level was black after I saw it. Like it gave up on lightmaps. But then lighting was back on the next rebuild ... Oh Quake!! 
 
So ... to ping the crowd ... QBSP runs, LIGHT runs ... the map loads into Quake and is black.

Any thoughts? I already tried being confused and saying, "What the fuck?", a lot. 
It Sounds Like 
Light just failed... to state the obvious, check the light log.

Aside from that I don't know of anything that will kill all lights apart from qc.

Does it kill all lights or some/most of them? 
 
All ... the level is just black. LIGHT gets to 100%, no errors. It's weird. I imagine, like most Quake errors, if I keep working on the level it will fix itself somehow. :P 
 
---- light / TyrUtils v0.14 ----
extra 2x2 sampling enabled
running with 32 threads
BSP is version 29
Colored light entities detected: .lit output enabled.
179 entities read, 142 are lights.
WARNING: entity at (0 0 0) (func_door) has unmatched target (Arena_Church)
0....1....2....3....4....5....6....7....8....9.... 
 
FFS, as predicted ... added more brushes, kept working, lighting is back.

Sorry for spam! 
Do You Mind The Lit. File? 
just sayin..
Maybe update that as well when c/ping? 
Did You Try 
Deleting the .lit? 
Xpost! 
 
Warren 
are you messing with QC? Did you maybe do something like this: lightstyle(0, "a")? That would cause the default lightstyle (eg: normal lights) to be black.

Otherwise, try using a different light tool temporarily? Might be a bug in yours..? 
 
Thanks, but it's something to do with the BSP complexity. If I change brushes around and add things, it fixes it. Work some more, it breaks. Work some more, it fixes it.

It's just being bitchy.

I think it'll be OK. Just have to find a good combo for it to light before release. Heh... 
 
but have you tried different compilers? i have never encountered anything like that before and I have maps that are over 100 lightmaps. it seems to me like it might be a bug. 
 
I haven't. To be honest, as long as it works in the end I'm not too concerned. I'd rather map than try to debug this further... :) 
 
Certainly can't argue with that! 
Try Ver 0.15 Of TyrUtils Maybe ? 
@mfx, Re: Big Doors Not Working 
couple ideas:
- test in an engine with a protocol that lifts the +-4096 coordinate limit like RMQEngine protocol 999, or darkplaces, I think.
- I don't think there's limit on brushes in a door. they're compiled down to a submodel of the world, so if you hit a limit there I think the map would just refuse to load.
- try a different compiler ?
Not sure really :-/ 
 
what do you mean, you can't get it to work? like it just doesn't open?

if the door is really big, it's probably just getting connected to another door.

if two doors' bounding boxes touch, they link and operate in unison. if the one being linked to is triggered by a target/targetname, then the other one becomes that way too. 
In My Latest Map 
I have a "door" that is comprised of almost 6000 brushes and is about 3000 units big. I'm pretty sure there is no limit to how big or complex a door can be. 
 
necros' theory sounds plausible. Try setting the "don't link" spawnflag. 
Thanks Guys 
fixed it.! 
 
"QBSP : Too many vertices (66074 > 65535)"

:(

And now the pain starts... 
Use Tyrann's Tools 
And the -bsp2 switch. 
 
Which engines support BSP2? Apparently Quakespasm and Fitzquake don't ...

The BSP has some mangled version number in it or something. All the tools report that it's BSP2 tho... 
 
Quakespasm Does, Fitzquake Doesn't 
 
 
I'm the worst Quake player ever ... sorry, I needed to get 0.90 Quakespasm. All good now!

Thanks for the info!! 
I Did It 
WARNING: Marksurfaces 32768 exceed normal engine max 32767

hehe, nothing more. 
...and 
After adding more geometry:

------ FinishBSPFile ------
WriteBSPFile: maps\zer_1.bsp
15012 planes 300240
32592 vertexes 391104
16573 nodes 397752
23431 texinfo 937240
26005 faces 520100
26942 clipnodes 215536
10200 leafs 285600
32750 marksurfaces 65500
116817 surfedges 467268
62745 edges 250980
106 textures 2015088
lightdata 0
visdata 0
entdata 61566

Skipped 147 surfaces
Writing File Format : BSP29
DivideWindingsOn : 0 / 0

All is good. 
BSP2 Support 
Quaddicted says that DarkPlaces, QuakeForge, and experimental builds of FTE support BSP2 (along with the latest QuakeSpasm). I know I used FTE to play Something Wicked a while back. 
WarrenM 
You can scale up textures to reduce lightmaps.

Anyone - does this work with the sky?

If you have rocks or any hidden surfaces you can mak big savings. Or completely 100% shadow areas in some places maybe too? 
It Works With The Sky 
 
It Works With The Sky? 
 
I Believe So 
Otherwise czg is a massive poo poo head for upscaling the sky in rub2m3. 
 
i didn't think lightmaps are saved on the sky.

i do it out of habit because older compilers would split the sky faces if you used a 1.0 scaled texture. scaling the sky to 10x or whatever made the compiler split only when the max face size was reached.
new compilers do this automatically though no matter what scale you use. 
I Think They Are 
I caused crashes on some old void maps in BSP1 a long time back by not scaling up the sky textures.

Now I habitually scale trigger, skip, clip and sky brushes to texture size 666. 
Being A Tool 
Now I habitually scale trigger, skip, clip and sky brushes to texture size 666.

It seems like such an easy thing to get compilers to do automatically (apart from trigger), I'm surprised none of them do it. You could add a switch to turn the behaviour on if you were being cautious, but I'd personally vote for a switch to disable this feature were it to exist. 
 

#define TEX_SPECIAL 1 // sky or slime, no lightmap or 256 subdivision

// some surfaces don't need lightmaps
if (texinfo[f->texinfo].flags & TEX_SPECIAL)
{
// non-lit texture
return;
}


in LightFace() (ltface.c) 
Replacing Liquid/teleport Textures With Quark 
I'm using quark to replace textures within BSPs and they've all worked,
but when i tried to replace a teleport texture, ingame the texture doesn't animate and appears odd 
 
does the texture name start with *? it must, if you want it to have water properties. 
@necros 
how do i make the texture start with "*" ? 
Open The Wad 
In texmex and rename it. 
It's Here 
 
hmm, i thought you used to be able to do that in quark, sorry. 
 
oh you can!

when you have the texture wad loaded in quark, click the + to expand all the items. you can slow double click or press F2 to rename textures that way. 
 
Let's say you have an FGD ... is there a way to default a value for something like "delay" to "5" if it's set up as a choice field?

delay(choices) : "Attenuation" =
[
0 : "Linear falloff (Default)"
1 : "Inverse distance falloff"
2 : "Inverse distance squared"
3 : "No falloff"
4 : "Local minlight"
5 : "Inverse distance squared B"
]

That would save me some time ... 
Yes 

worldtype(choices) : "Ambience" : 0 =
[
0 : "Medieval"
1 : "Metal (runic)"
2 : "Base"
]


That 0 sets the default. 
Worldtype 
what is worldtype? 
 
I love you with mouth. THANK YOU! 
Np 
Also, world type sets the key style to be used.

I think that's all though. 
One Caveat Though 
I'm not sure if there's logic to handle this, but I think if you set a default value and don't change it, the editor will not write it to the map file, and if the fgd default is different from the actual default, you'll get the wrong result. 
 
So in this case with the lights, the editor will not write out "delay" "5" on any lights, because it sees they're the default value and what's the point of writing a default value. 
 
:( 
I Thought It Did 
But I haven't used WC in a long time.

Is this for all versions of WC?

What about Jackhammer? 
I've Never Used Jackhammer, And Not Opened WC For 9 Years 
So I don't know. 
 
Oh no, wait, it's cool ... I added a light to an empty map and this is what Jackhammer spit out:

{
"classname" "light"
"style" "0"
"delay" "5"
"wait" "1"
"light" "200"
"origin" "-56 8 0"
}

All FGD defaults intact. 
Ah, Cool 
I must have remembered my troubles wrong. 
Editing Existing Map Features 
How can I change a map's:
ambient light,
gravity,
and add door unlocking sounds 
You Need The Source .map 
TO change the ambient light and add door sounds.

To change the gravity, you need a mod, or you can rename it to e1m8 in standard Quake. 
Map 
I can't open a bsp with quark to change ambient light and add door sounds?

Also where in the qc is the area where e1m8's gravity is changed? 
 
I don't think it's in the QC ... unfortunately. 
You Need The Source .map 
I don't even need to retype it; my browser autofills the answer if you need it again...

Once you have the .map you'll need to set all the door sounds in editor and the worldspawn light key and then recompile it.

The QC for gravity is in world.qc:

// custom map attributes
if (self.model == "maps/e1m8.bsp")
cvar_set ("sv_gravity", "100");
else
cvar_set ("sv_gravity", "800");


I think a trigger was introduced for this in Dissolution of Eternity. Or maybe it was Scourge of Armagon.

But you could just add it as a key to worldspawn going on what it says there, it seems pretty rudimentary. 
Changing Ambient Light 
I'm pretty sure you can just do another lighting pass on the bsp and don't NEED the .map to do that (no comment on whether it would be easy). Use adquedit to extract the entities from the bsp into a text file. Modify that text file to change the ambient light (perhaps modify the worldspawn keys...) then use adquedit again to put the modified entities back into the bsp. Finally run your favourite light.exe on the modified bsp. 
Or 
Just run light.exe -light # on the bsp directly, no other files needed. 
Invisible Wall 
made some whacky architecture and it moves pretty choppy,wanted to add an invisible wall just over it to smoothen movement i tought i remember something like a func_invisible or a flag to do so I'm using worldcraft), any other solution is appreciated to 
Orbs 
use clip textured brushes or skip textured brushes or even fence textured brushes with no actual texture on them.

just name the textures clip or skip on the brush you want to disappear. 
Smooth As A Baby's Bottom 
thx! 
 
just use clip brushes, mfx's other two ideas are silly. 
Custom Map Models? 
So I have a question... I saw Warren making custom map objects for his new level... But I have to ask how exactly does one go about actually placing these in the editor? He did mention Preach helped out with something?

https://dl.dropboxusercontent.com/u/161473/SeptQuake/CustomBanners.jpg


I can make custom MDL files easy enough but it there some hidden entity that allows me to pick specific models to display in engine? I was under the impression that quake 1 only has a set if precoded map deco objects like torch flames and zombies stuck to walls.

I am using Quakespasm btw. So I might be missing a feature for that engine maybe?

I would love to know how if it is at all possible. I cant seam to find info online about the specifics. :(

Be nice to add some more custom organic deco meshes like dead trees or mushrooms in caves. For the more gore focused side some new corps types impaled on rocks and strewn about the map would give that extra uniqueness as well.

Forgive me if I missed this gem of info somewhere on this forum.

Cheers and keep making those epic maps everyone! 
 
To do it in a straightforward way, you need a modified progs.DAT (the quakec game code). One way is use the Quoth mod and the mapobject_custom entity: http://tomeofpreach.wordpress.com/quoth/tutorial/mapobject_custom/

It'll work on all engines back to the original, BTW. 
Custom Mapobjects 
Be nice to add some more custom organic deco meshes like dead trees or mushrooms in caves

Ahead of you there: http://tomeofpreach.wordpress.com/2013/07/01/mushroom/

Or was that you looking at it earlier, Skiffy? 
 
badger badger badger badger... 
Thanks For The Info! 
Thanks for the links everyone, Yea I did spot the mushrooms but missed his article on how to actually do it using Quoth!... haha. Hmm now for the fun to begin. Am I correct in assuming that Rubicon2 supports a similar feature? I see them using map deco objects a lot too. 
Some Other Questions If You Dont Mind... 
Apologies again if this has been covered but I was wondering if Vanilla quake 1 allowed for custom audio files to be added into levels with a generic entity? Or was it also premade ones like the deco objects but Ambient entities?

And then secondly... is there a Light compiler that can do phong shading on BSP like ARGRAD for quake2? Or some interesting lighting tricks to get a sort of AO / Skylight base lighting pass?

Cheers! 
Skiffy 
SEXY. Yea That Looks The Part 
Thx MFX! that does look pretty sweet indeed! 
Skiffy 
re: sounds, same as for map objects, you need to use a mod to get a general-purpose sound entity. check the entities under the "Sounds" section of Quoth:
http://tomeofpreach.wordpress.com/quoth/tutorial/

Another mod option if you want source code is Rubicon Rumble Pack, see the devkit in the first post: http://www.celephais.net/board/view_thread.php?id=61077 , it has both ambient_general (sound entity) and misc_model (mdl decoration entity).

Most of the stock quake sounds are 8-bit, 11025Hz. Also most engines (including the originals) mix everything at 11025Hz. You can use CD-quality 16/44 for custom sounds and ask the player to launch the engine with "-sndspeed 44100", but note that most engines use a bad resampling algorithm so the stock sounds will sound bad in that case.

The last, annoying, bit is to make ambient sounds you have to add some unusual metadata in the WAV file to make it loop ingame. I can't find a tutorial off hand but try searching func for "loop wav" or something in google. Basically, you insert loop markers in an editor like CoolEdit or Goldwave, but it can be fiddly to get working. 
Thanks ERICW! :) 
Nice. Ok I think this has got me going in the right direction. Thanks again everyone! 
Multi Map Objectives? 
Is it possible in quake1 to go back and forth between maps with a hub world? I am wondering because in the Honey Map you could go to one of 2 levels for the poison or water and once completed it affected the starting map.

So I would want to go into a level. Do some objective and when I come back to the hub map another door has opened or something changes to give me access to another part that was blocked off.

I know the rune keys do something like this in Vanilla quake and once you have them all the last gate opens up. But those are very specifically hard coded from what I understand.

Curious to do some multimap mission with consequences :) 
Two Alternatives 
If you want to try and write some custom QC, there's a bit of a snag trying to do it exactly the way that stock Quake does it. The tracking uses a variable called serverflags which is updated when you collect a rune, and carries from level to level. The func_episodegate reads this value when it spawns and deletes itself if the right value has not yet been set. The problem is that the same global also causes the runes to be drawn on the HUD.

So you're better off creating your own global to track what's been done in your maps. The trick now is figuring how to transfer the value between maps. To my mind the best way to do it is to use the parm values in SetChangeParms to smuggle a value from map to map. Look at the functions in SetChangeParms and DecodeLevelParms in client.qc to see how they work now. Currently they send information about the items and health each player has; by storing it more efficiently you can free up space for your global.

This actually seems like it would make for a good blog post, and I've been looking for something shorter to write while other stuff comes together, so I won't go into more detail on that option at this time...

The other option is to use the built-in features of Quoth to do the same: the Session Mapindex. Unfortunately the documentation of this feature is badly organised as it's spread amongst three entity entries. I need to write a linking topic.

The feature starts with modification of
http://tomeofpreach.wordpress.com/quoth/tutorial/trigger_changelevel/
In Quoth the "Session Mapindex" is a counter that is preserved across level transitions. If you set a "mapindex" key on the changelevel trigger, when the player exits through that trigger, the value is added to the counter.

To use the counter, you need to be able to detect it. The following entities are conditional triggers which may or may not fire according to the value the counter holds at the start of the map.

http://tomeofpreach.wordpress.com/quoth/tutorial/info_mapgate/

To understand the difference, it's worth getting into how bitflags work. The best values to use are the powers of 2:
1, 2, 4, 8, 16, 32...
The reason these values work so well is that if you take one of each value, the sum of any subset can never equal any other member of the set. We can use this in reverse: give each map a different value from the set, and we can work out which individual maps have been completed, given only the sum of them. (The other reason that bitflags are a nice set of value to use is that EVERY number can be created as a combination of them)

The info_mapgate needs a mapindex key, which we should think of as a sum of bitflags. If any of the bitflags it includes are also in the "Session Mapindex" counter then the trigger fires. The easiest way to use this is to just set mapindex to a single bitflag, which gives you a trigger which fires when a particular map is completed. You can also set the first spawnflag on this info_mapgate; then it only fire when the map is NOT completed, which makes it easy to killtarget a door entity.

Lastly, you might want to detect when ALL of the maps are completed. For this you need an info_endgate:
http://tomeofpreach.wordpress.com/quoth/tutorial/info_endgate/
This works in a similar way, but rather than setting which bitflag you want, you only specify how many bitflags it covers, for example if you set "mapindex" "4" it detects if all the flags 1 + 2 + 4 + 8 = 15 are present in the counter. It's a bit of a weird interface, but for making a basic hub it works well. 
Preacher! You Live Up To Your Name Good Sir! 
Seriously DANG! thanks

You rock. I've saved this for future use.

It be interesting to combine this option with custom models so you could make things like shops that spawn items for you upon your return to the hub.

Thanks again. 
Somewhat Related... 
would it be possible to hack true hub functionality by abusing the save/load console commands and smuggling player stats through console variables like temp1 or developer? 
VIS Errors... Hmmmm 
Got any good tips on fixing vis errors in quake maps? I have not found any real good info online with how best to tackle these type of random issues. I was under the impression that you run it at highest level and it should all be fixed. There is no leaks in the map. Fixed all those so now its getting it to not turn into a image streaking error at random. 
Skiffy 
 
New Portal Cuts Evil? :) 
Hmm no coordinates.. just one warnings about new portal leaf cuts. I am using tyr tools and trenchbroom btw. 
Hmm 
verbose output with -verbose switch? 
EVIL BRUSHES! 
Hmm I opened the file in the Trenchroom beta now and used the debug tools to see if I had brushes that had wandered off grid. I had 18 in total... grrr hahaha. Well thankfully I was able to fix them. The compilers is no longer making unexpected portal leafs and compiled in half the time! Sleepwalker kicks butt....

I used the stable TB1 for the level so far. But it does tend to make dirty brushes with some of my more elaborate edits. oh well. This looks like a clear case of USER ERROR... derp.

On another topic if I may? Is it a plausible workflow to have a map you run BSP and vis on and then just spend time lighting it without needing to redo the other 2 passes? Of course at that point would only be placing and moving lights around. 
Good, 
Sleepy is a holy man for sure.
-onlyents compileswitch for qbsp just updates the entity lump of the bsp fle, even on vised ones. Run qbsp with that switch when doing lights. Saves a lot of time.
Note that when adding triggers or doors(brush entities..), a full compile is needed again. 
Breakable Objects Quake 1 And Triggers? 
Hmmm I know how to do this in Quake 2.... is it similar in Quake 1? Make a bsp set breakable and switch state to another Brush arrangement? I want to shoot and break an object in my map as an example to progress. 
 
Without QC, you have to fake it.

Make the part that will break a func_button with "health" "1", this means it is shootable. Give it a targetname, and also target it at a trigger_relay. Give the trigger_relay a "killtarget" "func_button's targetname".

This set up will destroy the func_button when it is shot. There are no effects. I suggest you also make an explosion happen which will cover it up. To do this, target an info_notnull with "use" "OgreGrenadeExplode". This will create the same explosion as if an Ogre's grenade exploded. 
I Like It! 
Nice. Yea I will give this a shot thanks! Games are all fakery anyways :) as long as it looks convincing hehe. 
Further 
make sure the button has 'speed' set to something high so it disappears.

optionally, you can create a broken version of the breakable, and make that a func_door. you can then set it to 'start open' and, if you have a fast 'speed' on it as well, the button and door will appear to switch instantly (you can hide that with explosions). 
BSP Cutup Size? 
Is it possible to increase the size of the cutting that is done to the BSP by the compilers?

Right now it breaks up large simple areas into tons of smaller chunks... but I know with for example KMquake2's BSP tool he added the option to increase chunk sizes to much larger pieces so outside BSP did not turn into a crazy mess. 
The Only Way 
is to increase the size of the texture itself. A lot of mappers increase the size of monster spawn room textures. 
I Forget The Reason 
There's a reason world polygons can't exceed a certain size in the quake engine - anyone remember? 
Surface Cache? 
 
QBSP 
cuts Faces greater then 224 units. This is afaik not changeable. 
 
I think it's a lightmap issue isn't it? They have a max size, therefore the surfaces have a max size ... which I think is what Lunaran said. 
Hmm,, 
Lightmap size sounds likely 
14588 
not quite. It cuts faces that size when the texture is 1x1 size.
It is relative to the texture size. I forget why though.

So scaling a texture to 10x10 will give you larger cuts. In the old days, you had to do that to sky textures because the compilers would cut up the sky into tons of faces. New ones do this automatically now though. But yes, if you are looking to get some extra faces, scaling up your textures will reduce the amount of cuts qbsp does.
It's rarely an issue these days though. 
Oh 
an easy free one is to make all your triggers and other invisible brushes have scaled up textures cause you never see those anyway. 
 
240 units is the default, this can be raised in some compilers but then you Brel comparability with most engines. Dark places will still load it though.

It's has to do with light maps but also, the way software renderer does lighting calculations.

Anyway who cares about poly count anymore? 
 
r_speeds be damned! 
 
"Anyway who cares about poly count anymore? "

Careful, I've tried that argument before and gotten brutally chewed up around here. :) 
 
High poly counts break vanilla Quake. If you don't care that it won't play on GLQuake (which has the same limits as software Quake but who even uses software Quake anymore) and make sure that that fact is in the release notes then I agree, who cares? Even an old (10 years or so) POS PC should be able to do GLQuake using its on board graphics chip. 
 
I had a POS PC in 2004 and it was very much capable of running GLQuake. ;) 
Hmmm 
who even uses software Quake anymore

I imagine vanilla WinQuake still has a following because of that very special je ne sais quoi that the software renderer provides.

Can't imagine many people are still playing vanilla GLQuake though. Ugh. 
 
I endorse Fitzquake with overbrights and GL_NEAREST for all your je ne sais quoi needs 
 
Also, if a lightmap is 16:1 and 8x8 it doesn't quite cover a 256x256 square. You need data points at the edges to interpolate from, but 9x9 is abhorrent and nonbinary, which is where surfaces split at 240 comes from. 
No Vanilla! 
Yea Fritz and Spasm for me with Nearest filtering for me. I just like to see how pretty we can make the game look with these most recent additions without getting lost in all the nextgen madness. 
 
I imagine vanilla WinQuake still has a following because of that very special je ne sais quoi that the software renderer provides.

Nah, that's what the qbism super 8 engine is for. ;)

Except in extreme cases, you're safe to go to the Fitzquake doubled map limits at the very least. 
Indeed 
I endorse Fitzquake with overbrights and GL_NEAREST for all your je ne sais quoi needs

Oh absolutely, but for me it doesn't quite tickle the nostalgia glands in the way oldskool 8-bit rendering does, the way it uses the colormap and whatnot.

Be nice to see an option in the fitz-type engines that uses a shader to simulate the 8-bit rendering.

necros - for whatever reason, I can't run super 8 on my pc. 
 
Except in extreme cases, you're safe to go to the Fitzquake doubled map limits at the very least.

You won't get any argument here from me on this. Way back in the early 00's I was saying that r_speeds were going to be less and less of a concern in the future. Of course I really had no idea that people would still be mapping for Quake as much as they do over a decade later, but I did know that the common PC was going to be able to handle a much larger and more detailed level design without even breaking a sweat.

Moores law and all of that stuff. 
Moving Objects? 
I have a question regarding doors and platforms... from what I have seen in quake 1 they tend to move one direction and set distance correct? Or is it possible to have them follow paths / move one direction and then another? Have a door shift backwards and then down into the ground as an example. Or a platform on a looping track? 
Doors Not Func_Trains... 
Unless I have to use that as a hack? 
 
Outside of secret doors, no. Everything moves in a linear fashion from A to B. func_trains are the only option for anything fancier. 
 
Func_train and func_path are what you will need to do. Group the brushes that you want to use into one object then give it a func_tran attribute. From there place a func_path at each point where you either want it to turn or want it to wait.

Keep in mind that odd shaped platforms may need some tweaking with the func_paths to keep the platform from disappearing into walls or whatever. The func_train is also just like a func_wall in many respects (no shadows cast by the train platform itself for example) and that whatever shadows fall on it when it spawns into the world will always be on it so be careful about where you start it off from so that it has the right lighting cast on it from the start. 
Danget Map Limits! 
I thought I saved it but I know some helpful person on this forum made a map for quake1 that was the maximum size possible that you could load up in any editor to check if your level was outside the world limits. Anyone know where that link is? :) 
Max Map... 
http://www.quaketastic.com/files/single_player/maps/hugemap.zip

This is the maximum size map you can make for standard bsp quake. 
+-4096 
4096 units in each direction is pretty much the limit, afaik. 
Radiant On Windows 8.1 
Radiant On Windows 8.1 [EDIT]

Posted by AcidicVoid [109.91.58.71] on 2015/01/10 17:25:50
I was wondering if there is a version of Radiant for Quake 1, which runs on Windows 8.1.
I have already tried several versions, but neither GtkRadiant nor netRadiant software runs under Windows 8.1.
Can someone help me with this problem ?



#1 posted by Lunaran [99.112.162.57] on 2015/01/10 18:51:34
Have you tried Radiant 202? It was the last MFC build before the dark times. You'll have to do some gymnastics with texture folders and sleepwalkr's mapconv.exe to use it for quake1 but once you've set it up it becomes an invisible part of the process.

sikkpin also updated the original QE quite a bit, and that's still MFC so it might also be adequately windows future-proof. Works great on 7, at least, and it's what I use. Harder to find, but still essentially Radiant.

#2 posted by AcidicVoid [109.91.58.71] on 2015/01/10 19:51:13
Nope. I can't install the 202 on Windows 8.1.
The installer won't start. 
Radiant On Windows 8.1 
I managed it to install version 202 on Windows 8.1 but it seems just to work for Quakw 2 and 3. 
Classic Radiant 
Sorry ;-) 
 
I imagine the reliance on MFC is part of the problem. Talk about an albatross. :) 
Tyrutils 
Dunno if it helps, but tyrutils qbsp can apparently read q2 mao format, so that could save an extra conversion step 
DERAIL 
MFC is just a wrapper for the windows API, I thought? What makes it so awful to use?

EDIT

googled "MFC sucks," 632,000 results
http://www.jvoegele.com/software/mfcbeef.html 
 
Haha, yeah. Also, it's dead (as in Micrsoft is no longer supporting it) so newer versions of Windows are going to have shittier and shittier support for it. 
Latest Netradiant Works Fine For Me (windows 8.1) 
You can grab the latest NetRadiant here: http://www.icculus.org/netradiant/files/netradiant-1.5.0-20120301-win32-7z.exe

I have no problems using it in windows 8.1 
That's Not The Latest Version 
Well Bugger Me With A Bargepole 
ok fair enough 
Classic Radiant ;-) 
 
Ok 
Well, the actual newest netradiant version (posted by negke) also seems to work fine on my windows 8.1

However they still haven't fixed the fucking clipper (it doesn't draw the 1,2,3 numbers on clip points) since it broke years ago. 
Radiant On Windows 8.1 
The linked version (http://www.icculus.org/netradiant/files/netradiant-1.5.0-20120301-win32-7z.exe) doesn't work for me.
I still get this: https://i.imgur.com/DwU4XQr.jpg
Usually nothing happens afterwards.
Sometimes it starts but crashes after a short while. 
AcidicVoid 
I think it hangs like that for a long time when you start it up for the first time.

Have you tried just letting it sit like that for a bit?

After the first time, it should start up normally. 
Oh Just Read Your Second Sentence 
well, if you do wait until it starts, but it then crashes, then I dunno. 
 
Sometimes it seems to work but the 3D viewport and some hotkeys keep glitching.
I can't find the problem... 
Smooth Shading On Terrain And Rocks Like Arghrad? 
Any of the LIGHT.exe tool developers planning on adding "smooth" "phong" shading support to their compilers? Light smoothing / samples and widening angle doe do a lot but I would like to have a little more control in that regard. Smooth shading 8 sided pipes for example would be nice :)

Please correct me if this is TOTALY in the wrong thread. Apologies ahead of time if it is.

Thanks! 
 
How would you control it? If you just set a level-wide smoothing angle you'd get smoothing all over the place and not just on your pipes. It was easy for Arghrad in Quake2 because you could set per-surface light values, and the hack was that if you set a value but didn't check the 'emits light' flag it would treat the number like a smoothing group. Since Quake has no such thing, that would basically mean using either texture prefixes or something like func_smooth, which both sound kind of awful. 
Well 
I was thinking not a seperate func, but a key/value that works on any func - like a _smooth property

To use on world geo, you'd put your chunk of world geo in a func_group, or a func_detail I guess. 
Lunaran: 
actually specifying per-surface values was pretty awful so i wouldn't mind having using a func_group (or func_smooth) instead. Sure it would be less flexible (can't mix smooth and hard on the same brush) but it would be much faster to set/verify which brushes will be smoothed. 
Key Value Could Work. 
I would be curious to try that approach since the per surface value is missing in Q1. 
Why Not 
just increase side count to 32?
And r_speeds be damned! 
 
(can't mix smooth and hard on the same brush)

Maybe you meant something else, but if the smoothing is governed by a "smooth angle" key, then you could get hard and smooth on the same brush surely.

Anyway, a complication with the func_ approach is that the lighting has to be done once BSP has had its way. At this point you'd have lost your func_group data surely? And really, we'd need this to work on world geometry or it would be pretty pointless. 
I Say Try The _smooth Key Approach 
And if you want hard and smooth shading mixed on a brush then you will just have to use multiple ones.... Then again having a range on the smooth key could still work.

A pipe that is 8 sided but with a cap would shade smooth on the 8 sides and flat shaded on the cap if you set the smoothing threshold to 50.

Those 8 sides wont go past 45 and the cap is a 90 degree angle.

I would include 2 values though. one for the degree threshold and another for groups simply controlled by another number. That way you can have brushes smooth next to each other but if they don't share the same group they smooth on their own and ignore their neighbor.

its basic and does not allow for more elaborate mixing though. 
Hybrid Compiler 
Anyway, a complication with the func_ approach is that the lighting has to be done once BSP has had its way. At this point you'd have lost your func_group data surely? And really, we'd need this to work on world geometry or it would be pretty pointless.

Yeah, you couldn't do it in the traditional way. Possible workaround 1: emit some kind of e1m5rmx.smo file in the bsp pass which contains the relevant smoothing data for the lighting pass, no smoothing if it's absent. Possible workaround 2: Create what might be the first hybrid bsp and light compiler which could remember the smoothing info...

Since you can't really process any lights until the bsp is complete, I'm not sure that option 2 would really be simpler than option 1. 
 
I'm surprised nobody has done a monolithic compiler app ... one that does it all in one shot - with the possible benefit being what you mentioned, each process being able to have knowledge of what the earlier ones did. Although I guess there's little benefit so why bother? 
While Were Talking About Cool Features 
AO baked into the lightmaps AKA the way CS:GO does it. AO would look awesome with brush architecture but the few engines I've tried to force it "on" in doesn't work. 
And While Were On The Subject 
If there was any way to hack in higher resolution lightmaps that would be lovely too :) 
2x Size Textures 
Something I thought about but never tested was creating 2x size versions of all the textures you are using in the level and then set the default texture scale to .5 so that you would have double resolution lightmaps across your level.

Unsure how it would look/work and some textures would probably be too large at 2x size. 
 
What's AO lightmaps? 
 
http://en.wikipedia.org/wiki/Ambient_occlusion

Doing it as a lightmap means just making extra shadows in corners. Q3map2 has an option to do something like it in Q3. http://en.wikibooks.org/wiki/Q3Map2/Light#-dirty 
 
Do quake lightmaps have enough resolution to support a -dirty AO effect? I guess hence your question regarding higher res lightmaps?

In the old days, I tried this and it does work to give you higher res lightmaps, but you would run out of lightmaps pretty quick.

Of course, these days, there are a lot more lightmaps available... 
Heh 
Wish we hadn't called it "dirtmapping" in Q3Map2, but back then pretty much the first popular incarnations of AO were "dirtmap" shaders for 3D apps that were used mainly as masks for gunk and dirt in corners. 
 
"Something I thought about but never tested was creating 2x size versions of all the textures you are using in the level and then set the default texture scale to .5 so that you would have double resolution lightmaps across your level. "

That's ... a really cool idea! 
 
so that you would have double resolution lightmaps across your level.

and presumably quadruple the face count, but i'm guessing no-one cares? 
 
oh right, that was another problem with doing that. 
 
Just tried to frankenstein the "-dirt" code from q3map2 into tyrutils, and it looks like it could be usable!
http://i.imgur.com/TbxbITN.jpg

(e1m1 with r_lightmap 1, light is just using the AO values and ignoring lights in the map file) Will tidy it up a bit and post a build tomorrow if anyone wants to play with it. 
OMG AO! 
Yea that does look usable indeed! Sign me up for that :) 
Ericw 
In the words of Daz, "you are a fuck". 
#14648 
Aye that's the biscuits, nice one :) 
Ericw 
awesome! 
 
"and presumably quadruple the face count, but i'm guessing no-one cares?"

I guess it depends on the end result. If it looks good enough, it might be worth it. 
Not Sure If This Is For Mapping Help, Whatever 
i've got this error
what gives?
dp engine http://quaketastic.com/files/screen_shots/dp_error.png 
 
Does it work in a normal Quake engine without mods? 
Yeah The Dp Just Run Quake Fine Without The Error 
i guess it's somewhat related to an fte compiler, with its all optimization turned on

i'm just wondering what the hell is vm_vlen 0/1 
Oops 
basically, when i'm running quake/mod via fitz(for example) it runs fine
when i'm running quake via dp it runs fine,

and when i'm trying to run the mod using DP, it crushes (vm_vlemn) 
 
qc bug.
vm_vlen is DP's internal name for the vlen builtin. the error is complaining about:
foo = vlen();
when the qc should have done something like:
foo = vlen(somevectorhere);
any modern qc compiler will generate a warning for that, so stop ignoring warnings and actually fix that stuff!.. whoever's qc mod that is... 
Ericw 
It should be fun playing with that, can't wait to see how it will affect future quake maps. 
Future Maps? 
Hell, any older map as well. You can always re-light any .bsp. You just can't change the individual lights, but anything usable in the light.exe command line is fair game. 
AO 
Here's the experimental build of tyrutils light with the -dirty option hacked in! The light.txt explains all of the new flags.
https://www.dropbox.com/s/nt78oeh49wevejx/tyrutils-light-dirtmap.zip?dl=0 
 
There is macos trash inside the zip 
 
Holy crap ... this is awesome! Looks great. Now I want to recompile all my maps and re-release them...

Thanks Eric!

https://dl.dropboxusercontent.com/u/161473/Misc/QuakeAO.jpg

That's with the -dirtydebug flag only. No lighting. LOVE THIS. 
Ericw 
You are a god :)

I just ran a pass on my jam3 level and it works great. I need to play with some of the options as the effect seems very subtle by default, although jam3_daz is a pretty dark map so maybe that is it.

More testing required! But I would say it's ready for everyone to use right now. 
 
DaZ - Abandon all subtlety. :)

-dirtscale 2.0 (or higher!) 
So 
Would spotlights on critical points + decent minlight + AO pass be good enough? 
#14663 
Well slap my salamander - that's an incredible effect 
So... 
I understand "dirty" is a not-really-AO version of AO - how exactly does it differ? Because it sure looks like AO to me. 
It Is AO 
 
Oh...... 
Yes sorry I got confused with the q3map3 "-dark" feature, which was the half-arsed version, not this one.

Good good. Just a silly name for it then. 
Nice! 
Source-code not included though? Or am I missing something. 
 
hogsy, it is a diff against a git revision.

Are the original id1 wad files somewhere? I wanted to re-compile all the maps to try this but got a lot of missing textures when I used wads from my collection.

base.wad
jr_med.wad
medieval.wad
metal.wad
start.wad
tim.wad
wizard.wad 
It Works 
with: http://imgur.com/DeokKU6
without: http://imgur.com/xSjYZ6f

Free Beer unlocked. 
 
This is good timing too. Right at the start of a fresh year of mapping. I'm excited! 
 
Anything else we can pilfer from the Quake3 tools? :P 
 
Holy Shit 
 
 
"Are the original id1 wad files somewhere? I wanted to re-compile all the maps to try this but got a lot of missing textures when I used wads from my collection."

Just use bsp2wad and re-extract them. Takes all of a second or two.

http://www.quaketerminus.com/tools.shtml 
Ok This Is Going To Be A Fun Year For Q1sp 
 
:O 
Now I want to recompile all my old levels... :O 
Ugh 
Stop adding new stuff to Quake! I still don't know how to do skyboxes or colored lights or Quoth or knight models! 
Quick, Add Thong Shading Now Just To Troll Zwiffle 
 
Thong Shading? 
I thought that id already did that in E1M3 by the teleporter secret...

Or was that supposed to be the Quake logo? 
E1M3 
Ugh, E1M4 I mean.

More coffee or something... 
 
Dude 
I want thong shading more than anything now! 
Looking Good 
awesome screenshots, WarrenM! Glad to see it working :)

Anything else we can pilfer from the Quake3 tools? :P

heh, that's what I was thinking.. Looks like the most interesting thing is the proper radiosity, but i'd guess that would be harder to copy.

btw here's a neat post in the discussion thread from when this was added to q3map2:

During production of Star Wars: Episode II, ILM didn't have time to render a real radiosity pass for every frame of CG they needed. Where they could get away with it, they used a key/fill/highlight setup, an additional "bounce" light to approximate the predominant color of whatever the radiosity light would be for a given scene, and used an Ambient Occlusion pass to sell the whole effect as true radiosity. You know the old mantra of CG: the look is all that counts.

Since we have real radiosity with Q3Map2, and we have time to impliment it when we compile our maps, we don't really need to use AO to simulate GI. AO does have another effect, though, in that if you add a little noise to the AO pass and multiply it on top of an already-affected-by-radiosity lightmap, a given surface will be made to look "dirty" or "grimy." Like a statue that is tough to clean and is very old or something.
link 
Interesting... 
mainly in that i usually hear GI and AO used interchangeably to describe the same effect. This quote makes a distinction as if AO is a cheap way to imitate GI. 
 
I think it attacks it from the other direction. GI bounces light around, leaving darkness in the corners. AO adds darkness into the corners directly. Heh... 
 
As I understand it AO usually looks at just the immediate area surrounding the sample to determine how occluded it is and darken the sample appropriately, with no attention paid to light bounce like GI does. 
 
Classic AO approximates how "obscured" a surface point is by other geometry, over a hemisphere.

Actual GI is about calculating bounced light effects.

If you shine a spotlight at the floor next to a wall, GI will light up that wall via light bouncing. AO will not. 
 
Here's what I'd like to see:

Nondirectional light cast from sky surfaces, affected by dirt-AO. Regular lighting calculated from there and added on top.

(also thong shading) 
 
lunaran: i do have a local build of light.exe with nondirectional sky surface lighting, it looks a lot like GI except without bounce lighting. But it looks really good in outdoor areas which normally look flat with the existing light tool's "sunlight" implementation.

The one thing i didn't solve is a good uniform distribution of points on the half-sphere where i place the "suns" I just iterate over latitude and longitude which means there are too many lights near the pole, and it means that lights are arranged in rows and columns which produces obvious bands where a whole row of suns' shadows line up. 
Uniform Spherical Distribution 
metl, have a look at:

http://mathworld.wolfram.com/SpherePointPicking.html

If instead of randomising the values of u and v in [0,1] you just had a uniform grid of values with u in [0, 1] and v in [0.5, 1] you ought to get a nice even half-sphere distribution out of it. If you still get lines, maybe try rotating the u values between "evens" and "odds" for each v, like 0.1, 0.3 ...0.9 then 0, 0.2,..,1. The key to it is to use arccos(2v-1) for the latitudinal angle, anyway. 
 
When I did this for Lun3DM5 I skipped point picking on spheres and just used the vert coordinates of a unit-size poked buckyball, but before I did that I was going to do something in a regular spiral using the Golden Angle. Random distribution just needs too many samples, although lun3dm5 had 122 suns and you can still see staggered hard shadows.

Q3 of course has .shaders you can jam all the sun shit into that you want. What would a more elegant way of getting advanced lighting definitions into Quake look like, other than the current method of splitting it between worldspawn _keys and command line parameters? new light_ entities that light.exe would strip out for backwards compatibility? 
"Dirty" 
I like it. I just re-lit all of Episode 1 using:

light -extra4 -light 12 -dirty -dirtmode 1 -dirtscale 2.1 -dirtgain 0.7 [mapname].bsp

(batch file of course, it took about 30 minutes on a POS 10 year old PC).

And gave it a quick run through on easy and it looks even more "Quake-y" than the original. I'm not too sure how much of that was tyrlight's -extra4 but it certainly looked better overall. The -light 12 (overall minlight) really seemed to soften it up a bit without it being noticeable overall. I messed around with the settings using only the start map until it looked right first. The defaults were a bit too subtle and without the -extra4 it really stuck out like a sore thumb.

Probably my only suggestion would be if somehow any sharp 90 degree angles touching a liquid brush might be softened somehow (water diffuses light in general and the way ID did it in some places with 90 degree angles looks out of place (E1M1 under the first bridge especially) but that's still not a complaint because I was looking out for specific stuff like that and probably wouldn't have noticed it otherwise).

Good jerb there ericw. 
Y NO SCREENEEZ 
I bet episode 4 might be improved by the same treatment, but the other episodes probably don't need minlight. 
Re: Y NO SCREENEEZ 
Becuz I have teh suckz00rs 133t skilz when it comes to this board and posting stuff and quaketastic doesn't like me using ZigguratVertigoBlewTronynsSocksOff.

That's why. :P

and I'm too lazy to set up dropbox right now. 
But If Anyone Wants... 
...the first episode maps re-lit and dirty using the above parameters I'll email it out and they can do it (and I'll even toss in that new knight model all in a PAK3.pak file), 2.97mb zipped. I can be reached at zombie.abe.vigoda at some geemail dot something or another and they can deal with it.

I'd do the other three and DM 1-6 but I don't want to be all warez-y and stuff but Episode 1 is shareware so whatever, and I'll even toss in the batch file to convert Pak1.pak (you'll need to extract and insert the new .bsp's yourself though). 
 
Dunno about using dirtscale, doesn't look great a bigger values IMO. I think dirtdepth is worth playing with though. 
 
Currently using quite subtle values on mine.

-dirtmode 1 -dirtgain 0.75 -dirtdepth 160 
 
SCREENS. :) I want the pretty... 
 
Well, dirty lighting is on the top screenshot and the normal lighting is at the bottom. The bottom light seems brighter but that's because I couldn't time it properly with the light style on that light.

https://www.dropbox.com/s/634686l70ick794/dirtlight.jpg?dl=0 
Mac Build? 
Thanks for putting this in Eric, that's awesome.

Any chance you could share a Mac OS X build? I see you included a .diff in the zip, but if you have one lying around already that'd be handy. 
 
Sure, I updated the archive to include osx builds and also added the full snapshot of the source, here's the link again: https://www.dropbox.com/s/nt78oeh49wevejx/tyrutils-light-dirtmap.zip?dl=0 
Re: #14694 
Thanks! 
Hi! 
I'm fairly new to mapping for the original Quake and now working on my first Quake single player map (w/ Trenchbroom).

I've made a trap room that works as intended with Quakespasm, GLQuake etc. but I tested it in WinQuake and some func_* appears to get culled away when looked at from some positions and angles.

Anybody knows what can cause this?

The room have quite many func_* objects in it: 2x buttons, about 15x func_doors and 2x func_trains. Is it too much for winQuake or is it something with Vis?

Any ideas are appreciated! /Daniel 
Ohh And Another Thing! 
Doesn't 'lip' work with secret doors? I've got a door that slides into a wall and causes some Z-fighting flickering between the textures and thougt I could just add a small value to lip but doesn't do anything. Tried with extreme values also. Even looked through the .map file so the the lip key and value was there. 
Welcome To Hell 
Most likely it is "too much" for winquake.
Try t_width and t_length as keys on secret_doors.
Try negative values too! 
GurgelBrannare: 
try increasing these two variables:

r_maxedges
r_maxsurfs

You might have to reload the map or restart quake for the change to take effect. not sure about that.

For the secret door, make sure the door has a slot to go into, rather than just going into another solid brush. 
I'll Second What Mfx Said 
The "Lowest" engine you should be shooting for is GLQuake. If still you want to do something for WinQuake then you really have to be careful about getting too complicated of a space going on. There's a reason why the original levels were relatively simple. WinQuake wasn't really intended for modern computer systems and it's also ~7 OS generations old. Five of which aren't even supported anymore. 
 
Making maps that abide to original limits has its own charm and is good for weak devices (Quake runs everywhere). I like it when people do that. 
True 
However when you do that you need to keep in mind the limits that that imposes on what's possible when you use almost 20 year old software designed for over 20 year old technology. 
We Definitely... 
.. need a timing machine ! 
RE: Secret Door Z-fighting 
for func_door_secret there are two keys for the movements, t_width & t_length - experiment with those and the door's angle until you can get the door to move in a way where there is no z-fighting 
Thanks! 
Yeah I guess I won't optimize it for winQuake then. I guess the probability that someone who downloads Quake maps today runs winQuake is not that high. I'll try the t_width way tomorrow. Btw the tip to not make it slide into a solid brush and instead have a slot, is it bad to that without a slot for other purposes than aesthetics? 
No! 
You can have it slide into a brush if you like. If the player can never see the imaginary space behind the door isn't there, then it doesn't make a difference.

Also in general, when you are building your maps, you can overlap brushes and have brushes that go inside, through and across other brushes. It is often better to have this than it is to have 'a thousand cuts' in your brushwork. The only thing that matters really is make sure that all of the brush vertices are on-grid. The points where they overlap and intersect can be off-grid, the compilers handle that just fine.

So

1 - brushes co-ordinates must be on-grid.
2 - BSP or output co-ordinates can be off-grid
3 - You can overlap brushes, do it it makes for more efficient mapping.

You can run it in Winquake I think, but there is a console command to allow more stuff to be drawn.

If you use the info_command entity or something like that (which is from the Quoth mod), or maybe an info_notnull hack (not sure) you could fire the console command on map-load.




ANYONE?!?


Question 
Not really "mapping help" so much as "basic quake installation" help.

You know how after a while (and a couple of custom engines later), the quake root folder is full of a million dlls and all sorts of crap that's maybe used by that one thing that you tried that one time four years ago...?

What I'm asking is: is there a list anywhere of just the files that would constitute a totally clean install of vanilla quake? 
I Am A Cretin 
I should have checked the wiki first.

http://quakewiki.org/wiki/Getting_Started 
Yeah 
clean install would just be:

quake/id1/pak0.pak
quake/id1/pak1.pak
quake/{extract your engine of choice} 
Great 
That is delightfully simple. 
 
I always have "pure" install of quake... cause my normal folder is a complete mess. 
Joys Of Steam 
Whenever I need a clean quake directory I let steam handle that! 
 
I have a clean copy of Quake in my Steam apps directory that I really could delete I suppose... I copied it over to it's own home on E:\Quake\ long ago and use that for actually playing Quake. 
 
Yeah I have steam too, but to be honest who the hell needs their games folders to be so about 30 folders deep? I mean really, why doesn't steam allow the folders to just be C:\games ?? 
 
Steam comes with lots of crap no one needs and horribly broken engines. 
 
You can set up additional or different folder locations, but you still end up with something like:

E:\SteamLibrary\SteamApps\common\XXXGame\ 
 
I don't need my games deeper than my porn folders... 
Yeah I've Got Loads Of Steam Stuff 
But my Quake is in c:\quake

(actually it's in e:\quake but that's a long sad story) 
Oh You Mean... 
E:\Downloads\

porn + literally anything else I download. I am very organized. 
 
Porn is on the desktop, ain't nobody got time for digging for that... 
 
This:
clean install would just be:
quake/id1/pak0.pak
quake/id1/pak1.pak
quake/{extract your engine of choice}

I put any changes I like and want to keep into PAK2.pak.

My test bed for everything is put into PAK3.pak.

The great thing about the Quake file setup is that the default of IDPAK0 or PAK1 can be overridden by any PAK# higher than that but if no new file is available the defaults kick in.

Mine is set up with PAK0 and PAK1 being untouched. PAK2 has watervised levels and .ogg files and PAK3 has the "Dirty" lit files (also watervised) and new models.

Easy to undo changes yet still keep a clean Quake install. 
"Dirty" Lit Files 
Nope, I meant dirty .bsp files. Lit has no place in classic Quake as it's currently implemented. It's not subtle at all. 
Say 
I have a rock mountain in my map. It has a bad vising because something tricky distorts the brushes into hom's and it aches my attention working on it.

When I change the whole structure into a func_wall there is no hom vissible, but is it save it won't happen when real vising? 
Did You Try 
detail brushes? 
 
Is it possible to scale enemies in size via hacks or standard qc? 
You Can In UE4 
#UE4Thread 
Depending On Your Assets 
Is it possible to scale enemies in size via hacks or standard qc?

If you go to the trouble of creating a scaled model then you can code micro or macro-monsters, but there's no way to change model scale in standard QC. It's not recommended to create frames at different scales within the same model, as you lose precision in the smaller scale frames. Darkplaces supports this as an extension, but it's the kind of feature you would have to commit to using DP in your mod.. 
 
*high five* 
 
You can hack the bounds in the .mdl without touching anything else and include the modified file. Probably could do it in a hex editor if you knew exactly what bytes to modify (although that's theoretically true of anything). You'd then need a whole new monster in progs for that model, though, to change the ai_forward distances, bounding box, eye offset, etc.


the better question is why in sam hell would you 
Madfox 
AFAIK, vis ignores submodels, so as long as the func_wall looks good after qbsp, it should be safe after a vis too. The main problem with complex func_walls is they render slowly in some engines (qs 0.90.0 has a fix for this, fitz 0.85 would be slow.)

If the HOMs only appeared after vising, maybe func_detail will do the trick without the performance variability across engines of func_wall. 
Re: .mdl Haxxoring 
You can hack the bounds in the .mdl

A quick goosey gander at the .mdl specs show a number of things that may or may not need to be haxxored, including...

vec3_t scale; // Model scale factors.
scalar_t radius; // Model bounding radius.
scalar_t size; // average size of triangles

I don't know much about these.

I'm guessing scale is the important one - is everything else normalised, or are they absolute values and need to be changed also? 
Shame 
It would be fun as hell to have monsters in random sizes or have them increase in size until they burst. 
Spirit = Andrew Dobson, Confirmed 
 
Switch Between Models During Animation? 
Would that work, assuming all of the mdl's are precached at the start? 
#14741 
@-ericw The hom appears after fastvis also, so it is probably a combination of other brushes.

Exporting it appart doesn't show any problems,
that's what makes searching so hard.

After turning it into a funk_wall fastvis gives a clean picture,
but with 150h realvis ahead I just want to make sure.

@-Ijed detailed brushes, is that a new func? 
Madfox 
 
Sorry For Being So Noob 
How do I obtain detail brushes?
Is it the same as func_wall?
Do clip brushes have the same function as they hide structeral brushes? 
Yes 
use them like func_wall, newer .fgds/.defs include them already.

Dont seal your map with func_detail brushes!
Or think like: "if i cut out all details, my map must still be sealed/not leak!"

Clip brushes are too cover surface irregularities(floor tiles that are detailed for example, or detailed structures that the player wont reach any way.

Use them like this:

http://imgur.com/55rdfKL

All those red clipping brushes hide pipes (with lots of faces) inside.

The number of clinodes(check qbsp output) is the one that is reduced by excessive use of clip brushes. 
Haha 
thats an old QuArK screenshot btw.. 
 
Your normal walls should stay as normal brushes but brushes which are generally there for purely aesthetic reasons should be turned into func_detail (for example, pillars in the middle of rooms, things like furniture, wall torches holding flames, crates etc) 
Clinodes = Clipnodes 
i should use the edit function that isnt there. 
Madfox 
Here are some links about func_detail in the source engine, but I think they pretty much work the same in Quake. (requires tyrutils or rebb's tools)

https://developer.valvesoftware.com/wiki/Func_detail

"Any brush which doesn't significantly block the player's view should probably be detail"

http://rvanhoorn.ruhosting.nl/optimization.php?chapter=func_detail 
Right, Thanks 
The developper mode shows what happens with real vis,
by not drawing all the lines behind the frontview.

Does light.exe effect on func_wall
or do they just stay unaffected? 
Func_wall 
Normally they are lit like regular world brushwork, except don't cast shadows onto the world.
With tyrutils you can set the key/value "_shadow" "1" on a func_wall to make it cast shadows on the world too. 
 
Madfox - Don't get confused. func_wall and func_detail are not the same thing, AFAIK. func_detail is cheaper. 
Yes 
func_detail Are not entities - they become world brushes during the compile process. 
Also 
In quake, unlike in say Q3 and HL2, detail brushes still chop up the rest of the world polys, so bear that in mind when butting random brushes at random orientations into random terrain. 
AH.., 
found the last compilers & beating the maxsurfaces 32768 limb. 
A Path Corner Causing Leak... 
Having a weird issue. I'm using a func_train w/ path_corners to have the ceiling come down to crush the player.

But as it's constructed I need to have the func_corners half-outside the map which the compiler sees as a leak.

Any ideas? Can I alter the pivots of func_trains?

Here's a pic of the corner causing headaches http://imgur.com/2gkM4yj 
 
add a solid brush that fully encapsulates each path corner that is out in the void. 
 
ah, now i looked at the picture.

Just extend the floor and walls so that the area around the path corner is fully solid. 
 
Maybe I've should've tried that :) 
Ok, Another Issue Then, Hopefully Less Stupidity... 
When using the QBSP; TxQBSP found here: https://www.quaddicted.com/tools/map_compilers
My func_details disappear. No collison or visability...

The QBSP found in a pack called TyrUtils render the func_details but I prefered the new one's error messages. 
Func_detail Is A Tyr Feature 
none of the older compilers will support it. 
That Page Is Outdated 
You can get an updated txqbsp with func_detail support at:
http://www.voidspark.net/projects/bjptools_xt/ 
Thanks! 
What's the main difference between tree and tx? 
Their Age 
 
My Don Key 
I'm just using the new bjptools, and if it has on outcome like
CheckFace: ^-- Brush 1030, Line 36552
how do I get so smart to find in the editor that brush?
I can find it in the map with textpath, but that's not the editor. 
Notepad++ ? 
You'll see the brush it belongs to and can coordinate it from there.

What editor are you using? 
Textpad5 
I know where to find a brush in the map,
I just wondered how to find it in Quark orRadiant. 
 
radiant has a 'select brush #' in one of the menus, but no idea about quark. it should though, every editor has that function. 
Bjptools_xt 
The latest one is giving me a report about a virus (win32:evo-gen [Susp]). 
Tried All 
and all give that report. 
Yeah 
I got the same yesterday! 
Which Scanner Are You Guys Using ? 
I have Avira Antivir active, i scan the Archives before uploading with both Avira and Malwarebytes.

I just did so again, as well as uploading the files to Jotti / Virustotal / VirScan.org.

All come up clean.

If you guys are using Avast, theres a few reports about this : https://forum.filezilla-project.org/viewtopic.php?t=33818 
Yes, It Is Avast 
But i found so many websites contradicting each other (some say like that one that it is a false positive, others that it is a virus that slowdown your computer and some others even tell you how to delete it) that i preferred to play it safe and report it.

But if Hrimfaxi uses Avast too, i suppose it can be an only-Avast issue. 
Ok 
Avast it is! 8-) 
Publish Checksums Of Your Binaries 
case solved 
Trigger Clip Brushes 
is it possible? 
Yes 
Use func_walls with skip texture. 
Careful Though 
Since that will block projectiles and break the monsters' line of sight. 
Errr 
I thought Tyrann's tools handled brush models made with clip brushes? 
 
one way to improve it is to make a func_wall where the main body is a clip brush, but that has small skip brushes at 2 opposite corners.

This works around a bug in qbsp where clip brushes don't contribute to the physics bounding box of the model, which means you can pass through them if you don't contact the too-small bounding box.

By adding the skip brushes at opposite corners, those brushes ensure the bounding box is correct. And the middle clip brush will work then. 
 
This works around a bug in qbsp where clip brushes don't contribute to the physics bounding box of the model

Fixed in TyrUtils apparently. 
Awesome Thanks 
but now they show up ingame with the skip texture, how do i prevent that? 
 
What compiler are you using? 
 
ne_q1sp with txqbsp 
Txqbsp 
I have no idea if that supports skip brushes. Try Tyrann's tools first. They are the most up-to-date, and most fully-featured. 
 
you can also run newskip.exe after running any version of qbsp, to hide the skip brushes. But there are qbsp versions that do it automatically. 
Thanks Again 
that did the job 
Antivirus 
M.S.E.



 
Tyranns tools are pretty old compared to he newest tx_qbspxt versions.
Not to mention they are some dimensions slower. 
Dimensions? 
What are you talking about?
Both are fast, as to say they both take only seconds even on a map with 12000 brushes. 
Seconds May Be A Bit Too Optimistic 
Just wanted to do a back to back test on bbin1. XT takes about two minutes iirc; tyrqbsp crashes... 
 
Yeah, The Hell That's Coming was a few minutes worth of QBSP time ... all those portal errors add up. :) 
Is It Bsp2 Or Bsp? 
8m30s for tyr vs 1m14s for txqbsp_xt.exe in wine. 
Huh! 
and tyr's used more of everything in the WriteBSP table. Up to 30% more clipnodes and 10% more vertices, marksurfaces. 
I Stand Corrected 
Same here, the splitting txqbsp_xt does seems to be more efficient than i thought.

And its faster, yes. 
Gtk-based Editors 
Hello, very quick question - what's the latest/best Radiant-derived editor to use for Quake (1) these days? 
NetRadiant Imho 
I'm a fan of netradiant. It's not perfect, and I'm not even sure anyone is still working on it, but it feels very solid. I did have to remap all the hotkeys in the latest version though to get it how I like it. 
Netradiant 
Right, that's what I was using - I thought it seemed a bit on the buggy side in windows 8 
 
Windows 8 I don't know, I use 7. It does have some bugs in it.

Trenchbroom was cool, but I ran into a bunch of bugs with the version I was using. It takes a bit to learn coming from radiant, but it totally seems like the benefit to workflow would outweigh the hassle in the end since it all takes place through the camera without any orthographic views.

Plus it's actively being worked on by people here, so you can bug them about it. 
 
Trenchbroom seems too awkward for me - I'm very much from the old school of needing to lay things out precisely in 2d views. It seems to take too long for me to place things properly in TB.

Next question - in netradiant, is it possible to specify in the .ent file default values on certain entities? e.g. so that a newly placed light would always start with specific light, wait, delay values etc? 
EDITORZ 
 
Just Want To Mention 
TrenchBroom 2 will have 2D views. They already are implemented and being tested. 
Cop Out 
(Please don't stop working on TB2) 
 
JACKHAMMER. :) Thank you... 
I Was Going To Mention 
Toetag... but it fell into the category of oh no I didn't

sorry what

<goes to drunk thread> 
Don't Worry. 
I won't. It's too much fun. 
Entering THREDLEVEL 
 
Trigger Warning On That Please 
 
 
Hello, very quick question - what's the latest/best Radiant-derived editor to use for Quake (1) these days?

Another vote for Netradiant.

Next question - in netradiant, is it possible to specify in the .ent file default values on certain entities? e.g. so that a newly placed light would always start with specific light, wait, delay values etc?

I think you have to do that in QC, but I'm not 100% sure. 
.ent File 
Next question - in netradiant, is it possible to specify in the .ent file default values on certain entities? e.g. so that a newly placed light would always start with specific light, wait, delay values etc?

I think you have to do that in QC, but I'm not 100% sure.


I know that in Worldcraft (and TrenchBroom for that matter, anything that uses a .fgd file) you can set a different default light value (the default is 300) and at its core other than different formatting to add stuff specific to NetRadiant, the .ent file is essentially just just an .fgd in different clothing.

So to answer the question, yes you probably can change the default light value (or anything else with a default) HOWEVER anything that you did prior to altering the .ent file will stay the way that it was unless you adjust them separately.

Don't forget to make a backup of the .ent file before you mess around with it. 
Thanks 
Thanks for the advice - after shopping around I think I'll stick with Netradiant for now, but I'll look forward to trying the new Trenchbroom 2, with its 2d views, when it's released.

I think you have to do that in QC, but I'm not 100% sure.

I'm not sure I understand - how would the compilers recognise any QC code? (e.g. light compiler)

So to answer the question, yes you probably can change the default light value (or anything else with a default) HOWEVER anything that you did prior to altering the .ent file will stay the way that it was unless you adjust them separately.

I have had a good look in the existing .ent file and I can't seem to find anywhere where a default is being set on anything. Hmmm... 
 
radiant and qe3 don't set defaults on entities at all - they don't set any keyvalues you don't personally set except for origin and classname.

the 'default' is whatever the compiler, progs.dat, or engine assigns to the value, depending on which of them pays attention to the particular key. 
 
I'm not sure I understand - how would the compilers recognise any QC code? (e.g. light compiler)

The engine does. Lots of entities have default fields and values set in QC. Lights actually, now that I think about it, are an exception.

The engine runs the QC spawn function for anything it finds in the bsp, and defaults are taken from there (such as the health of the monsters.) 
 
Ok, thanks, I probably should have been clearer in that I was specifically looking to set defaults on light entities.

Anyway, I guess I'll just copy/paste an existing entity in the map, which should avoid me having to type all the fields out every time I create a new one. 
Just A Litte Question About Good Brushwork 
So I made some bars func_detail in and thought that they wouldn't cut up world_brushes. But appearntly they do. http://i.imgur.com/5oFwsBT.png

So I'm just wondering what's considerd good practice. Should I be cautious of ending up with too much unintended geometry? Is it better to have something like this floating near ground and ceiling not touching or is that over-optimizing?

Made a Q3 level before but still a bit green when it comes to BSP work. 
 
since func_detail does not affect vis, i think making them float 1 unit away should be perfectly fine.

otoh, that screenshot seems like it is a very closed off isolated area, so likely the performance gain of getting rid of all those extra cuts will be negligible. but if that was outdoors? or the cuts were propagating into other cuts? then it would be worth the few seconds to move the faces away, I think. 
Q1 Detail Brushes 
Work a little differently to most other brush based engines. Func_detail in Quake will stick make bsp cuts however they are ignored by VIS.

Good use of detail is basically saving you time when you vis a level. 
 
Thinking about how your faces will split takes a lot of time to get the balance right. It could be a simple case of having a bar run along the bottom and top of your bars might produce nicer results. 
 
Func detail is really just to cut down on vis times and not really to cut back on faces. It's a balancing act between the two. If you want to have less faces then "Lift" the bars one unit off of the floor and ceiling when you do your final cut. Nobody will notice anyway.

The main thing to keep in mind about about func_detail is that where it touches the void you "Can" get a HOM effect in some situations so something like trim (and your bars are a sort of trim) is usually a big no-no unless you offset it by a unit (and again, it's not usually noticeable to even the most critical eye).

I'm not too sure about how that might effect "Dirt mapping" though because as I understand it it needs hard corners to properly do the calculations.

I would suggest that you just block out the level first and do a fast vis to check for leaks (and add at least 25% to whatever you think is enough room. It's not like you're paying for the paint, plaster, tiles or a heating bill) and add the "Trim" at the tail end of the process, which is going to eat up that 25% pretty fast anyway. 
 
if you need it to butt into the world for whatever reason, but don't want cuts, then func_wall that mother.

Just don't go hogwild with func_wall though, for ~*reasons*~ 
Like Entity Flicker 
 
Also 
Detail brushes will not cause HOM as long as you don't use them to seal the void. And if that happens then you get a leak and vis fails. 
 
if you need it to butt into the world for whatever reason, but don't want cuts, then func_wall that mother.

Just don't go hogwild with func_wall though, for ~*reasons*~


Yeah, sometimes you might be better off making the base that the bars intersect into the func_wall, and leaving the bars proper as func_detail. 
Fgd Quake + Extra 
Hello,

I seek a fgd based on a quake 1, which includes extras. "rotation, breakable, etc ..."

Can you help me. thank you very much 
Extras For Quake 
That's for a particular Quake mod called "Extras", which can be found here:

http://www.quakewiki.net/quake-1/mods/extras-r4/ 
Haha... 
extras is pretty neat. I love the gibbable corpes, the sparks from the nailgun, the extra moveable objects, rain fx...

Not too keen on footstep sounds, cartridge ejections for the guns though. Oh well. 
Drake Fgd? 
Is there one? 
Max Texture Sizes 
Texmex will allow me to import a 2048 and save it into the wad, but sikkpin_QE3 won't load anything over 1024. Hacking the 2048 onto a brush manually and compiling works fine in FitzBakerMarkV and QuakeSpasm. Even WinQuake loads the map and displays all the textures (although in the latter case the mipmapping is kind of wonky).

I'm not actually going to use a 2048 texture in Quake, but for the sake of argument: is there an upper limit? Are there secret but horrible side effects to large textures? 
 
there's no official upper limit but probablty each engine or tool will break in undocumented ways when you make something big enough.

For example in GLQuake the limit is width x height <= 307200 
Ah, Because That's 640x480 
... or 1024x300.

So, in GLQuake, that's 1024x256 or 512x512 tops. Curious if there are engines that have raised other bsp/netcode limits but left that one. 
Lunaran: 
correct, the line of code looks like this:

static unsigned trans[640*480]; // FIXME, temporary 
 
lol 
Common Practise? 
Is it ok to make brushes with liquids (lava/water) intersect with world brushes, and go outside of walls? I've noticed that if I use multiple brushes for water the edges where the brushes meet becomes visible in-game. I've read somewhere to never let brushes intersect so were a bit hesitant to do so. 
 
Intersect away, no problem. 
Hmmm 
made it one big lava brush, but the geometry around cuts it up on compile with quite noticeable edges... Any tricks to get around this? http://i.imgur.com/YVzHLKL.png 
 
I've noticed that if I use multiple brushes for water the edges where the brushes meet becomes visible in-game.

This shouldn't happen.

Nor should the thing in the pic you posted. 
 
No, the artifact in the picture is what happens with most modern rendering engines. That would look fine in the software renderer. 
Ahh Ok... 
Quakespasm get your shit together! ;) 
 
That would look fine in the software renderer

Oh, so it's a shitty GL rendering thing. Does this happen in Fitz / Quakespasm ? 
 
r_oldwater 0 should fix it, that'll be the default for the next QS release. 
 
r_oldwater 0 did the trick! Thanks 
That Happens 
when the texture isn't aligned across all the brushes. 
Only Problem 
Is if liquid volumes touch sky, then the compile will break.

And yeah, r_oldwater 0 FTW. 
 
water and lava touching also cause a problem i think? 
 
and uh... slime too i guess. :S 
Liquid Volumes Touching Skies? 
When would this even happen? :)
I guess if you were to make a horizon but, damn the size of the water brush would be huge! 
 
It's almost always a mistake. You copy a brush, move stuff around, etc. It happens. 
Yeah 
Make sure all water/lava face's texture attributes are 0 
Yeah 
Make sure all water/lava face's texture attributes are 0 
Except For The Scale Attributes 
Which should be 1 
Can Anyone 
Point me to a .bat FAQ or whatever so I can make my compile a bit more clever.

I want to copy the mapfile, change some of the data within it (texture names for {) and then compile the copy.

Or... does your compile tool already allow for something like this Necros? 
Fyi 
the latest trenchbroom 1.x release can work with { textures, in case you were working around that.

Not sure about where to get a good bat file tutorial, sorry 
Lol - Had To Look Up What You Meant 
so, alpha textures start with "{" ...You're kidding me...how many tools does that break? 
Ijed 
The compiler gui thing doesn't do that, although writing some kind of command line application that regex replaces stuff would be trivial.

I don't do i/o stuff much, but I imagine you could do the replace in between your input and output streams and never even have to load the file into memory, just scan the buffer before you feed it to the output? 
 
"We mark important threads by prefixing the name with a semicolon and the words 'DROP TABLE'" 
Aha 
Yeah I was just going to work around the TB problem, but if it's already solved in editor then I'm good. 
Kinn 
Well, older versions of TB for one.

Using the - symbol would have been much better. I wasn't much involved when that particular discussion was going on though. 
 
it's a terrible idea, but apparently it matches the half life convention, which means someone at Valve also had a terrible idea.

Though personally i have a bigger objection to the fact that it's typographically ugly. 
 
in other news, in order to prevent people from stealing your textures for other maps, just call it "ground 3" or something.

tbh, my stance is that editors should just be quoting texture names anyway, and that its only okay to drop the quotes if its alpha-numeric-plus-underscore.

my solution to batch files is to install cygwin, then you can use 'sed' or whatever. probably overkill though. 
 
someone at Valve also had a terrible idea

what NO 
Mac Utilities 
Does anyone know if there are any WAD tools for OS X? Want to extract a WAD from a BSP, maybe make my own WADS, etc. Or am I being ridiculously optimistic and should just fire up a virtual machine? 
Tyrutils 
will do the trick for extracting a wad from a bsp:
"bsputils --extract-textures e1m1.bsp"
(from http://disenchant.net/utils/ )

for other things, I just use wine for OS X (http://winebottler.kronenberg.org/) 
Brilliant 
many thanks ericw, just what I needed 
Advanced BSP Resources? 
Anyone know of some particularly useful/interesting/advanced/silly/stupid bsp tuts?

domes, concave semi-cirles, anything not exclusively right angles, rules-of-thumb for unusual multi-faced polygons, etc...

I can already hear the cacophonous chant "just use meshes!"

but yeah, bsp stuff plz :) 
Have You Seen The Czg Circles Tut? 
 
I Have Not... 
...but looking now 
Seconding The Czg Tut 
Very valuable resource for beginners; I always refer to it when I map ... err, I mean when I incompetently mess around with TB. (Not sure how useful it would be for you, KillPixel, seeing as the finished parts of kpcn2014 are better than anything I could hope to complete in this lifetime.)

But for other newbies who may stumble across this thread and have trouble finding the guide in question:
http://www.quaketerminus.com/hosted/happymaps/curv_tut.htm 
Meshes Are The Lazy Way Out! 
 
 
CZG's tut is nice but making those pipes in TB isn't too easy IMO, I end up doing a lot of vertex work instead. 
 
yeah, the tutorial is based on having a specific skewing mode in WC which surprisingly does not get replicated in a lot of other editors.
specifically, this skewing mode will rescale all brushes in the selection. 
 
I expect you could get similar results by rotating and clipping maybe. I don't tend to do pipes too often. 
Hrm... 
@total_newbie - Thanks for the link, and I have seen that tut before. Also, that's very flattering (really), but I have difficulty believing you couldn't do something just as nifty, or even more so ;)

Anyway, ANY bsp tuts would be nice at this point. I feel like maybe I missed some fundamental technique or understanding that could be making my life a lot easier...

My mind is not very mathematically oriented and texture projection is kind of a headache for me. I'd like some formula to use when figuring texture size for angled surfaces. I think for a 45 degree angle the texture sure be like 33% bigger and fitted so there is no visible 'stretching'.

That ease of vert manipulation in that tut doesn't seem possible in radiant, or is it? 
 
Just use Jackhammer or something that has automatic texture alignment. 
Just Use TB 
it's the best editor out there. In terms of alignment I rough out most of my geometry whilst having texture lock OFF. That way your textures are aligned by TB default (and faces will be cut properly). The only time you will be doing a lot of texture aligning is when you add in details, and most of this work can be shortened by building prefabs.
I have prefabs for pretty much all texture themes now, building maps is fairly rudimentary. 
It's Not An Editor Issue 
I'm talking about texture 'stretching' on angled surfaces as a result of texture projection. AFAIK this is something an editor can't 'fix'.

I'm pretty sure the only way around it is by making a texture a certain percent longer/wider, that percentage is determined by the angle of the surface. Maybe I'm wrong, was hoping someone knew more about this and could clearify. 
Jackhammer Can Project To Face 
if you don't wanna use jackhammer you can figure out the stretch ratios with some simple trig. 
 
You can also use the face editing mode in Jackhammer to align one face to the edge of another. It compensates for skewing and angles and all that jazz so it looks crisp and perfect. 
Oh, Cool 
i'll check out jackhammer 
 
or you could just reduce horizontal scaling.
on 45 degree angles, I usually reduce to 0.75 which seems to look right. There's probably a mathy way to get the exact number, but I just tend to wing stuff like that. 
Maths! 
 
 
Or ALT+R_CLICK in Jackhammer. :P 
 
Thanks for the maths Preach! I just wing it but that takes so much time.
So used to radiant now, WC editors seem so clunky in comparison. 
 
yeah, ~0.71 is correct but 0.75 is what i use because if you do a standard 12-sided cylinder, the straight sides are 4:0 and the angled sides are 3:1, that "3" means a 0.75 scale will fit perfectly. 
 
Use the 'fit' tool in Radiant. I've only recently started using it (with my Q3 map), and I've learned to really love it.

Takes a little getting used to, and you still have to input the correct rotation (Arctangent of Rise/Run, ATAN(-1/2) = -26.5... here), but it takes care of the scaling for you!

http://scampie.net/etc/angledtexture.png

Took me 30 seconds to make and align the texture with the fit tool. 
 
I do wish that TB was easier to align textures for. Even in TB2 it's fiddly. Should have the ability to align all sides, say how many times the texture should tile/repeat etc. 
Ah 
okay, i was a bit confused, let me clarify

1. a standard 12-sided cylinder would have straight sides of 4:0 and angled sides of 4:2, so you don't need any scaling for it to look good.

2. the standard 24-sided cylinder has sides of 4:0, 4:1, 4:2, 3:3. I generally only bother adjusting scale with the 3:3 one and i would use 0.75 scale.

In both the above cases, the goal is not mathematical correctness but a) avoiding obvious stretching and b) getting "panel" type textures to perfectly fit the face. Because of the orthographic projection, the 4:0, 4:1, and 4:2 sides all get the same projected width.

For 45-degree angled faces not part of a cylinder (and with flat "material" textures), 0.71 or 0.70 is what i generally use. 
Fifth 
Wrap texture and auto fit are on the todo list. 
 
Are you trying to turn me on? 
Nice! 
@preach - that's exactly what I was looking for, thanks. 
Best Newbie Mapeditor? 
I've tried this before a hundred times and never got anywhere.

Time to try again!

What's the most generally user-friendly editor for Q1SP maps? I need something any lobotomized sack of protoplasm could pick up and use to spit out a hideous piece of barely playable garbage.

A good Q1 mapping primer would also not go amiss here, if anyone has a link to one -- not a tutorial, just a breakdown of stuff you're going to need to get really familiar with and various shortcuts. 
I'd Say Trenchbroom Is The Best IMO. 
I made a tutorial video which starts from literally the beginning (downloading the files) all the way up to making your first box map.

https://www.youtube.com/watch?v=BisleGBgQ4w

It's unlisted because it's not really well done. I intend on re-formatting and making a decent video at some point. 
More Tuts/primers 
I haven't watched it yet, but thanks for making that tutorial, Fifth!

I'm a complete newbie mapper, and decided to go the TrenchBroom route. Can't say how it compares to other editors, as it's the only one I have ever tried, but it is reasonably user friendly (I cannot wait for TB2 and 2D views, though, as I find the perma-3D thing a little frustrating at times).

Need to plug Scampie's TB tut here too: http://quakewiki.org/wiki/Getting_Started_Mapping.

Also look at this set of links: http://quakewiki.org/wiki/Mapping_tutorials.

This list of Quake entities http://web.archive.org/web/20090506031258/http://hosted.planetquake.gamespy.com/worldcraft/index2.shtm is particularly useful. It is not 100% complete, but incredibly helpful nonetheless.

Daz's TB video https://www.youtube.com/watch?v=Wr9FR1W1JFE also gives one a very good sense of what's where.

If you're on Linux, this guide http://andyp123.blogspot.de/2013/03/running-trenchbroom-quake-editor-on.html is extremely helpful in installing TB. 
I Appreciate The Tutorials... 
and Trenchbroom. I actually managed to make a box map, which i was previously unable to do! (Yes, seriously.)

However, Trenchbroom seems limited to box maps (maps with right corners, at least) with an initial glance and I want to use my architectural studies to the fullest.

The tutorial links are nice, but I learn very poorly from tutorials (more specifically, I learn to make EXACTLY what they teach very well, which is great for general purpose elements but bad for complex stuff). The stuff on QuakeWiki could be useful, but I can't tell as it won't load at all!

What I really need is a bunch of "tips-n-tricks" along with basic function reminders. Things like the tutorial on pipes shortly above my post are a great example of stuff I can actually learn well from, even though it doesn't look like I could apply it easily to Trenchbroom. Combined with a reference guide (not docs so much as a cheatsheet) for the editor I could get on my feet very quickly. 
 
However, Trenchbroom seems limited to box maps (maps with right corners, at least) with an initial glance and I want to use my architectural studies to the fullest.

Press v. 
 
However, Trenchbroom seems limited to box maps (maps with right corners, at least) with an initial glance and I want to use my architectural studies to the fullest.

Much to learn, young Padawan...much to learn... 
Brilliant! 
Much better. This is why that cheatsheet would come in handy! 
Trenchbroom Is Well Documented - 
http://kristianduske.com/trenchbroom/docs/

All you need is pretty much there. It's fairly simple and straightforward, gives you all the shortcuts you need.
In terms of geometry creation, it's simple to use and understand but you can create complex stuff quite quickly. It's also very good for making organic geometry like rockwork and natural landscapes. 
NullC 
Did you miss the documentation that TB comes with?

It's also available from here: http://kristianduske.com/trenchbroom/docs/ 
My Bad... 
I normally don't check docs (especially "good" ones!) because they're generally full of overly technical info useless to a novice. Almost no consideration given to using them as a reference as you work.

Trenchbroom is a breath of fresh air all around!

I'm building a nice little start-room for my first map right now. Thanks for the help guys!

Couple remaining questions.

How complex can the lighting get? For example, if I wanted the lightmap to be casting shadows of bars or (using those pyramidal post lights from the ID base maps) just be a thin slot pouring out horizontally, could I do that? What about spotlights? How would I go about doing these?

Is there any way to visualize the lighting other than compiling the map and running it?

Thanks again by the way, guys! 
Lighting 
unfortunately, there isn't much in the way of visualizing lights. as a beginner, you will just have to compile and check until you start to get a feel for the numbers.

you can check this out for a little more explanation of the settings you can give to lights: http://shoresofnis.com/post.php?postID=2

i would recommend you have little test rooms where you copy and paste the bits of the map you want to test out lighting on. once you have a good result, copy and paste that light entity. not only is it easier, but you'll get a more consistent look.

this might help visualize spotlights a bit: http://shoresofnis.com/img/fakeshadows/torchShadows3.jpg

if you have a really hard time, you can use target->targetname from lights to info_nulls. that way you always know where the spot is pointing.

the guide touches on spot lights a bit. 
Right Angles? 
It can do more :)

http://www.quaketastic.com/files/screen_shots/rift0wip.PNG

But, I'd recommend not trying doing such freeform stuff just yet - you'll (probably) get frustrated quickly since there are a lot of things you need to know about how BSP and the compilers work before you start pushing the limits.

I've got some general hints, since I can't be bothered just now referencing stuff (and what everyone's provided above is more than enough for you to get started with).

1. Set yourself deadlines - the hardest part of mapping is finishing
2. It doesn't have to be perfect; concentrate on what you know is weak, not everything
3. Learn to be critical, identify where and why something is wrong
4. You don't have to release your first map
5. Personally, I don't follow any of these, and you'll develop your own method as you learn :D

One I do follow though:

6. The journey is more important than the destination

Good luck! 
Thanks To Everyone 
And especially thanks to ijed: his Warpspasm pack (played for the third time...) inspired me to try this again. Having him post a response to me is kind of like one of those teenage fangirl squee moments, except less squee and more arterial blood spurts, and less teenage fangirl and more hideous unhinged star-abortion. 
Ijed 
Nice screenshot! It looks so ... surprisingly un-Quake-like and pretty. Makes me want to go and take a walk there (I mean a real walk; not a run through a map shooting monsters). 
Best Practices? 
Ok, I'm getting a bit more intricate with my work. Clipping brushes was initially really hard to wrap my head around until a friend described it as cutting decorative pastries, and then it was suddenly perfectly easy to understand.

And now lighting is getting past the point of simple functionality, so I'm wanting to know about best practices.

1: Target engine/engine parameters? Is it "okay" of me to target Darkplaces with RT World Shadow enabled? I can't keep the spotlights from lighting stuff they shouldn't be otherwise, it seems. If such a tight requirement would be frowned upon, is there a light util that does semi-proper shadowing?

2: Colored lights require .lit files. I futzed with the engine a bit, and if .lits aren't loaded, those lights don't work at all! That's a catastrophe. Is it okay to require .lit capability in whatever engine the user decides to run it in for full playability? If not, is there a way to quickly and easily strip all the _color keys from a .map so I can just compile a .lit-ful and a .lit-less set?

I want the maximum number of people to be able to "enjoy" my maps, but I also don't want to have to compromise atmosphere, especially in a game that is so very atmospheric. I'm trying to figure out what the line is there. 
 
1) Making a first-time map for Darkplaces only is a guarantee that almost no-one will play it. What are you trying to do exactly with the spotlights? If you describe the problem then I'm sure we can help.

2) What exactly do you mean by "I futzed with the engine a bit"? I'm not sure what you are trying to do there - if the engine supports lit, the lights will be coloured, if not, they will be uncoloured, but should all appear correctly otherwise. 
 
If .lits aren't loaded you get greyscale lighting. Anything else is a bug. 
Alright Then 
Darkplaces is broken, then. Blah. Disabling RT World turns off all colored lights entirely. I figured this was equivalent to disabling .lit support, given otherwise it changed very little other than general shading. My bad. Guess I'll be moving to another engine... Any suggestions? (I only liked DarkPlaces for the shadowing.)

I'm trying to get overlapping areas of light and shadow on the side of a room. I have a set of very narrow angle spotlights currently, because of attempts to use progressively narrower angles to fix the spotlights lighting all of the walls and the floor with no darker spots at all. No dice. 
 
If you want to try another engine, QuakeSpasm is a good choice. Crossplatform, some good usability and performance improvements, relatively GLQuake-faithful but also with rendering bugfixes. Lots of mappers and map-players use it. 
Quakespasm 
Quakespasm seems to be the de facto standard around here (so if your map works properly in just one engine, Quakespasm is probably the best choice, as you'll have the largest potential audience).

I have no knowledge of the technical side of things, though. Maybe there's simply a setting in DarkPlaces that needs to fiddled with. 
 
OK, here's my unsolicited 2 cents ...

You're going to have to let go. :) Quake is over 20 years old so you're not going to realize any great lighting schemes or whatever you have planned. Quake can look great, don't get me wrong. But on the whole, you have to go for broad strokes rather than specific lighting set ups. 
Maybe It's The Unflattering Lighting That Makes It Look Older 
but Quake is only 19. 
But... 
I saw screenshots of a map with excellent light/shadow interplay using spotlights in parallel with overlapping edges. It was some kind of lava-castle type thing... don't remember name off the top of my head. But I just want to do something like what that map did! I'm not expecting some kind of rendering voodoo that instantly makes it work like a modern engine, just having working spotlights would be peachy. (Currently my best guess is the light util is treating them as regular lights...) 
Oh, And 
I'll check out Quakespasm... The GLQuake faithfulness does make me a little uneasy, but that's only because I'm sorta uncomfortable with older OGL games in general. Bad memories of antediluvian gaming machines having random BSOD seizures. I'm sure I'll get over it. 
Important Extra Info 
If .lits aren't loaded you get greyscale lighting. Anything else is a bug.

Little warning here: if you have an OUT OF DATE .lit file, it might be overriding the light settings in subsequent compilations. This might result in unconnected patterns of lighting, unexpected colours, or just the map failing to update in-engine as you recompile with new settings. 
Map Jams 
The map jams might be helpful:
https://www.quaddicted.com/reviews/?filtered=mapjam
most/all maps have sources included, so if you see a lighting effect you like, you can check out how it was done.

Or, post a screenshot + map file. Spotlights can be a pain to set up, I haven't used them much but did use them a bit in jam3_ericw.
IIRC there are two choices, either set "mangle" "yaw pitch roll", or target the light to an info_null (?) which is the spotlight target. 
Goes Without Saying... 
but which light compiler are you using? 
Re: .lits, Light Compiler, Etc... 
The .lits are up to date, I doublecheck timestamps before I copy over files to the id1/maps folder, to prevent unexpected frustration. Maybe it's just that colored spotlights don't work (i.e., you can have color or spotlights but not both)? That would be awful but manageable.

I'm using the latest version of light.exe available here: http://disenchant.net/utils/ as per FifthElephant's tutorial. I don't know any of the settings, however. Do I need to add something to the commandline to make it work well with certain lighting?

I'll see about grabbing a screenshot but this may take me some time (I'm technically at work...). 
Okay! 
The top map (The Living End?) is the one that has the spotlights, clearly visible, that I am trying to emulate. https://www.quaddicted.com/reviews/ne_lend_doom.html

I'd offer a screenshot, but I just tried the map in Quakespasm and there are no spotlights. None, not even the ugly kind. So at this point I'll link my awful piece of crap thing (technically I'm building the end room of my first map, and the proportions are actually wrong) and see if anyone can spot the problem... because I can't. Please excuse the hideousness, this is very far from final-touch-up. The missing wall is because I have yet to build the rest of the map, of course.

http://dropcanvas.com/khdtx/1 
 
Mangle looks strange. Try 0 -90 0 and an angle of 80 - 120 for a lightcone facing down.

Mangle is 0-360 around z-axis, 90(up) to -90(down), and 0. 
Yes And Also 
your spotlights are too faint compared to all the other bright lights in the room which totally drown them out. 
That's Strange. 
I clearly remember that I set mangle to -90. And despite the slipgate lights being at 170, they're very dim (no idea why). By far the brightest light-set is the one associated with the two conical lights in the corners, despite them being set to 120.

I'm starting to suspect shenanigans in how Trenchbroom handles things. But let's see how it works now...

I fix the values, save and compile and no changes. I wonder what will happen if I reload the .map file. Hmm. Everything's still set up right (mangle of -90, etc). I brightened the light value to 190 and set a wait of 0.5, so I don't understand how it wouldn't show up, not even in the very rear corners where no other light makes it. Maybe the angle/_softangle size?

Recompile: no dice. angle 120/_softangle 80 gives me absolutely nothing (using mfx's suggested range), so I'm stumped. Here's a link to the latest version. http://dropcanvas.com/khdtx/2 
Hmmm 
if you are seeing very dim red lights, but I am seeing very bright red lights, then that sounds like an issue with the way the light compiler treats _color values

I see you are using _color components in the 0-1 range - try using the 0-255 range see if that fixes it 
 
I can see the spotlights:
https://www.dropbox.com/s/lp6cfr6yng9rz4x/spasm0048.jpg?dl=0

This is quakespasm with "r_lightmap 1" set in the console, handy for seeing the lightmaps. No special compile flags used, just -extra to smooth it out a bit.

The "angle" "120" is making them have a pretty wide cone.
Also the fading lights on the slipgate seem really bright.

Edit: ahhh, I know what's going on, tyrutils didn't originally support colors in the 0-1 range, it's only my modded version that supports that. Try with this light.exe:
http://celephais.net/board/view_thread.php?id=60967&start=287&end=287 
We Have A Winner! 
Alright, that did it. And GOD that is hideously garish. Definitely toning that way waaay down. Out of curiosity, what light compiler were YOU using Kinn? That one might be better for me.

FTR: I arrived at the color values I was using though Trenchbroom's built in color editor, which is much faster to use than manually inputting the values until it kinda looks right in the tiny preview pane. 
Excellent, I Need To Start Refreshing Before I Send A Post... 
 
NullC 
I'm using the latest version of ericw's modification of tyrutils - i.e. the one he posted. It's the bee's knees. 
Free Textures From Pixar 
Problem With Adding Ice And Ladders To A Map With Trenchbroom 
Hi, I've recently started to learn to use the map making tool Trenchbroom to create some quake 2 jumpmode maps. I don't seem to be able to find a way to add ladders and ice to a map. Does anyone have any idea how I could do it or if not who might know? 
 
you may not be able to, as those require surface attributes which Trenchbroom does not support.

you could temporarily jump in with another editor, but the attributes may get clobbered when saving. 
 
A random brief defense of DarkPlaces:
The real time lights exist in a separate "layer" from the lightmaps (though they can coexist). IIRC DP will see a torch entity and add color to its light value in real time mode. If a lit file isn't loading, this could be why a map has colored lighting with real time lights, and colorless lighting with static lights. 
Where Am I? 
Stupid question probably, but how do I know the position of my brushes relative to the world, when I'm in an editor (using TrenchBroom 2 at the moment)? I recall someone on this thread once made a map that had all sorts of issues because it was off-centre, and I have no idea how you ascertain that...

Should I be asking this in the TrenchBroom thread instead? 
Tyrutils On Linux 
Would someone be so kind as to tell me how to compile Tyrutils on Linux? I've downloaded the source code, but I don't know where to go from here. 
Whoops 
Found the answer here http://quakewiki.org/wiki/QBSP

Sorry for wasting everyone's time! 
I Meant The Answer To #14936 
Still looking for the answer to #14935... 
 
Generally editors will give you the option for a grid overlay marked off in world coordinates. I haven't used TB yet so I don't know how that sort of thing might fit into its 3D-view-centric philosophy.

At least one of the pictures on the TB website seems to be showing world coordinates for a vertex: http://kristianduske.com/trenchbroom/images/vertex_editing.jpg 
So 
I ended up scrapping that last one and going for something more visually/conceptually interesting to me. I already have an extremely moody opening area that stands out to me as one of the most incredibly tense starts in a Quake map I can remember seeing.

It leaves me with another set of issues, however.

I can't seem to get things to rotate "nicely" in TB. Simply put, it eats texture alignment alive when I rotate objects AND I can't manage to keep edges in their place when they should be. I ended up face-dragging, but in a lot of ways that's even worse (edges stay in their proper place, but texture alignment still gets broken AND I have no reliable reference for how to rotate them to make them look nice again).

Furthermore, edge splitting (for when face dragging is the proper way to handle things, i.e. bent metal plates) doesn't seem to work for me, to the point that I'm reluctantly relying on the split mode of the clip tool.

SO. How do you rotate things nicely? And how, precisely, does one use the edge splitting function properly?

I can't seem to make a nice cylinder for the life of me (for giant steel cables). How does one do such things in TB?

And on the same topic, a steel cable texture would be nice, right now I'm using some ridiculous butchery of default ID textures to fake it. Is there a WAD that might have something fitting? Rope textures would work (I can always try finding a way to recolor them in the WAD) but I definitely need that twisted fiber bundle look, and the ID texture kludge is both obvious and irritating to the eyes.

Last question: clip brushes, how should you use them? I'm currently using them for a couple of minor navigational hazards (spawning in, walking forward and falling to the floor of the currently non-murderous void isn't a fun time) but I want to make sure that when the time comes for me to use them more extensively, I'll know what to do.

Thanks 
Rotating 
The only nice one is ALT-Arrow - freehand rotation always scrambles the verticies. Texture lock should maintain everything however you rotate it though, at least in TB1.

The clip tool is the way to go for edge splitting. No matter how clever the software, its very difficult for it to correctly predict what are the intelligent cuts to make I'm afraid.

You can model stuff nicely in TB, but you need a lot of patience. If you want accurate detailed stuff then you should probably try a mesh importer, like EricW's or Warren's.

For texture wads, go here: https://www.quaddicted.com/files/wads/ 
Oh And 
For clip brushes, the rule of thumb is that the player shouldn't notice that they exist. 
Trigger Monster Jump 
Trying to get a monster to jump upwards using a monster jump trigger and even though I'm setting the values ridiculously high the monsters don't seem to go up. I set the jump heigh at 90,000 at one point and it just isn't going up. Any ideas what I might be doing wrong? 
Nevermind. 
I figured it out... there has to be a ground for them to jump up from. :P 
Static Entity 
I have place some static entity's in a map, some fences to spare brushes, gave them an angle and put them aside a ledge.
Then I tried to add a clip brush, but the strange occurance of a blocking side on the east length kept me puzzling.

With no clipping brush there's a straight blocking point in the middle, but the only useable side seem to be the west and north wall. Other sides keep having a block effect of almost 36 units.

No help turning the angle of the static entity, the blocking effect persist which makes it useless for small passages. 
Sv_startsound 
I added some new monsters to the quake.qc.
For some reason the message
sv_startsound not precached
hits up the screen as soon as I see the monsters.

I looked up to all precached sounds in the new monster.qc
but they are all there.
AI.QC -void() SightSound are the waking sounds
CLIENT.QC -void() ClientObituary are death sounds.

Where can I find the statement that links these sv_startsound sounds? 
Sealing A Map 
Is it ok to use the "shader not found" texture that Radiant shows on the outer sides of walls? Or do I need to use the "caulk" (also says shader not found) in quake.wad? When I googled someone on a forum said Q1 doesn't use caulk, which confuses me about why it's there. Or should I just texture the whole brushes? 
Anything Goes 
Except, of course sky and liquids on otherwise solid brushes. 
 
Your map will be sealed by 'shader not found' textures, as far as the compiler and Quake are concerned it usually will be a missing texture with no name... Basically the worst that will happen is you'll get some warnings in QBSP and in Quake about a missing texture, but the map will be sealed just fine.

You likely will want to clean that up some time. To do so in Radiant, in the texture browser, go to Tools, Find/Replace..., leave the Find section blank, click in the Replace section, and then click on some other texture in the browser. Click ok and you'll have replaced all those blank "shader not found" textures with an actual texture.

Your google search was correct, Q1 has no 'caulk'. I don't know why you'd have it in your .wad either, it would simply be a texture with no special features in Q1. Possibly the .wad was made by who normally did Q3 mapping and used some of the Radiant features that automatically placed caulk on unseen brush faces... which isn't really that helpful in Q1. 
 
Trying to map for Quake using q3bsp? In that case, caulk definitely does something.

A quake.wad would not be very useful in that case though. 
Guide 
Is there a popular guide for new mappers, especially those who are new to quake?

I'd like to get started making mp maps. Last year I made a simple boxmap with trenchbroom and some compiling gui but cannot find the tutorial I used.

Also, what do other map or bsp formats offer? What I mean is, how good is ezquake :D? 
 
Video Tut - 
 
Thanks guys, it was the qwiki guide I used before :o

http://i.imgur.com/3KCIlse.jpg?1 
Does This Tool Work For Anyone? 
http://www.celephais.net/board/view_thread.php?id=61098

I tried with latest java 32 and 64 bit, even ran from command line and it doesn't open for me. 
 
We all read the same threads here, there's no reason to crosspost when there's only like ten active threads on the whole site. 
 
So I'm tired and maybe this is obvious ... is it possible to have a trigger_once that starts disabled (won't respond to player touches) and then has a way that I can turn it on later? 
Very Much So, 
Than had a really good tutorial on how to do complex and/if/or trigger system using nail shooters. No idea how to find it though. 
Warren 
make that trigger_once a trigger_multiple targetting a shooter that that shoots a your trigger_once.

Put a func_wall in between, kill it when your trigger is needed. 
 
or: include a progs.dat that actually does that, and skip all that nonsense 
 
It's more nonsense to include a progs.dat just for that feature if there are means and ways to achieve it within the standard code.

Most basic hack: info_notnull brush entity with a "use" "trigger_once" field and a targetname. Becomes a regular trigger when being targeted by any other entity. 
Tutorials On Triggering A Trigger_once 
https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/ is the negke way of doing it.

If you need to be able to turn the trigger on and off multiple times, you need https://tomeofpreach.wordpress.com/2013/05/13/new-logic-gate-design/ plus the follow-up pingback in the comments. 
 
How does one get around the precache issue for trigger_once or trigger_multiple? The first link from preach uses "trigger_multiple" as the example but I can't get it work without crashing out due to precaching ... what am I missing? 
Did You Read The Article In Full? 
The first example is a monster_ogre, to illustrate the limits of the technique. Make sure you're actually using a trigger_once classname instead. If you're still getting crashes and there's no trace of monster_ogre then can you say which model causes the error? 
 
Yep, it looks like it's something to do with trigger_multiple ...

https://dl.dropboxusercontent.com/u/161473/Misc/2015-05-24%2017_07_09-QuakeSpasm%200.90.0.jpg

I currently have a door entity targetting the info_notnull and when the door is activated, boom, it crashes.

I get the same crash using a trigger_once or triggering it from another actor other than the door.

It must be something simple but I don't see it yet... 
 
Aaaaand never mind! I had a...

"sounds" "3"

...key on the info_notnull for some reason. Deleting that makes everything work.

Thanks a lot for the help! Excuse the derp... 
Sounding Off 
That's good, I did wonder if it was that, but I thought missing sounds were just a warning not a crash. 
Oh, Yeah 
Actually reading the error, it's the other way round, trying to precache something late, rather than trying to use something without caching it first. For models, both are fatal but for sounds the latter can be survived. It is possible to get sounds indirectly - set the noise keys with the paths to the desired sounds. Of course, you need some other entity to do the caching for you or you get warnings and no sounds... 
Is There Really No Way To Group Brushes In Netradiant? 
There is no func_group. It's a huge pain working without this. 
 
the .map format doesn't have native support for groups, so you have to hack it with func_group and a compatible compiler if you want it.

you can add func_group to your entities.ent file (usually hidden in something like E:\GtkRadiant\ 1.5.0\q1.game\id1)

<group name="func_group" color="0 .5 .8">
Used in editor to group structural brushes. Added to worldspawn by QBSP. Not a real entity.
</group>


stick that in with the other brush entities (find some other entity like func_wall or something, and add it after it's </group> tag). then you can make func_group like any other brush entity in Radiant, and select all their parts with ctrl+alt+e

you'll want a qbsp version that supports it, otherwise it will be compiled into a brush entity that Quake won't recognize. I know ericw's latest tyrlight will have support
https://www.dropbox.com/sh/1q5giu2leyvvhk0/AAA0UCacYD-tgVpElMSpf5Awa?dl=0 
... 
ericw's latest tyrutils I meant! been fussing over tylight too much lately... :D 
 
Thank you so much! It seems to be working fine with hmap2 and ezquake.

I'm curious though why Quake has to recognize it. Isn't it really just for convenience moving stuff around in the editor? 
 
To the editor, a func_group is just an entity with brushes attached (like a door, button, etc.) These are normally treated specially by qbsp (compiled as a bmodel) and the engine (looks for qc code with the classname to set up the entity behaviour).

But since func_group is a special thing just for mapper convenience, qbsp has special code to merge it into the world, and the engine never sees it. 
Isn't There A White Fullbright In Quake Palette? 
When I use 254 as seen here http://www.celephais.net/board/view_thread.php?id=4&start=14949 texmex turns it brown like 255, and that's how it appears on the map. 
 
Of course I meant here: http://quakewiki.org/wiki/Quake_palette 
 
254 should work. Is it broken in all engines or just some engines? 
 
oh wait, it sounds like it might be a texmex bug (if the error occurs inside texmex too) 
 
btw i didn't write the code in http://quakewiki.org/wiki/Quake_palette even though it claims I did. That's not now i write single-line comments :) 
My Favourite Part Of That Article... 
...is how they managed to name all 16 rows without repeating the word "brown" 
LOL 
 
Get Q3map2 To Not Strip Lights? 
Hey there, I've heard about the q3map2 option -keepLights that is supposed to stop the compiler from stripping out light entities. Though, it never seems to work for me whenever I try it, what's the most correct usage? 
IIRF 
That is a worldspawn switch 
RE: Pyro 
So what should I do to use it? What process do I stick this thing on? 
Sunlight Color? 
What about worldspawn's "_sunlight_color" key? I'm using tyrutils v0.15 qbsp, vis and light, getting only bland white sunlight. It seems to ignore that key. I tried 64 192 255 and it's still white. I'm on Worldcraft 3.3, but that shouldn't matter. What am I'm missing? 
Console Output 
Sorry, I'm mapping for Quake 1. Here's light.exe output:

---- light / TyrUtils v0.15 ----
running with 4 threads
BSP is version 29
Colored light entities detected: .lit output enabled.
4 entities read, 0 are lights.
0....1....2....3....4....5....6....7....8....9...
Lighting Completed.

lightdatasize: 1989
0 switchable light styles
Writing BSP version 29
0.0 seconds elapsed

The level shows sunlight, but it's always white, no matter how I set _sunlight_color 
 
Make sure to copy the both the .lit and .bsp to your maps directory, if you're compiling in a different directory.
Does your engine have .lit support? Most do, except the original winquake/glquake. 
Sorry!!! 
Guys, think I pulled the trigger too soon. For some reason, when I ran light outside Worldcraft it worked. Sunlight is blue now. My bad. 
Gotcha, Ericw 
In order to eliminate unnecessary files, I was deleting the .lit
Gotta copy the .lit along with the .bsp 
_sunlight2 On Tyrutils V0.15 ? 
I noticed light.txt doc doesn't say anything about this key, but I see you talking about it sometimes.

Are you compiling your lights using tyrann's light.exe? Anyone setting _sunlight2 and/or _sunlight2_color? 
Yeah, Sorry 
I made a fork of tyrutils with various new features, _sunlight2 is only in that. I haven't made a proper release, so it's just buried in various forum threads and hard to find :-(

The latest snapshot is from may 1:
https://www.dropbox.com/sh/1q5giu2leyvvhk0/AAA0UCacYD-tgVpElMSpf5Awa?dl=0 
@ericw 
Does this version have _sunlight2? Because it's doing nothing for my map. Do you happen to have some example map showing its effect? My map has a central yard where sunlight hits. I was counting on _sunlight2 to cast some sunlight on the "outside" walls as well. 
Or Better Yet 
Take this test .MAP:

https://drive.google.com/open?id=0B3Ww0W8WFfq7bFB6NGFhT2t1R0E&authuser=0

It has:
"_sunlight" "300"
"_sun_mangle" "180 -90 0"
"_sunlight_color" "255 64 64"
"_sunlight2" "200"
"_sunlight2_color" "64 64 255"

I was expecting to see a red square in the middle and all the other walls in a blue tint, but only the red square appears. What am I doing wrong? 
Sky 
Yep, that build should do _sunlight2.
Only "sky" textures emit sunlight, just texture the outer box with "sky1" or any sky texture and I think that will fix it 
Hmm Actually 
ignore that, didn't notice that you already had a sky textured skylight.

I think what's happening is, the _sunlight2 is working, it's just really dim because there it's a fairly narrow opening to the sky. A _sunlight2 value of 200 will light up a surface to a value of 200 only if it has an unobstructed 180-degree view of the sky. Try setting it to 1000 and you'll get some blue light on the walls. (this will make outdoor areas with more of a view of the sky too bright, though) 
@ericw 
Really? I thought _sunlight2 worked more like an "ambient" minimum light to the "outside" faces, ones facing a sky textured face in any angle (maybe inside the same portalled volume?). I mean, there is ambient light for all surfaces and _sunlight2 for "outside" surfs. Did I get it wrong?

If the surface must have an unobstructed 180 degree view of the sky, the floor in this test level shouldn't be affected by _sunlight2? 
 
 
Yeah 
bjptools has a _sunlight2 that works like you describe.

maybe I should have named my version something other than _sunlight2 because the effect is quite different. I wanted to not just do a simple minlight based on sky visibility.

Here's a screenshot: https://runeofearthmagic.wordpress.com/2015/02/22/yoghurt-sunlight/

The soft shadows on the main, pink, sunlight is a different feature (_sunlight_penumbra). You can see the difference in _sunlight2 in the shadow of the taller tower: in the top (bjptools) screenshot, the shadowed area is just an even shade of gray. In the bottom screenshot (my modified _sunlight2) the gray areas have more shading depending on how much a given spot can see the sky. 
@ericw: It Works! 
You were right. I set _sunlight2 to 2k to start noticing some change. A value of 20k turned affected surfaces into washed white.

Also, I need ambient occlusion, so I'll keep using your code :P

Thanks!! 
@ericw - WIP 
Here's my first attempt using your light tool. This is supposed to be moon lit, night time.

First, the fullbright image:
https://drive.google.com/open?id=0B3Ww0W8WFfq7cGUtN2pvdUZsWnc&authuser=0

Now, ericw's magic:
https://drive.google.com/open?id=0B3Ww0W8WFfq7Y05fZU5VcHZGNjg&authuser=0

Not sure if it's gonna be night. I'm gonna light the rooms and then try daylight / night.

I used here:
worldspawn
_dirt 1
_sunlight 350
_sunlight_color 64 184 255
_sunlight2 5000
_sunlight2_color 64 184 255
_sunlight_penumbra 4
_sun_mangle 180 -90

Lighted with -extra4 -anglescale 0

The level is very vertical. There's a floor below, with ugly shadows. I had to help with two point lights scaled 0.1, value 50, no falloff, same color as the sun.

Still working... 
Magic Is Right... 
That's a good looking scene! What texture set are you using? 
My Own Textures 
These are all my own :) I intend to release them along with the level. It's intended to be 1x1 deathmatch, but I see Qonquer potential on it. We'll see. 
Your Textures... 
Reminds me of piranesi counter strike map, the original, not any source release. 
Looks Great! 
I guess _sunlight2 5000 may cause problems with overly bright lighting if you have any rooms with a bigger area of sky visible.

Maybe I will look at some kind of exponential exposure thing for _sunlight2 so that rooms with a narrow strip of sky like yours can light up a decent amount, without washing out fully outdoor areas, like gb's city I posted earlier. 
That Would Make It Even Better 
... but is not my only problem. Take a look:

https://drive.google.com/open?id=0B3Ww0W8WFfq7UHAxamdRcUF2YUU

This is what happens when I set ambient light to 50: there is the brown texture color where black shadow should be (look where the crosshair is). There is "ambient light" where _sunlight2 doesn't reach (casting shadow).

For now, I just gave up on ambient light. But how to solve it properly? Or is it nonsense?

I know there is _minlight for brush entities. But should I turn a massive amount of brushes into some entity? What are the cons? 
 
the brown is probably grey, it just looks brown compared to the blue lighting around it.

Can you specify R G B for the ambient instead of just one number? 
Hm 
I thought there'd be a worldspawn key for minlight color, but looks like it's only available on brush entities (_mincolor). Will add that to the todo list. 
Minlight Wouldn't Help 
There is "external" ambiance, lit by moon, but there will be also rooms lit by orange lamps. I couldn't pick just one _mincolor.

@metlslime I think it's not gray, it's just the texture pixels lit by worldspawn "ambient light"

Anyways, I turned that whole wall into a func_wall and set _minlight to 50 and _mincolor to the same blue moonlight:

https://drive.google.com/open?id=0B3Ww0W8WFfq7WG5tVzhfMkl0anM

Looks like mincolor lit _sunlight2 shadows. But there's still unlit faces (facing down) and I don't know why. They are part of the same func_wall. 
 
use minlight style (4) on lights with the colour you want. 
@ericw, No, You Are Right. 
I should think about the global "ambient light" in terms of "shadow color". If so, I should:

1- set the sun and sun2 to get this moonlight;
2- set worldspawn to a minimum level of the same blue tone: the color of the shadows;
3- warm interiors up with yellow lamps.

So, all I need is a worldspawn _mincolor, as you said. 
@ericw, No, You Are Right. 
I should think about the global "ambient light" in terms of "shadow color". If so, I should:

1- set the sun and sun2 to get this moonlight;
2- set worldspawn to a minimum level of the same blue tone: the color of the shadows;
3- warm interiors up with yellow lamps.

So, all I need is a worldspawn _mincolor, as you said. 
@necros - Thanks! 
Yes, the local minlights are doing the trick. Thank you all and I'm ending this flood. 
Unlit Brush 
I need a brush that is not affected by any light entity. Is it possible? 
Black Texture 
 
Unless You Mean Fullbright 
In which case - external .bsp model? 
 
Fullbright you could do with adding "light" "255" to the entity (TyrLite only) 
No Fullbright, More A _minlight Only 
@Kinn, an external brush model should work. Have to learn how to do it, though. 
External Internal Models 
 
Or Alternatively 
a way to selectively export internal models into external bsp files so you've got external bsps with nice matching lighting and the ability to see how they look in the editor. 
Useful... 
... but I managed to light the scene the way I wanted. Thanks! 
Mapping Quarrel 
I've got a strange problem with my map.
I added several new entities to my progs.dat and gave them all their own qc file. I compressed the map to a pak file and added all there is to it, sound, progs, gfx.
First time I played the map on the pak file I was drenched with warnings "SV_StartSound not precached".

Now two weeks later I play the map again and there are no signs of warning. Did I put Chtulla back to sleep meanwhile? I wish I knew how.

Another thing that's bugging me is a model that has only a stand, walk, run and death pose. I made it so that it doesn't attack untill I trigger it with a button.

Unfortenately the model doesn't respond to the trigger. But if I replaced it to another part of the map nothing is wrong and it resigns the button well.

The model is placed in a shape of lights with func_info's, but that can't interfere with the model or button. 
Someone Help Him Already! 
The map needs to see the light of day! Those are some funny new enemies. And if someone is at it, see if you can fix the projectile origin of the chaingun dude's attack as well as change it to nail bursts.

Madfox: btw. clip brushes do not count towards the marksurfaces limit, they only affect the number of clipnodes. So you should be able to add more clips without running into compiler troubles. 
Also Sended Ijed, But He's Darting /:P 
I was afraid the player wouldn't see the nails before the impact of shooting starts. Also fixed the clip brush crossing.

Only thing I don't get is the spinning weel model.

First it was a static entity that just turned and exploded.
Then I made it an entity with only the basic stand/walk/run/attack and die frames, but no moving.
Then I added effects 1 and watched it in a frozen state that starts atacking with a trigger_once.

It all went right in a map apart, so when I imported it I couldn't believe it didn't work.
And my disbelive only grew, when I put it somewhere else in the map and it works just fine.

Seems my entity is catching a hold on me! 
8==~ `====D 
Send the source files to me, SVP. My Hotmail is "lordasaki". 
Texture Color Shift 
Can someone help me out? I need recolored versions of the textures wmet3_1 and w3_4 (blue metal w/ faces) that match the gold (rune) key tone, but I can't seem to get it right. Converting them to the palette after the color shift always makes them look bad... 
Problem solved, thanks to otp. 
 
This can be done in wally.

Duplicate the wmet3_1 wmet3_3 wmet3_4 images
and rename.

1. Right-mouse click in 'Image List' box and select Create New Image.

2. Enter Name wmet3_5 for example. A new blank image window appears, CLOSE this edit window.

3. Right-click mouse on wmet3_1 (the thumb, not an open edit window)
and select Copy.

4. Right-click mouse on wmet3_5 (the thumb, not an open edit window)
and select 'Paste Over'. Pasting over on a blank thumb (or existing
image thumb) ensures a perfect copy.


Now Edit The Duplicates.

1. Open texture by double-clicking a thumb, and mouse-click the
Eye Dropper over a blue pixel.
This will auto-enter the Index Number.

2. Hover mouse over at the gold range (96 - 111) to the corresponding
colorbox position and remember the Index Number shown at botom.

3. Go to 'Colors' - 'Translate Colors' and enter only the 'Destination'
index number that was remembered.
(The 'Source Pixels' was auto-entered with Eye Dropper)

4. Mouse click on image to see change.

Try converting just the blue range. It should be good enough and take
less than 2 minutes per image. 
MarkV Fog 
I wanna use fog and r_skyfog in MarkV. I tried to set it on command line, tried autoexec.cfg, but it doesn't work. The only way to set these vars are from console. What do I have to do to enter my map already fogged? 
 
for fog, adding a worldspawn key like this should work in most engines:
"fog" "density red green blue"

For r_skyfog, there are a few options:

-if you're using a mod like quoth, you can use an entity like info_command to run "r_skyfog x" in the player's console when they load the map. See: https://tomeofpreach.wordpress.com/quoth/tutorial/environment-variables/

-otherwise, if you can have your map install in its own mod folder, you can add the "r_skyfog" setting to autoexec.cfg or quake.rc. Preach recommends using quake.rc for mod-specifc settings, but it's not just an empty file like autoexec.cfg, see:
https://tomeofpreach.wordpress.com/2013/09/05/quake-rc-and-being-a-good-citizen/ 
Er 
On that 1st '3.' it should read...

(the thumb, or an open edit window) 
Yay! 
The fog key works! Also, r_skyfog can be set in a mod's autoexec.cfg.
Very few items last in my to-do list now. 
 
Don't put it in autoexec, put it in quake.rc like in the tombofpreach link above 
I'm Obedient 
Bookmarked The Tome of Preach. Good reading. Though I ended up sticking to the default r_skyfog value and setting the "fog" worldspawn key in my map. 
Skyboxes 
Hey guys,

Where can I find some skyboxes for q1 that are more interesting than the default?

Cheers. 
Skyboxes 
 
Vondur & OTP 
thanks guys 
How Do I Create Colored Lighting In My Maps? 
I'm a new Quake mapper and I can't seem to figure out what I need to do in order to get colored lighting. I'm using the Jackhammer editor if that is any help. Thanks in advance. 
 
-Use a key/value on a light entity like "_color" "255 0 0" for solid red
-The light compiler needs to support it, use one like: http://ericwa.github.io/tyrutils-ericw/
-Make sure a .lit file is generated along with the .bsp, the above tool will do it automatically if you use colored lights. Copy the .lit and .bsp to your maps folder
-Engine needs to support loading .lit. Most engines do like Quakespasm, Fitzquake, Darkplaces etc. 
How Do I Run A Map From Fitzquake? 
Hello, I'm completely new to Quake. When I attempt to run a custom map in Fitzquake, the command line says, "Couldn't spawn server Maps/myquakemap.bsp"

I am using Jackhammer and choosing Run will compile the map and open Fitzquake, but nothing happens. Typing 'Map myquakemap' into the command line produces the result above.

I assume I'm not saving things in the correct directories, but have no idea where to begin with this.

If anyone has a breakdown for where the map should be in relation to Fitzquake, that would be fantastic. Any information is helpful.

Thank you all so much! 
Hey Hal :) 
You need to create a folder called "maps" inside your "id1" folder and but bsp's in there.

GLHF! 
Thank You, DaZ! 
Your advice and some more tinkering with file paths solved the issue.

First of all, I did not have a maps folder under Id1, so this was created. After that I set this as the source maps directory in Jackhammer.

Also noticed that there wasn't actually a .bsp being created when I exported, so this was solved (I think) by adding Fitzquake as the CSG Executable under the build programs list. 
Woah There 
FitzQuake isn't a compiler so you won't need to add it to the compiler setup (aside from the path for your quake executable). Also, quake doesn't use a separate CSG compiler (that is from the Half-Life engine) so you can leave that entry blank.

If a bsp file is not being generated then my best guess is that the bsp compiler found something wrong with the level and refused to create a bsp from the map file you gave it. Check the compile log for warnings and errors! 
 
Ha, that would explain why it's not working again! I'll remove the csg entry and see what's wrong with the map.

Thanks! 
Earthquake 
How do I make the land shake when something heavy falls? Is it possible? 
 
Custom QuakeC. There's nothing built in. 
Question 
Someone asked me if there is a way to convert e1m1 (or any Quake map) to a format that 3dsmax can read.

Afaik Warren's obj->map util is one way only so I don't really know if it's possible. Any ideas? 
 
It's totally possible to do write a program to do that but you're going to end up with a highly triangulated mesh. Basically, you'll get the resulting BSP triangle mesh which will be ugly as hell to work with. 
 
Oh, but since I guess the E1M1 MAP source is available ... so I guess you COULD read that and generate brushes from it. But then that would be messy from a 3D modeling perspective since you'd have all these interpenetrating faces and unnecessary polygons. 
 
Than's bsp importer to Blender rocks: https://developer.blender.org/T35778

You could convert from there or just stay in the wonderful suite. ;) Noesis might do it too, not sure. 
If You're Seriously Crazy... 
there is a n64 emulator that converts n64 geometry into obj files.

you could try to load up e1m1 there and give it a whirl. keep in mind that the n64 version of quake has reduced polys. 
Thx 
Was asking for a friend, Than's bsp -> blender importer will probably do the trick! 
 
i wouldn't mind having a .map to max (ASE, OBJ, ..?) converter though. This way, I could build some structures in a map editor and import them into my 3ds max terrain as reference to build the terrain around.

I remember the Doom3 Editor had this ability, but it would be cool to have one for q1 .map format... 
Necros 
Maybe try Crafty? I just gave this a test and it worked with a trenchbroom map -> crafty .obj export -> blender:
http://nemesis.thewavelength.net/index.php?p=45 
Adib_earhquake 
I had extracted an eartquake as there is in the Hypnotic code, but without the other gadgets. Bad 3DInside is down.

Here is a simplified example with code.
See what you can do with it. 
 
Hey FYI the inside3d forums have moved here: http://forums.insideqc.com/ 
Bsp2 
Where can I find detailed information abount bsp2 format? Do I need bsp2 if I don't want to make a map of greater size than original bsp boundaries? I just have a lot of details, therefore a high brush count. 
Pulsar 
There's a few factors, the main one being 65k marksurfaces limit. If you're above that, BSP2 it shall have to be. Check your compiler readout. 
Worldcraft 2.0 Or Hammer 3.4? 
I'm learning Hammer for Goldsrc right now, but some people told me Worldcraft 2.0 is better and more stable. Is that true? 
What About Jackhammer? 
 
 
Trying to diagnose a problem...

Using Rebb's jury rigged txqbsp compiler, I get the following warning:

WARNING: Mixed face contents (Sky, Empty) near (4084 1880 2531)

Sky, Empty??? As in, no contents? 
Yes 
there is some space between corrupted, due to face sharing/splitting i believe. Cut geo there. 
 
Does Jackhammer have Trenchbroom's vertex mode? Because making complex shapes in Hammer is terrible. 
Vertex Mode Is Go! 
 
Pulsar 
Bsp2 doesnt raise the bounds, only the amount what can be stored inside them. On a easy note.

Still Ionous is correct, reaching the facelimit means you need to be switching to bsp2 for success.

Good luck. 
Necros 
Accidentally slipped in a CLIP face perhaps? 
 
Can't be... I have just 2 func_groups and one is rock and one is sky... 
New Tack 
Anyone know what steps I need to follow to do a q3bsp for Darkplaces? Is it just a mapper of using a regular q3bsp compiler and feeding the results into DP? 
 
I believe it is actually as simple as that. You make a Q3 .bsp, shaders and all, but use Q1 entities (use actual detail brushes instead of the hacked together func_details!). The .map format is slightly different iirc, so you'll need to make sure you're using q3's .map format so the compiler will accept it! 
To Be Clear 
I mean q3's .map is slightly different than q1's .map! 
 
aye, i remember there is directory paths and such in there... i think i can get by with using aguirre's map converter which goes both to and from q2 format (which I think is the same as q3 map format?)

as for shaders............. yeah... no clue about that as i never made a q3 map. i guess i'll track down a q3 compiler, i think q3map2 is the current standard? and go from there. 
 
Why does most Quake-based editors use colored boxes for entities? I can understand for things like lights and whatnot, but I think visual aid is important too like knowing which direction the info_player_start and monsters are facing on the spot. 
Func_detail Or Func_wall? 
What's the difference between them? 
 
Pika: I wouldn't say "most". It depends on which editor you use; some can be set to show either boxes or 3D models. In Radiant, for instance, it's simply a matter of editing the def file to include paths to the individual mdls.
While it's nice to have the models shown in the editor, it can have disadvantages depending on the implementation. In Quake, it's all about the entities' bounding boxes, and if an editor displays ONLY the model, correct placement becomes awkward. The result is monsters stuck inside walls or items falling out of the level.

adlib: Func_wall is a dynamic map entity which can be used to block off areas on certain skill levels or game modes; it can be removed mid-game, and it doesn't block light and vis. It also starts a texture animation when triggered if the right one is applied.
Func_detail is only for the compiler. It creates detail brushes/architecture that is disregarded when processing the visibility information and is turned into world geometry afterwards. It's a means of speeding up the VIS process, and it needs compiling tools that support it, otherwise you'll get a lot of disappearing stuff in-game. 
Necros 
Q2 and Q3 (and Q1) .map are different too! Q2 has some extra fields for surface properties per face which Q1 and Q3 don't! 
 
ok, it was very simple actually, compiled, used quark to convert the map to q3 format (literally just copy/pasted from the q1 map into a new q3 map)

q3map2 is actually much worse than the q1 compilers in terms of handling insane geometry. looked like maybe 5% of the faces were missing in the q3 map.

oh well, looks like it's time to call it. it was a fun experiment, but just not meant to be... maybe i'll use this mesh for a doom3 map or something. 
...? 
Please don't tell me you were using the brush version of your terrain in the q3 version. 
Yeah... 
Going for Q3BSP and not using meshes would seem a little pointless. BSP is not the way forward for terrain. 
 
i never made a q3 map before so.... i wouldn't know.

ericw told me about some misc_model thing though... which is apparently some magical way of turning a model into world geometry! 
Qbsp Request For All Tool Programmers 
-haltOnLeak

Stop compiling immediately after writing the pointfile and exit with error code != 0

This lets people detect %errorlevel% in batch files.

Thanks! 
Also 
because it was annoying me:
https://github.com/necros0/ne_q1CompilingGui/tree/master/Compiling%20Gui/Compiling%20Gui/bin/Release

just grab the exe file. hard codes the START /B /I /WAIT /BELOWNORMAL into all the compiler commands, so everything always has below normal priority.

At some point, i should probably make some per-compiler thing to choose what priority you want, but... meh, this works. 
 
I was under the impression that you can't tell if there is a leak until you traverse the entire tree, thus why QBSP doesn't end early when it finds a leak. 
 
when qbsp writes the leak file, is that not 100% a leak? usually what I do is I watch the output until it says 'writing point file' then once it's done, i Ctrl+C and plug the leak. 
 
Oh, I see what you're asking for now, ignore me.

I was thinking you just wanted time savings by ending the compiler earlier, but most of the hard work has already been done. QBSP has fully processed and portalized the tree when it detects the leak... but you just want an option to return an error to the console at that point so your batch file can detect it. 
 
that and so i don't have to actually sit there and watch the output (which I sometimes miss) waiting for 'leaked!' :P

Disregarding the current map, I rarely seal until the end where I do a leak plugging session. But it gets tiring to have to watch console output hoping it won't leak. Dunno if others do it that way or not though... 
 
Yeah, I don't bother to seal until the end of making a map, but it's really rare for me to get leaks when I don't expect them. 
 
Yeah, I don't bother to seal until the end of making a map, but it's really rare for me to get leaks when I don't expect them. 
 
I never work on a map that leaks. 
 
Sometimes you have to, Rick. Large scale retooling of areas or you're trying something out, etc. Leaks aren't an issue until you want to release the map, really. Only thing they do is slow down your lighting builds... 
Hm 
I prefer to keep a map sealed as well.

There are so many ways a map can get weird phantom leaks, I like to keep the obvious ones plugged.

For tests I do the big box method - a giant box or two to remove areas from the compile, or just plug holes while I put other areas together.

Really it just depends on which brand of OCD you subscribe to. 
 
I agree, when doing major structural changes it's hard to avoid creating leaks, but once things are rearranged close enough it's time to plug any leaks.

So I guess said that wrong. I just meant that I don't start with a bunch of brushes and stuff floating in the void, I build with sealed areas from the beginning. 
 
i do the same: keep it sealed most of the time, with a solid black brush plugging any doorways/hallways that lead to nowhere.

However, when in the middle of building a large atrium/canyon type space, i do leave it leaky while the outer walls of that space are still in flux though (i'd rather leave it empty than place a box around it, i feel the box will influence the way the space is built and create boxy rooms! :)

Anyway i'm on an old computer and it seems that qbsp and light run a lot faster on a sealed map. It seems that all the outer faces being clipped away speeds up both processes. So i do it for my own productivity. 
This Is A Weird Odd Shot 
anyone have any idea how to make gtkradiant1.5 ok with info_notnull being a both a point entity AND a brush entity? or maybe there's another good entity that can be used as a blank hackentity?

as it is, gtkr only considers the entity to be one or the other... if it's a point in the .ent file, all brush based info_notnulls lose their brush; if it's a brush, the points can't be edited in the editor because they have no brush (thankfully, they retain their origin). it's really inconvenient when trying to use both 
 
The newest version of Netradiant has the same problem. I had just deleted it entirely from the .ent file and my old 2012 version was fine with that, but the newest version defaults to assuming it's a point entity and deletes the brushes.

What would be nice is if the <point name= and <group name= were not locked into also being the classname. The classname should be a separate key something like:

<group name="brush null" ...>
<classname= "info_notnull>

<point name="point_null" ...>
<classname=<"info_notnull">

Also, I started getting sv_touchlink errors using brushed info_notnull triggers in the new Netradiant when. I had to go back to the older version (and older copy of the map for some reason) to get rid of the error. 
 
mm, think I'm just going to map with the point entities as info_null, and then find/replacing them before compile to be info_notnull... maybe should hack qbsp to do this for me... 
 
I could do without the point entity version, but when I made it a group I started getting those sv_touchlink errors. Couldn't figure out how to fix them, so I just gave up and went back to the old version of Netradiant I've been using for years. 
Just Run Sed Before Qbsp 
 
Silly Czg 
i don't use teh lunix 
Wow I Thought U Were A True Dweeb 
 
 
There is a windows compile of all the best Linux programs, including sed and grep! 
Info_notnull 
I remember worldcraft had similar issues with a class being both brush and point, and the best solution in that case was to remove it from the fgd and just enter the classname by hand where needed. 
That's What I Did 
In the my old 2012 version of Netradiant that's what I had done and it worked fine. A couple weeks ago when I got the urge to map again, I downloaded the newest version.

With no entry at all for info_notnull, it would default to a point entity and delete the brushes. I changed it to a brush (group) entity and it seemed okay, except that playing the map I got sv_touchlinks errors when the info_notnull brush was triggered. So back to the 2012 version I went. No big deal, it works fine. 
Madfox And Negke, Thanks. Also... 
Is there a technical reason for not largely using meshes on a Quake level these days? Suppose I'd like to make a barebones BSP and add all detail using meshes, like I would for a Source or UE3 level. What are the limits? 
Using Meshes 
isn't as unheard of now. You can go pretty far if you went and used bsp models for instance, these are good because it helps the design feel consistent. You could go in and use meshes if you wanted to, mods like quoth allow you to add them fairly easily.

Getting the light correct for the models is important, meshes use the lightmap on the floor to tell you how bright the object is, so you're going to need to play a little to make this work. My advice is use quoth for this type of work, or Drake. Socks new mod will allow external models too and I think a few people will want to work on this once it's out. 
 
Getting meshes to light and blend in with the BSP surrounding them is notoriously difficult in Quake. Vert lighting vs lightmaps ... 
@Fifth 
Right, I forgot about lighting. A Quake model doesn't shade itself, right? So, my full blown central computer room, with massive models covering the walls, would look bland. Maybe Sock's mod would take care of it? 
 
... or probably not. 
Collision 
Is also difficult - unless I missed something you need to use clip brushes, and an editor that shows you the model dimensions is a must if you want anything approaching accuracy.

I know there are a couple of tools to convert meshes to brush though... Warren? 
 
Adib 
Socks mod isn't going to take care of quakes lighting. It's just gonna add a shitload of cool new stuff. Really if you want the models to be lit differently you need to be working with something like DarkPlaces so that you can take advantage of the real time lighting. 
Ijed 
I sended you a testmap some time ago.
Check your email, gmail or johnmayal. 
Honey Wads 
Does anyone know where one can find them? They were available for a while via the Honey mapjam thread, but now that link is dead. Can't seem to find them on Quaddicted either...

On a different note, what would cause an item to disappear once a map has been compiled? At the moment I've got a Quad Damage that I can see in TrenchBroom, but when I compile and test the map in Quakespasm, it's gone. 
 
Quad is probably dropping out of the map on load because of being partly in a wall or floor. There's a devmode switch you can use to see messages to that effect. I think it's -developer 1 
 
My bad, it's +developer 1 for the command line switch, but apparently you can set in game also. Type developer 1 in the console and reload your map. 
Thanks, Rick 
I tried that, but I don't see anything about anything dropping out of the map in the console. Not that I know what everything in the console means, though... what sort of message should I expect to see? Something like "item_artifact_super_damage fell out of map"? Because there's nothing like that...

I checked again in the editor, and the QD is not touching brushes or other entities. I even raised it an extra few units from the floor, just in case. 
 
The message to expect is "Bonus item fell out of level at 'x y z'"
You have to raise the console for a second so the first few frames run in order to get the message.

fwiw I just tried in TB1, and the bottom of the quad's bounding box needs to be 16 units above the floor. 
 
yeah, for whatever reason, I've yet to find an editor that has the correct bounding box for the quad damage. 
Thanks, Ericw 
Ah, there it is -- "Bonus item fell out of level". I had to scroll up, because there were some other error messages too, e.g.
FindFile: can't find textures/b_nail0/nail0sid.tga
(and several other similar ones)

Weird, the QD was 16 units above the floor. I wonder if this is related to another issue I've been having with TB, where entities I try placing in the map replace earlier entities. FWIW, when I move the Quad to some location far away from where I've been building, it does appear when I test the map. 
 
Ah, good that you got it fixed. In the early days (Worldcraft 1.6) you pretty much couldn't believe any bounding box. I was always moving stuff around, 8 units at a time, from one build to the next, hoping it would finally decide to show up.

I finally ended up making a custom .fgd that was mostly correct, but I was never quite sure about the z axis. 
Total_newbie 
Cool, progress :-)

Is there enough clearance around the quad to the sides and front? That's about all I can think of, if moving it to another part of the map fixes it. Also check that it wasn't outside of the +/-4096 bounds by accident. If all else fails, upload/paste the relevant part of the map 
Mapping For Daikatana? 
I hear IonRadiant is the official and only map editor for Daiktana so far. However, I also hear it was even worse than the game itself because of troublesome setup process.

Is there an alternative to Ion Radiant? When can Trenchbroom or Jackhammer support Daikatana since it's a Q2 engine game as well? 
Re: #15119, #15118 
Thanks for your responses, Rick and ericw!

Hmm, "fixed" is maybe not exactly the right term. I just shifted the Quad to a position far away to see if it would appear at all, but it's not somewhere where it would make much sense to have it, and I still have no idea why it would not appear where I originally placed it.

ericw, yes, there's plenty of clearance on all sides. I don't think it's out of bounds, although I'm still not sure how to check that with TB. What I have done, though, is to move everything in my map to where it's shown when you first open the map in TB. I assume that means it's more or less centred, right (i.e. near 0, 0, 0)? And I'm working with a really tiny structure at the moment, so if it's even near the centre of the map, there's no way it could extend to +/-4096...

I might just ignore the problem for now and make do without the Quad. The map is still in its infancy and item placement can still be changed. But should I run into the same issue again, I guess I'll upload part of the map.

Thanks again. :) 
Bump #15111 
Honey wads ... anyone? 
 
One option, you can dump the wad from a bsp with bsputil --extract-textures (available in tyrutils or my branch). 
 
One option, you can dump the wad from a bsp with bsputil --extract-textures (available in tyrutils or my branch). 
What Black Magic Is This 
Thanks! Ok, bear in mind this is new territory for me ... so I copied honey.bsp into the directory where I have tyrutils and typed

./bsputil --extract-textures honey

That created a file called "honey.wad", but when I try to use that in TB, it seems to be empty. What am I doing wrong? 
Its A Tb2 Bug :( 
I fixed it though, but wait for SleepwalkR to merge it I guess 
 
Oh. Other wads work, though... 
 
Do you have TexMex? That's one of the best tools for messing with texture wads. It can read the textures from a .bsp and save them as a wad. I didn't see it a quaketastic or quaddicted, but there's a lot to search through there, I may have missed it. 
 
Thanks, Rick! 
I'll give that a shot. I've used TexMex once before, about a year ago or so. Can't remember what I used it for, but it wasn't for this. I never realised one could simply extract textures from a bsp. Thanks for the link; I no longer had TexMex on my computer, so that really helps. 
 
texmex has aged really well, as a tool. still massively relevant and functions perfectly on modern OSes. 
So I'm Using Ericw's Awesome Light Tool... 
And it's messing with me:

http://i296.photobucket.com/albums/mm196/voiceofthenephilim/why%20light%20why_zps5n36j9nx.jpg

Three of the lights it claims have a value of '0', despite very much having a value. All of them use the '_surface' function. Does anyone know why they refuse to light? 
Weird 
can't imagine why off hand. That is a slightly old build, could be worth updating just in case that fixes it: http://ericwa.github.io/tyrutils-ericw

Are there any different keys set on the ones that aren't working compared with the one that is? 
 
What is that Jitterning stuff? I've never seen anything like that when I run it. 
 
That was some debugging code left in by accident in an older build 
Scaling Brushes 
I'm assuming this isn't possible, but it couldn't hurt to ask...

Is it possible to increase or decrease the size of a brush while preserving its shape? As in, let's say you've created a cylindrical shape, and you want a larger version (not just longer, but with a larger diameter). Is it necessary to create a new, separate brush (as I've been doing), or is there perhaps a tool or function that lets you simply increase/decrease the scale of the brush (kind of like you can do with images in image editing software)? 
Also, Stupid, Noobish Question... 
For those using TB: I've only just noticed that I can see three lines in-editor, an orange, blue and green one, corresponding to the x, y and z axes (not necessarily in that order). Is the point where they intersect the centre of the world (i.e. 0, 0, 0)? 
 
1st. Its possible to scale brushes up/down the amount you want with some editors. Trenchbroom currently doesnt do this for you.
2nd. Yes. 
Thanks, Mfx! 
 
 
Scaling complex brush shapes isn't something you want to do in Quake anyway.

What I do sometimes to scale up cylinders is to cut them into wedges, and pull the faces on each wedge outwards/inwards. In editors like TB and Radiant which preserve the adjacent angles of other faces when you pull on a face, this works really well. And in Radiant, which has CSG-merge, you can merge all the wedges back together into a single brush.

Otherwise, what I actually do more often, is to just remake the shape I want at the bigger size. This style of curve is what I most often use, and it's all about the ratios (interior angles have 1/4 and 1/1 slopes, outer faces are 1/2 and 2/1), and it's easy to make at all scales with the clipping tool. 
Thanks, Scampie 
Really useful advice! 
 
cut them into wedges, and pull the faces on each wedge outwards/inwards

Works like a charm! Thanks again. :)

Currently using only TB, so I have no way of merging the wedges back together -- does this matter much? Am I likely to run into problems when I have 12x as many brushes per cylinder? 
 
No, it doesn't really matter, Qbsp will cull the hidden faces anyway. I find it easier to work with less brushes whenever possible though. 
Good To Know, Thanks! 
I have another question, though:

When I cut a 12-sided cylinder into wedges and extend the sides as per Scampie's advice, it works perfectly.

However, I just tried it with a 24-sided cylinder, which I created by clipping the corners of a 12-sided cylinder, as shown in czg's curve tutorial: http://www.quaketerminus.com/hosted/happymaps/curv_tut.htm (2nd image from the bottom of the page). Somehow, it doesn't seem to work: when I drag the edges outward, they don't line up.

Is there a mathematical reason for this? And is there a fix/workaround? Does anybody know? 
Ok, I Might Be An Idiot... 
When I made the grid size really tiny, it all lined up. 
 
There is this sudden blue to brown transition:

http://i3.photobucket.com/albums/y80/amurad/Games/jam6a_zpssdvhzf0f.jpg

It's a blue sunlight / sunlight 2 with orange coming from lava.

The top of the rock looks hand painted in blue. There should be a smoother transition to brown. What's the best way to do it, in your opinion? 
Total_newbie 
Check the keyboard shortcuts, there is a command to build the convex hull of the current selection. The effect is the same as CSG merge. Also works with faces; that makes it easy to build connecting brushes. 
Ericw 
That was it. Thank you. 
SleepwalkR 
Thank you.

However, I've looked through the keyboard shortcuts several times now and I cannot find anything like what you describe... 
It's Only For Tb2 
Fyi 
Thanks, Yes, I Am Using TB2 
What is it called exactly? I mean the shortcut I should be seeing? 
Adding Music To The Level 
Is there anything similar to hl2 "play everywhere" flag for sound entities to make music play not as a 3D positioned sound, but as 2D sound? Does any mod support it, quoth or anything else? 
Total_newbie 
it's called "create convex hull"

Theres more on it here -

https://github.com/kduske/TrenchBroom/issues/706 
Thanks For The Info, FifthElephant 
But I still don't see it. There's nothing called "Create convex hull" in my keyboard shortcuts list, or anywhere else that I can see... 
Total_newbie 
I just installed TB2 again and I remember how much I really hate it. I can't even create a brush properly, wont be using this unless a legacy brush creation option is added.

Just had a look at all shortcuts and I couldn't find it. Maybe re-open the issue in github? 
Hate Is A Strong Word 
You can create brushes by activating the create brush tool. In the 2D views, its pretty much as it was in TB1 - just drag out a brush. In the 3D view, it's different for now. More powerful (you can create arbitrary shapes), but yeah, you can't just drag them out as simple as you used to be able to.

If you chime in and add issue reports, I may try and add the legacy way back in. If you just hate in silence, I can't do much ;-) 
SW 
I struggled for a good 15 minutes just then to draw a simple square. I'm a huge fan of TB but the changes to the brush tool in TB2 really turns me off. You say you can drag out a brush in the 2D view, most of my work is done in the 3d view after 2 years of mapping like that (the original vision of the editor was pure, I haven't looked back!).
I'm sure the new brush tool is really powerful in it's own way but TB2 feels like a completely different editor now. Funnily enough I still have one of the older TB2 builds somewhere, I made my first Quake 2 map using that rather than the newer version because of the brush tool.

Also, I thought I did raise this on github when you first introduced the feature. 
You Did? 
Do you remember where? 
 
Is there anything similar to hl2 "play everywhere" flag for sound entities to make music play not as a 3D positioned sound, but as 2D sound? Does any mod support it, quoth or anything else?

Use a play_sound_triggered and set the speed key to -1 for the sound to have no attenuation, so heard equally loud everywhere in the level. 
Thanks Preach 
 
 
The sound will still be positional though. The only way around that is custom qc and playing the sound on the player entity. 
Func_detail? NOPE! 
I thought I'd be smart and change some struts, pillars and fancy bits to func_detail. Then after compiling with txqbsp and loading in quake some errors showed up and everything marked func_detail was missing on map. When I loaded it up in TB1 again the parts were missing too. I then went back to a save where they were still marked func_detail and removed it. Now on compile I get: ERROR: multiple world entities on line 5135. Any idea how I can fix this or what's even wrong? Thanks 
Mini Update :Multiple World Entities Error 
I skipped trying to fix it and went back to an old version of the map and just updated the few things I (remember) I changed. 
Dual Channel 
Ah yes, it will still be stereo. I was told that what you can do for that is position two entities, one at '4096 4096 4096' and one at '-4096 -4096 -4096' and they'll balance each other out exactly, not tested it. Bit hacky but good if it works.

Quoth does have the ability for a sound to be played out of a specific entity - but you have to specify it by targetname, so players can't ever be the subject. This rules out, besides that music trick, Max Payne style narration mid-level... 
Rotation Vs Rebuilding At 45 Degrees 
Say you have a very basic brush, e.g. a cube with all sides of equal length. If you then rotate it (using the editor's "rotate" tool) by 45 degrees, will it always be slightly off grid?

Conversely, if you rebuild that cube at a 45 degree angle (by starting with a new brush and clipping the sides) while keeping things on grid, will you always end up with something that is not exactly the same size as the non-rotated cube?

Because this is what it currently seems like to me, and I'm not sure what the best method here is. One option would be to rotate using the rotate tool, then with the grid size set to "1", create an on-grid brush that matches the rotated brush as closely as possible ... if you know what I mean (I'm sorry that's not explained clearly). But this seems like a messy way of doing things.

Is there a better way? 
#15165 
You will never get on-grid "rotated" objects to have the same size as their ortho-axis counterparts. The best you can do for 45-degree stuff is to use the rule "3-diagonal units is roughly 4 orthogonal units" - using that rule the stuff you build at 45 degrees will be about 1.06 x larger than the equivalent orthogonal structure.

Because it's a pain in the arse to build at 45 degrees, do this:

Build your structure as normal, non-rotated, making sure nothing in it goes below a grid size of 4.

Then, in the two axes that are *not* going to be your rotation axis, scale your structure by 1.0606601717798212866012665431573 (I just c'n'p that from calculator)

Then rotate the whole thing 45 degrees

at this stage, it should look on grid (grid 1), but snap it all to grid 1 to be sure.

Note that with modern compilers, it's very debatable whether you even need to be on-grid anymore - personally I think on grid is only important so that other things can be fitted together neatly. 
Kinn 
Nice!

Reminded me of the old Prince Rupert's cube problem. 
Fantastic Advice, Thank You, Kinn! 
 
 
...and thanks for that link, mfx. That makes my brain hurt. :) 
Yep 
Also, you can use the same idea to make stuff that's rotated at other angles, (e.g. ~27 degrees which sits on a 1:2 gradient, or ~14 degrees which sits on a 1:4 gradient)

The trick is to use simple trigonometry to work out the difference in scale between the non-rotated brush and the closest-size rotated brush that's still on grid, then to apply this scaling to your object before you rotate it. 
Thanks, That's Great Advice! However... 
The trick is to use simple trigonometry

Yeah, that's the problem. I can barely remember any high-school mathematics. Very basic geometry and trigonometry seem about as simple as string theory to me at this stage. 
Ok I'll Rustle Up A Picture To Show It 
 
That'd Be Brilliant, Thanks! 
 
 
You can't make most 45 degree rotations be on the grid.

Let's assume a 64 unit x 64 unit square (we're only considering top down view). The diagonal of that square is 90.509... units ( Sqrt(64^2+64^2) ), and thus will not be on the grid when you turn it 45 degrees.

If you want to be on the grid with your rotation, you basically need to sacrifice perfection and actually scale your cube up or down as you rotate so as to get the corners on the grid, which is essentially what you are doing when you build a 45 degree cube by hand on the grid at a 45 degree angle.

Here's an example from some rotated cubes. I built these on the 8 unit grid, rotated the texture 45 degrees and used Radiant's fit tool to get the precise texture scale. Notice how the top one is slightly bigger than 1x1 scale, and the lower is slightly less. That means this cube itself is slightly bigger or smaller than the normal 64x64 cube next to it... but it's close and most wouldn't notice the difference. A perfectly rotated cube would be a 1x1 texture scale (or close due to slight rounding), but would not be on the grid.

---

As a side note, if you want to know how to scale the texture without the fit tool: The rotated cube on top is 96x96 on it's diagonals, we need half that to figure the length of one side (we're making a right triangle): Sqrt(48^2+48^2) is 67.882... We divide that by the size of our texture, 64, and get 1.06066..., just like the fit tool gave us! 
THANKS FOR STEALING MY THUNDER KINN 
 
Directional Music 
I tried multiple entities in FMB-BDG and never managed to get away from stereo sound for the music. Most of the time it wasn't an issue as other sounds were always going off. But if you stand in a quiet area and pirouette, apart from the ogres making snyde comments, you get a distinct phasing effect. 
Lmoa Scampie - Thread Refresh FAIL 
Anybeans - here is a picture I made to show the basic theory behind building things to follow arbitrary gradients - note that they will typically only be approximately the same size as their orthogonally built versions, but it's worth it just to make things all line up neatly on grid.

http://i.imgur.com/XHRW16V.png

You can have fun working out the scale relationships for different gradients - I will leave that as an exercise for the reader. 
Important Note 
The important thing to remember is that the original ortho-built geo needs to be on a coarser grid than the target rotated geo - you have to think how the ortho grid maps to the rotated "pseudo-grid" - e.g. for 45 degrees, 4 ortho grid units maps to "3 up and 3 along" grid units, so the original geo can't be built on a grid lower than 4.

For a ~27 degree rotated object (so the geo follows a 2:1 gradient), like the picture I just posted, 2 ortho grid units maps to "2 up and 1 along" grid units, so you only have to make sure the original isn't built on lower than grid 2. 
Genius! 
 
Cheers, But I Think Czg Was The Pioneer. 
See czg's Honey? Those crazy rotated broken bridges were built using this method, but the scale-then-rotate technique was applied twice in succession- in different axes - to get them looking really funky.

If you are going to rotate an object like this twice, the coarseness of the grid of the original object needs to be even higher - again I will leave that as an exercise for the reader. 
Brilliant 
Thank you, Kinn.

And thank you, Scampie. 
You Should All Look At Czg's Curves Again 
 
A Rotatable Grid 
Is on my todo list for TB 2.1. That would make such things a lot simpler. 
Skyboxes 
Been looking for these handsome skyboxes you guys been using. Only found a graveyard of broken links (poetic). Where are they? Where are the coolest skyboxes these days? 
Swapping Between Multiple Info_intermissions 
From post #730 I see that a map allows a maximum of 4 different info_intermissions. Does the camera swap between them depending on engine (EzQuake / DarkPlaces seems not to) or is there a way that I can cause the view to autoswap every x seconds? (spz1dm2ftk in Screenshots & betas is the basic map but way out of date detail wise by now) 
Adib 
Adib 
Info_intermission 
Quake's normal qc code just 'randomly' chooses between the cameras (technically it's bound to your playtime, but for all intents and purposes, random). You can't, outside a mod, change which it chooses or make it swap to a different one every so often. 
Mfx 
Yes, I've seen lvl and Simon's skies. And I used Terragen about 10 years ago, it was awesome already. I just don't have time to make one for Jam6. I've seen people posting "look, my new skybox" and got curious, wanted to see something different. But thanks for mentioning Terragen. 
Adib 
Sorry, That Just Linked To Kell's Main Page 
#15192: Creative Commons License Violation 
I don't make claim to the art work for these skyboxes. That credit goes to other talented people who allow you to use their wonderful skyboxes.

That's nice, but what would be even nicer is if they actually gave credit to said "talented people". I recognise at least some of sock's skyboxes on that page, but there is no mention of his name anywhere.

I had a look, and there seems to be just the same generic note included in each one:
This skybox is free for use but can't be sold for profit or altered in any way.
Those are not the terms under which sock has shared his work: http://creativecommons.org/licenses/by-nc-sa/3.0/ (and I'm willing to bet the same applies to the other skyboxes on that page).

But license or not, it just seems like common decency to at least credit people for their work. 
PS 
Sorry if I overreacted, and I didn't mean to come across as an asshole to PyroGXPilot. 
 
You can killtarget intermission cameras so that there is only one left in the map to force the game to use a specific one. 
Intermission Camera Changing 
is a feature in socks new mod. :) 
Total_newbie: This! 
It was Kell's I was looking for! Thanks! 
It Was A Feature In In The Shadows 
 
Adib 
Glad I was able to help someone out for a change. :) 
Light 
Something I don't know, -light (as used in worldspawn), -minlight, and -gate, numbers are talked about, but I don't remember ever seeing what the range was. For example, if -gate 5 is set, what does that mean? 5% or 5 on a scale of 0-255 or something else?

Confusing because -gate default is .001, that seems like an awfully tiny amount. I've used as high as 30 without seeing much difference. 
 
gate means that when light goes below the level specified, it is set to 0.

this is to stop delay 2 and 5 lights from going on forever.

make a box map with a regular light with brightnes 200 and try different gate settings to get an idea. 
Lip Is Weird, Or Is It Just Me. 
I am a virtual noob when it comes to Quake map making (I made a few DM levels back in 96/97 and tinkered around a bit in 2002 or so and that's it).

So I did a little test thing where I wanted to make a rising staircase with floating platforms. I used func_door and set the lips and all is well, apart from the first platform. This one should rise up out of the floor by 16 units so that the underside of it is flush with the floor. But setting it to lip 0 does not work, instead it uses the default of 8 and thus starts already half out of it's starting hole.

I figured out that setting the lip to 0.01 works fine and looks flush as well.

I was just wondering what is going on here? Is this some kinda of bug? 
Not Exactly 
When you leave a value unset in Quake, two separate parts of the system assign it a default. First, the engine changes all blank values to zero. Then the QC script tries to detect unset values to apply a custom default, but it can't distinguish between the field being unset and it being set to 0 explicitly. So it's a big storm of unfortunate design, and your workaround is about all you can do... 
 
Thanks. Good to know. The 0.01 thing works pretty well. 
Wasn't 
-0 the workaround for this? 
 
Wont work. 
 
So far, no one knows about the range(s) for the light values?

I had that problem on some steps in Wish 13, I assumed it was a bug. In my case, the player can't see the actual size of the steps, only the upper 16 units, so I just made the first one 8 units taller than it needed to be. 
 
I use -gate 10 on all my maps without seeing any difference other than tyrlight finishing faster, so at the very least, '10 light units' is really really dark...

I don't really know what light levels really are in a numerical sense, I just set my lights however they look nice :D 
 
Pretty sure it's 0-255 because that's the range of values in a Quake screenshot taken with r_lightmap 1. Although the compiler default cutoff of .001 doesn't make much sense in that context. 
Did Some Tests :D 
So, I made a texture which has all the colours in order (apart from the fullbrights, those do not matter here)

Textured a wall with it and plopped a light in the room with delay set to local minlight.

Then I put in different light values to see when stuff changes. I took screenshots and compared it to the colormap.lmp

The colormap basically has 64 steps (63 really since the middle 2 steps are the same.)

I did this test using Winquake, because that is of course more accurate when it comes to the original colours. I did some initial tests in Quakespasm, but even in 16bit mode the colours are pretty off and not accurate to the actual palette ones.

So here are my results of the extremes.

0-5 BLACK
0-239 NORMAL COLOUR RANGE
240-255 ORIGINAL TEXTURE COLOURS (FULLBRIGHT) (technically the later range is already in the overbrights here)
256-487 OVERBRIGHTS
488 and beyond BRIGHTEST OVERBRIGHT

This is just for evenly applied lighting though and the stepping seems to be kinda wonky, must be some weird maths in there.

Once you throw actual lighting scenarios and different attenuation models into the mix things of course are a lot different. 
"Backup Past 0" 
In the latest QuakeSpasm in a certain area of my level this "Backup Past 0" gets spammed to the console. I've never seen this before in my life and it has me puzzled :P

No errors, crashes, glitches or anything, just this message getting spammed in one area of the level. 
 
Post 580 on coding help. 
So quick question from the more experienced mappers:
Is there any way to have a func_train fire a trigger when it gets to a certain path corner?

Followup: can I set a trigger to fire when a monster touches it?

Thanks 
 
excellent.
Thank you :D 
Turning Off A Blinking Light 
Is this impossible? I have one flickering light (style 10) that I want to turn off, but I can't. It has a targetname and there's a trigger_once that targets it. I've tried regular targeting and killtarget, but it just keeps blinking. If I make it a normal light everything works as expected. I must be missing something. 
Rick 
Impossible, although I think it can be done with custom qc (not confirmed though. Has any mod ever done that?) 
 
it could be done by making a normal switchable light that is continuously targeted by a trigger_relay

light
targetname: flash

trigger_relay
target: flash
targetname: flash
delay: 1.0

trigger_once
target: flash
starts the flashing

trigger_once
killtarget: flash
stops (permanently) the flashing 
 
Jimbo, if it moves automatically and can't be blocked, you could used a timed trigger. 
Rock_brown 
Where is the rock_brown texture originally from? 
Jimbo's Train Problem 
So quick question from the more experienced mappers:
Is there any way to have a func_train fire a trigger when it gets to a certain path corner


New blog post: https://tomeofpreach.wordpress.com/2015/08/15/func_train-locational-triggers/

Actually, while writing that I thought of an alternate approach involving spikeshooters and logic gates, with the "cage" being changed to a "blast shield" which blocks the path of the spikes until the train reaches a certain point. So if the posted way is no good and you'd like me to elaborate, let me know... 
What To Do... 
Although not an editor/entity/how do I do this type of question, I still need some opinions on what I can do here. ie. I need help with my map =P.

I have made a small courtyard type area with a small wall skirting it and clipped so you can't go further, but I can't think of any decent ideas how to finish it off visual wise. I've tried a cliff face up but that looked a bit dodgy. (I may have messed up a few things as that build also gave a ton of errors) A void type idea also seems wrong.

Any feedback is always welcome.
Test shots : http://imgur.com/a/yIWkK 
 
nb: the screenshot thread is actually for this kind of question

anyway, you could try putting cliffs there, but pushing them back from the wall by putting a river or something. 
 
Easiest thing would be to use a skybox and make it some kind of void map. Adding terrain outside the walls, you will end up needing a bunch of brushwork to look decent. Some kind of combination of brushes and skybox, along with a judicious amount of fog could look good also. You could even put it inside a giant underground cave. There's lots of possibilities. 
 
In the latest netradiant (1.5.0n compiled Jun 21 2015) for quake 1 mapping (not tried quake 3) brushes at 45 degree angles have their texture off by 90 degrees (usually). If I set the texture to -90, then it sometimes realigns. In other cases, I just can't get it to realign, even at other angles and shifts. Frustrating. Seems like a bug, but not sure. Should I contact ingar, the build author?

I wanted to post this on insideqc, but my account is not registered. I made the acount 2 years ago, so if anyone has admin/mod rights, could you please approve my account. Same username.

Relevant screenshot: http://imgur.com/KhsYn5m 
 
This is a traditional Quake problem. Trying passing "-oldaxis" (or something like that) to your BSP compiler. Might fix it. 
@WarrenM 
Oh really? I never knew. So it's a bug or side effect of optimisation in the original dos quake? This doesn't happen with quake 3 bsp right?

Just tested -oldaxis, god that is damn useful. Thanks for that. 
 
That's odd, I've used Netradiant and Fitzquake/Quakespasm for years and have never had that problem.

I do use an old version of Netradiant though, from 2012 I think. I used Bengt Jardrup's qbsp until changing to txqbsp_xt, never with -oldaxis.

I do remember having that problem when I first started making Quake maps. That was probably the original Worldcraft and Id's qbsp though. 
Re: Lighting For First Timers 
I have had a look around this (massive) thread but so far have only found these two Lighting tutorials:
https://goo.gl/kLPFuq (Spawnhost)
https://goo.gl/scVY9o (Shores of Nis)
Now these are fine for "what commands are available to me" but don't really seem to do much on the "what happens when I" or "how can I best do" fronts.

So far Tyr's site for his utils have been of more use to me.

Are there any others that I should be aware of?
I have even contemplated making a bunch of cubes connected with a plain passage and then adding a single light in each with various light and wait settings just to see what happens with each. 
Lighting A Map... 
IMO some of the best examples of lighting used to guide a player can be found in the Portal games. 
OGkspAz 
Using shortened links like that is the perfect way of making links break and sites hard to find... 
 
Huh... I should edit my guide... When I wrote it, mh's light was the only modern one around. :P 
 
"Oh really? I never knew. So it's a bug or side effect of optimisation in the original dos quake? This doesn't happen with quake 3 bsp right?

Just tested -oldaxis, god that is damn useful. Thanks for that. "

It has to do with Quake's automatic texture mapping and how it decides which axis to use when it encounters a 45 degree angle. There was never a consensus reached so compilers offer that switch to compensate. 
Sky Fog Help 
Please, is there a way to set r_skyfog on worldspawn? I'm using MarkV. Already tried _skyfog, skyfog and even (desperate) r_skyfog. None of them work. 
 
It can be done by putting it in a quake.rc file, and running the map as a separate game mod. I don't know of any way to just include it in the bsp file. 
Actually... 
 
Why is that anyway? QBSP will store the key/value pair in the bsp file. Could using it be added to the next version of Fitzquake/Quakespasm? 
Necros 
Neat! Worth a try. 
 
unbirthday, re-register please, no such username at i3d/iqc. 
Rick 
After stalling on this for a long time, I added a "_skyfog" worldspawn key to Quakespasm recently, to be included the next release. Also, _wateralpha,_lavaalpha,_slimealpha,_telealpha. 
\o/ 
Could you also add the fov thing on viewportmodels that FQMKV has? That's a neat feature and makes the weapons at higher fov not look weird. 
 
Try fov_adapt 
Kinda Works, 
but not quite as good. 
Wow 
Good stuff just keeps coming. Separate alphas for the different liquids also? Man, that's great. 
Small Question About Relays 
So I made a trigger which triggers a bunch or relays which trigger lights with a staggered delay. I set the relays to have sound but they do not play any. What gives? 
It Can't Play Sounds 
trigger_relay's .qc code is

void() trigger_relay =
{
self.use = SUB_UseTargets;
};


Literally all it does is 'use' (trigger) it's targets. That's it. No sounds or anything else fancy.

--

There's some entity hack stuff you can do to make an info_notnull play a sound, so you could target that and it will play your sound. Give it the following properties:

"use" "train_wait"
"wait" "-1"
"noise" "boss2/sight.wav"
(or whatever sound, look in the .pak files for the names)

The sound must be precached, or your map will crash, so make it a sound that another entity in your map plays, that entity will precache the sound for you. For instance, the sound I used was from boss2, who is Shub, so I would need to place Shub in my map somewhere to use the sound. 
 
Thanks, that works. Was just confused because in the .fgd I got (the one DaZ made for JH) there is a dropdown for sound style on relay_triggers. 
 
you can trigger a trigger_once/trigger_multiple by giving it a targetname. then you can add any sounds you want to it. use the 'notouch' flag so you can't accidentally walk into it. 
Err 
What entity makes the "large Switch" sound then? Like the sound in e1m1 as the lights turn on as you go down the slime room with the 3 buttons. 
Daz 
Quark tells me "sounds" "3" on a trigger_once/multiple makes the "large switch" sound :)

There's also 2="beep beep" 1="secret" 0=none 
 
the trigger volumes do. 
WHAT ERICW SAID 
 
Poor Daz 
the jam has really taken a toll on him. :P 
 
What's going on with the multiple maps in jam6 trying to load CD track 1? It does not exist, first track is 2. Some editor definition file using 1 as default? Noticed it with ericw/tronyn's and warren's. 
 
Maybe they are hankering for some good old bit screeching. 
 
Must be a default, I never set it. 
Z-fighting 
What causes z-fighting and how does one avoid it in creating a map? 
 
Z-fighting is cause when faces of brushes overlap. In general this will only happen with things like func_door, func_plat etc.

So if you make a door or a platform make sure that none of the visible faces are level with other visible faces. This means that you should model in recesses for your platforms and doors to go into in most cases. 
Thanks For The Fast Response, Ptoing 
So what about having two world brushes with overlapping faces that the player can see? Will this ever result in z-fighting? And if not, is there any rule to which of the two faces (i.e. which texture) is seen in-game? 
 
with world brushes you should not have them overlapping in such a way that parts of faces which will be seen are flush. You don't know and then engine does not know, hence the z-fighting. I think the gl_zfix thing only sets worldspawn to a higher prio than entities. 
 
Ok, thanks for clarifying. I'm working on structure where it's kind of tricky not to have any visible surfaces overlap, especially without splitting the brushes into tiny components -- but I guess I'll have to figure it out somehow, then.

Thanks again! 
 
Feel free to upload a work in progress of your .map and I can have a look at it and let you know what might be problematic. 
Thank You! 
That's very kind of you, but at the moment I'm still too embarrassed to show anything I've made.

I might take you up on the offer when things look less messy ... but that's going to take a while at my pace. 
World Brushes Z-figiting 
shouldn't happen. Here's a test:
http://imgur.com/a/McOtQ#Ce5LmYE

qbsp has a step where it CSG-subtracts each brush against each other brush. I think they're done in map file order, so the first brush I added there clips away the corner of the second brush.

The gl_zfix cvar in quakespasm was pushing each face of bmodels (so func_wall/func_door, etc.) out by a small amount, but it's disabled now becuase it caused arifacts making some secrets visible, and caused mappers to put z-fighting in their maps inadvertently. 
 
No problem :) 
Eric 
That is still kinda bad practise though, right? Plopping worldspawn brushes together like that. Esp. since you do not want to keep track of which brushes were placed earlier.

So in most cases like that you should still cut one of the brushes up into smaller parts, right? 
 
yeah, it's best to avoid - messy map file. But if it's hard to avoid overlapping world brushes, the compiler will deal with it. 
 
Thanks for the extensive responses, ericw and ptoing. 
 
That's what this place is here for :D 
Warped Textures On Irregular Faces 
I've noticed that on some angled brush-faces, the brick texture I'm using is warped -- as in, the vertical lines on the texture (the short part of the bricks) are diagonal instead of vertical. No amount of changing the texture angle/size/X/Y-offset seems to help...

Is there any way of fixing/avoiding this? I'm using TrenchBroom 2 on Linux. 
 
I dunno about TB2, but Jackhammer has very good texture alignment tools and there is a Linux build, so maybe worth looking into that. 
 
I *think* that's something the "Valve 220" texture alignment fixes. And I *think* TrenchBroom supports it.

At the moment I use Netradiant, but I seem to remember somebody here sending me a map a year or so ago when I was trying TB1 that showed how it looked, and I remember being surprised how much better it was at aligning textures on angled and rotated surfaces.

Make a backup copy of your map if you try something like that, it may not be reversible. 
Viewpos 
I can't believe I've been mapping all this time and just discovered this. Makes positioning info_intermission easy.

Turn on noclip and find a good view. Open the console and enter the "viewpos" command (no quotes). Write down the numbers:

(origin) mangle

Enter these in your map for an info_intermission - Done. 
Newbie 
That's a result of the way textures are projected onto faces in Quake. Your only option is to use the Valve 220 map format, which TB2 supports. However there's no conversion function yet, but I could implement one. 
Valve 220 
Thanks very much, ptoing, Rick and SleepwalkR, for your responses.

SleepwalkR, how does one go about using the Valve 220 format? I can't see any option for enabling it. Is it enabled by default? Or is it something one specifies when compiling? 
You Must Choose 
when you create a new map. In the game selection dialog, when you select Quake, you see a dropdown list below the game list where you can choose between Standard and Valve 220 map formats. 
Thanks For Explaining 
Does that mean I'm now stuck with standard format in the current map I'm working on, at least until you implement conversion? D'oh.

I tried opening a new .map in Valve format and copy&paste-ing my current map into the new file, but it doesn't work -- it says
Unable to parse clipboard contents: (line 2, column 1)Expected '(' or ')', but got 'classname'
I'm guessing that's because you can't (currently) copy&paste between the two formats in TB2? 
Yeah, That Doesn't Work 
First, I need to write a converter. Maybe I can squeeze one in tonight, because converting from Standard to Valve 220 is easy. The converse isn't, though. 
That Would Rock 
 
FifthElephant 
You'll be happy to know that the old way to draw brushes is coming back in TB2. You will have to enable the brush tool to do it, but then you can just bang out the brushes by dragging as usual. The new mode is only activated if you hold shift while clicking or dragging. 
SW 
that does indeed make me happy. Getting the brush mode to work has been a bug-bear of mine though. I've struggled to make brushes in TB2 in 3d view. Also, it would be nice to see a return of the 64x64 unit brush as a starting point when you start working on a new map. 
BSP2 And +-4096 Boundary 
I was under the impression that BSP2 removed the original +/- 4096 loop boundary but this still happens to me in BSP2 compiled maps. Does it require engine support too? I'm using QS 0.90.1 
 
BSP2 does not remove the 4096^3 boundaries. 
 
ohh whoops, i thought those two were kind the same thing. :S 
 
Caught me by surprise too when I found about it. 
 
No, the 4096 is tied into the networking protocol and other things I believe. Would be hard to remove. :-/ 
Yeah 
map format already supports larger map sizes, it's the network protocol that is the limiting factor.

I didn't add this feature to protocol 666 because I couldn't think of a good way that wouldn't make packet sizes bigger for normal-size maps. This means you'd get a packet overflow on some older maps that wouldn't overflow on protocol 15. 
Fifth 
The empty map will contain an initial room at some point in the future. If you want to testdrive the new / old create brush tool, I can upload a new build that contains it. 
For Those Who Care About Software Render 
Mankrip, da man behind Makaku and Retroquad engines, runned my jam 6 level and reported two bugs that pop in software render.

The mipmaps of my fixed rock_brown texture were wrong. I used Wally to edit the wads. Apparently the default settings for Remip Deluxe doesn't work well with Quake software render. I had to go to View / Options / Remip and click the "Use Quake Lookalike Settings" button.

Also, liquid textures bigger than 64x64 get distorted by software render. I was using *lava4a. For full compatibility, I'm changing to *lava1.

DLC will have both fixes. 
Mce.bsp By Negke 
How are those custom ammo boxes done, given that this is just a bsp file? 
 
Do Fitz/QS engines have a command to turn off .lit support? Something to easily see what a map looks like without colored lighting (even if you have to reload the level) 
 
Hm, just went through all the commands and such in QS, not Fitz though, but QS does not seem to have this. Would be a cool option. Something like r_uselit.

The fastest way now is to rename the lit file to something like lit~ and then restart the map in QS. A bit tedious, but it works. Also damn, some maps look horrible without the lit file, like Skacky's Jam5 map. Super blown out. I think it has to do with the thing that ericw mentioned a while back somewhere about using dark lightcolours. 
 
Unless you are using BSP2, reQuiem has gl_loadlitfiles 0/1 (also available in the menus). 
 
Also damn, some maps look horrible without the lit file, like Skacky's Jam5 map. Super blown out. I think it has to do with the thing that ericw mentioned a while back somewhere about using dark lightcolours.

That's suprising, i would have assumed that the non-colored version of the lighting would just desaturate the color while keeping the apparent brightness. 
 
It could have to do with how .lit support was added to tyrutils, the bsp lighting didn't use the _color keys at all. I changed it, for the next release of my fork, to average the RGB components of the ilt sample to get the greyscale value for the bsp. 
Ericw 
That's a very good solution for sure. And great work on the compile tools in general. 
RGB Is Terrible For Almost Everything. 
Careful with averaging RGB, that would give you some weird results. You rather want to calculate the (perceived) lightness of the color. I would need to go through my docs but if you can't find a good solution give me a nudge.

I wonder if the weird green tint on explosions/dynamic lights when playing games with (reddish?) lit files is also due to this. Noticed it a lot in the jam6 maps with QS. 
Argh 
Actually it looks like averaging won't work..
The constraint is the LightNormalize function that MarkV is using (Baker mentioned that he took it from some QW engines). It scales the lit data based on the bsp file lighting, supposedly to prevent cheating in MP by using a fullbright lit file.

I looked at it again and, to prevent MarkV from scaling the lit data, the bsp needs to contain max(r,g,b). This kind of sucks because it forces your bsp to have overblown greyscale lighting, or else have potentially distorted colors in MarkV. 
 
1. as Spirit says, don't just do a staight average of RGB. Try instead using one of the formulas from here: http://stackoverflow.com/questions/596216/formula-to-determine-brightness-of-rgb-color

2. Spirit, regarding the green tint on explosions, this happens because the explosion is blowing out the lightmap to white. At the edges of the explosion, only certain color channels are blown out, so you get different colored rings around the explosion based on the color of the explosion and the color of the pre-existing lightmap. To preserve the color better, probably an engine would have to calculate the correct color first for each lightmap point, then clamp all 3 channels to different values to preserve it. 
Also Spirit 
I wonder if the weird green tint on explosions/dynamic lights when playing games with (reddish?) lit files is also due to this. Noticed it a lot in the jam6 maps with QS.
I think I see this with the rocks in jam6_daz, pretty sure it is completely normal (the rocks have a bit of green in them, the explosions are white so the orange tinted lighting briefly changes to white) 
Yeah. 
I think it is more of an optical illusion as well. Partly the rock colours, partly the amount of red on screen getting your retinas to get cyan/greenish afterimages a bit.

If you look at this shot with it looks a bit greenish on the rim of the light sphere.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/lighting_1.png

When looking at it with lightmap only it is a lot more yellow looking, and there really are no greens as such, but some dirty yellows.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/lighting_2.png 
How Cool Is That 
Contrast/complement effect from red tinted faces? Someone should test if we see red if the lights are rather green. 
 
Just made a quick test room with greenish cyan light.

Plop in there and shoot some rockets at the walls. Esp the blue wall looks weirdly purple-ish. So it seems like it does work at least a bit.

https://dl.dropboxusercontent.com/u/15588722/post/func_msg/complementtest.bsp 
Missing Lit File Please 
 
Derp. 
Beyond 4096 
which engines support both bsp2 and > 4096 boundary protocol?

i checked the usual suspects: DP and RMQE but neither supports BSP2.

Prefer a stock-alike engine if possible. 
 
Fteqw should do, you can make it very stock like too. Quakeforge might do it too, not sure though. DP does support bsp2 though, did you use an old version. 
 
thanks spirit, what is quakeforge?? will need to google that shizzle.

i thought DP did bsp2?? but it said unsupported type. although, now I look at the build, it says it's from june 2011. so yeah, probably an old one.

grabbed the 20140513 build, loads the map, but geometry flickers like mad: http://shoresofnis.com/temp/jam620150828131103-00.jpg :( 
 
BSP2 support (allegedly): DarkPlaces, QuakeSpasm, Fitzquake Mark V, qbism Super8, latest automated build of FTE, TyrQuake from 2013 or later, and QuakeForge. 
DP Flickering Bug 
try "r_useportalculling 0" 
 
ouch, same here. It also spammed more than 500 times "Mod_Q1BSP_RecursiveNodePortals: WARNING: new portal was clipped away".

Quakeforge is pretty awesome. Very non-standard though in terms of getting it properly configured (at least on Linux). It deserves a lot more attention. 
 
I moved the BSP2 page from Quaddicted to http://quakewiki.org/wiki/BSP2 , edit ahoy please 
 
works perfectly, thank you ericw! 
Wvis 
Would waiting longer be of any use
Throw Me An EMail Plz 
How complex is the map ? Are you making use of detail-brushes ?
Did you try compiling it with TyrUtils ? 
Says I With No EMail Set In The Account. 
rebb at voidspark net 
Quiet 
complex, cut out all extra brushes to reach limit, was bound to bjp_tools_xt_290914 latest tools and would only light with tyrutils015_win32.

I get the feeling only the old vistools will help me out here, and the experience is one week.

I'll send you the map, thanx for your answer. 
Madfox 
Did you notice post #15023? Asaki is offering to help you with your QC trouble. By the way, the email address and website url on your profile is outdated. 
Neg!ke 
I know. I will send Asaki the info.
And yes, my email was outdated and meanwhile I'm restoring my new website. 
No Spawn Function For Func_dm_only 
I'm trying to set my jam 6 level for deathmatch. Navigation would improve with some teleports. Then I found this entity func_dm_only, a teleporter for deathmatch only. But standard id1 doesn't seem to have it and I get a "no spawn function for" console message.

Any ideas? I believe id1 progs.dat should have this entity... 
 
not in my copy of the source code. i've also never heard of it.

i think you can simulate this effect by checking all 3 of the not easy, medium, hard skills. 
Necros: O_o 
Wow, that worked. I thought the skill checkboxes had no relation with deathmatch yes/no. Or at least that would fail in nightmare skill (not easy, not medium, not hard).

I already had a logic gate setup working. Got back here just to say it. But now I'm deleting it. Just have to be sure if the 3 checkboxes work for every entity (even those where Jackhammer UI doesn't show the checks). 
 
if you are missing checkboxes, you can just manually set the 'spawnflags' field to '1792'. this is the bits 256, 512 and 1024 added together. you can do this for any combination of flags. 
Gamemodes 
I imagine this is impossible in Quake but QIIIA had options for DM only, TDM only etc. If this is not possible, it would have been a great addition. 
DM Only 
I think setting flags of "not in easy, medium or hard" is the only way to do this? 
Yes 
That's how it's done. 
"nan"? 
Not sure if this should go here or in the TrenchBroom thread...

Just created something in TrenchBroom, saved it, and when I tried to open it again, it gave me an error saying
(line 441, column 107)Expected integer or decimal, but got 'nan'
So I opened the file in a text editor and on line 441 one of the coordinates is indeed "nan" -- but in also in a few other places as well. I am guessing "nan" means "not a number" or "not a valid number"; is this correct?

How on earth does this happen, and how can one fix it? Should I replace all instances of "nan" with something else in my text editor, and if so, with what?

(I should perhaps also mention that I have done nothing really intricate in this map; no rotation; everything on grid.) 
Mighty Need For Rock Brushes Tips 
Okay, so this problem has been tormanting me ever since I started quake mapping: believable, compileable rock brushes.

How can I make believable enough rock brushes (not blocky) and still get vis to work? I'm wasting my time on my rejected jam6 map because of this shit. 
Find Rocks U Think Look Good And Copy Them 
 
Sock Has Guides 
 
Ask Me How 
I like mine, really.

http://s3.photobucket.com/user/amurad/media/Games/jam6_18b_zpswa4ketjr.jpg.html?sort=3&o=2

They were made like this:

http://www.simonoc.com/pages/articles/rockwall1_1.htm

Golden rule: as long as you skew faces, you're safe.

In other words: if you're going to move vertices, you have to move all vertices in a surface together. And I said MOVE, not rotate. 
Even Better 
Platinum rule: your brush is always valid if all faces are parallelograms, all vertices are on grid and at least two faces are parallel to orthogonal axis.

Meaning that if you make a cube you can skew its faces at your will, it will compile.

Of course you're not skewing a face across its opposite; in this case you're just trying to troll me. 
Trisoup! 
Make a cube out of 4 sided brushes (pyramids, not prisms). That can then be duplicated and manipulated to your heart's content to produce whatever formations of rocks you like. 
 
For tri-soup walls and floors use 3 sided prisms/columns and move the vertexes on one end up/down (or in/out if walls). In my Jam6 map you can see how I tri-souped the walls, floor and ceiling.

There's also some randomly formed off-grid rocks that seemed to compile fine.

With careful clipping I made some columns/prisms where all the sides are formed by triangles. You can drag the vertexes around to make interesting shapes, just keep the brush convex and the ends flat. Cap the flat ends with stubby pyramids to give them a rounder look. 
Yes 
Triangular faces are always valid. Diamond rule. 
Decorative Items/objects 
How much can you actually build using brushes? For example, say you were building a medieval style map and wanted wooden barrels, wheeled carts, crates, signs or metal light fixtures etc... can you build all that detail with no problems?

What I mean by "crates" is, beyond a six sided cube with a crate texture applied. A crate that has some dimensionality to it.

Engines are more advanced, limits are increased(providing openness and crazy architecture) as well as lighting being dramatically improved. But beyond that, there is very little in the way of filling the environment with anything more than monsters still! 
 
trisouping makes for really wonky slopes and ramps that are very awkward to walk on. collision with lots of strangely angled walls also feels very catchy and jagged. it looks nice but it works a lot better in quake3.

use flat floors, big ramps at compiler-friendly slope ratios, and lots of small steps if you really need to break up a floor with geometry. make your cliffs out of irregular hexagonal and pentagonal prisms (with the corners on-grid and the faces also on compiler-friendly slopes) and only slant the tops and bottoms.

you will be entirely forgiven (by me at least) if your rocks look a little "quakey" but have smooth solid collision. 
Mapping Tip Of The Day 
So you want to cast a shadow invisibly, like the Q on the ground in e1m5? If you're using a compiler which supports _shadow, you've probably thought of doing it with a func_wall that you then killtarget, or even hacking the entities in the bsp and deleting the func_wall. But there's an easier way! Instead of making the shadowcaster a func_wall, just give it the classname info_null, and the QC will remove it for you, no mess, no fuss. 
Rocks 
I liked the rocks in Daz' brimstone mapjam entry - they looking volcanic rock-like despite being angular and quakey.

Making really big lumps of strata looks good and doesn't leave you with micro-clip floor problems. 
@ijed 
Isn't it just a matter of structural irregular rock brushes touching the floor? Isn't it just a matter of making a whole cliff or at least its bottom a func_detail? Or func_wall, if my compiler doesn't support details?

@Lunaran

Shouldn't I just "caulk" my level in a Q3 style? I mean, make a jaggy cliff func_illusionary and cover it with clip brushes? That would separate the visual cliff from its collision.

About damage_inc question, can't I just fill my level with MDL props? 
 
I use to smooth player collision against really detailed walls using clip brushes. Any reason to not do it? 
 
definitely clip off detailed stuff always.

func_illusionary won't help you though, it's not solid to weapons so the player will notice right away.

mdl props are useful if they're small, but since they're vertex lit by the ground beneath their origin they're not useful for large things because they don't get shaded, so you can't make buildings or pillars or archways as big mdls. 
Microclipping 
By that I meant when tiny invisible misalignments in the floor form overhangs that the player gets stuck on.

Typically these are the result of mathematical inaccuracy from the editor and/or compiler.

The player will only notice them when they're part of the floor, since that's what they touch the most.

So it's pretty much what Lun says - use flat or simple brushes for your actual floor surfaces, or at least the ones the player will most use to navigate your level.

And yes, make the entire thing _detail. It has two downsides - higher memory requirement for end user (you might need heapsize >64 !!!) and the compiler will crash if there are no 'normal' world brushes.

Clipping off details is good for both the player and Quake Ai, and has a negligible improvement for the speed of calculating the hulls I believe. 
 
I've seen that "microclipping" thing happen occasionally. Seems to be a problem with the clipping hull because the brushes will all appear to meet perfectly. Usually a well placed clip brush will fix it. I've never had it happen enough to consider it a major problem. 
 
Thanks, guys. And @ijed, it's possible to pick what will be detail and what will not. In a pillar, just that lower brush that touches the floor, for example, not the whole thing. That's how I used to do for Torque Game Engine. I assume it's the same principle for modern Quake? Sometimes a touched surface can split and it's not bad. 
 
Lunaran

You mentioned "compiler-friendly slope ratios". Is that just wordsmithing or is that an actual thing? And, if so, is there a reference somewhere? 
First Thing That Came To Mind 
Adib 
Yeah I know, it's just more convenient to make the whole thing one object and has no real downside. 
 
OTP - Thanks! That's useful, saved... 
Warren 
The compiler splits the world up by radiating brushplanes outwards and cutting space with them, and if it picks a plane that's at some cockeyed angle the split it makes will intersect other walls and brushes in off-grid places. Walls, and vis leafs, will be split more often than is really necessary since intersections will rarely coincide with each other or with existing brushwork seams. Which is *technically* fine, modern computers and all that, but if you do this a lot you'll get a less healthy bsp tree. Vis will be shakier, and I think there's potential for microleafs and etc (someone like ericW can correct me on this voodoo).

Basically it doesn't make the map look a whole lot different to try to stick to 1:1, 1:2, and 1:4 but applied thoroughly it greatly reduces the odds of those really arcane compile errors, or a map with seemingly impossible to trace or fix vis errors like jam6_daz (once you start throwing little cylinders literally everywhere). 
 
OK, thanks. Yeah, I'm always awash in QBSP errors and VIS problems. 
Lunaran 
Just to be perfectly clear: func_detail planes (or func_whatever actually) doesn't split the space, right? Making a func_detail is just the way to let a structural regular brush out of VIS compilation, is that correct? 
Adib 
func_detail *does* split up the world. e.g. if you have a bunch of vertical columns as func_detail, they will split up the floor where they touch. The reason for this is Quake doesn't really support detail brushes, so they are compiled into ordinary world polys, except qbsp passes some extra info about them to vis so they can be ignored by the vis process. Also, func_detail shouldn't be used to seal the map - not sure why.

All of the other func_* entities behave differently - they're called "bmodels". They:
-are invisible to vis, like func_detail
-don't split up the world.
-are rendered in a separate pass by the engine. Some engines like fitzquake can get slow with very complex bmodels.
-they originally didn't cast shadows, but you can make them cast shadows with tyrutils by setting "_shadow" "1" on the entity.
-they take an edict slot.

So - long story short - if you specifically don't want to cause splitting of the world, use a func_wall with "_shadow" "1" set 
 
Now that func_walls can cast shadows, they are as close as you can get to Quake 3 detail brushes.

It's too bad they contribute to the 256 model limit. Is that impossible to change? 
Eh 
You know that func_detail exists, right? 
Func_nope 
I tried making all the beams, thin pillars, light fittings and small wall details on my map func_detail the other day and the compiler was just having absolutely none of it. (txqbsp or tyr's bsp) The brushes werent showing o the mp at all, it was like I had deleted the lot. It took me hunting for an autosave where I hadn't edited it yet to get it back to normal. Something I did notice was that when it did work on some wall text I added: whichever engine I was using to play (darkplaces or ezquake) with refused to draw it ater a certain distance. 
 
You know that func_detail exists, right?

Yes.

You know a func_detail isn't the same as a Quake 3 detail brush, right? 
 
oGkspAz,

In Quake, func_detail only has one real use. It excludes the brush from the vis process. This can greatly speed up vis if you have a lot of small brushes that do not really block the player's view.

My understanding is that they can cause the problems you are seeing when used to seal the map or if they protrude out into the "void".

I could be wrong though, because I generally don't use them. If I had a map that took more than a few hours for a full vis, I might reconsider, but I don't think they make the final result any better. 
 
"It's too bad they contribute to the 256 model limit. Is that impossible to change? "

This still exists? Even in expanded/enhanced engines? 
 
I'm sure it's not a hard limit anymore. FitzQuake will print a warning for over 255 models but the map will still run okay. I'm not sure Quakespasm even bothers with the warning. Maybe it's limited in the network code? 
 
Perfect, thanks.

Think I confused two "splits". Func_detail allows you to let brushes out of VIS computation, so they don't split (1) 3D space, regarding Binary Space Partition. But makes perfect sense their brushes still split (2) other brushes' surfaces, or the engine would have to know about them in runtime for proper sorting. In this case, shaded func_walls come to hand, but you better not abuse them.

oGkspAz are you sure you didn't just checked one of those "not in easy", "not in deathmatch" etc by accident? 
 
Q2/Q3 detail brushes don't split polys/space, but I don't think that was possible in Q1 due to a bsp structure limitation I also don't understand and won't try to describe.

I'd love to hear a cogent explanation though. 
Also Worth Noting 
func_detail isn't like any other func (except func_group). It doesn't carry through as an entity into the game, it purely exists as a compiler directive. It's a fake func. Making the classname worldspawn_detail might have technically been more accurate.

Q2/Q3 had a 'detail' flag in the .map format spec, which won't be modified for Q1 editors and tools because of reasons. There's occasional discussion of using the q2 or q3 .map format (or even the q3 bsp format), but it never leads to any movement except in wacky topheavy ports like Darkplaces which can load Megaman levels and includes quakeC builtins for running SETI@Home. 
 
the new edict limit is like 32768.
in fitzquake, i think you may have to explicitly set that with max_edicts "32768". quakespasm too maybe. 
Lun 
I tried hacking qbsp to make func_detail not split world polys. The result was you could shoot through the func_detail things (bullets are collision detected by doing bsp traversal of hull 0). That change must have broken the bsp tree construction somehow.

q3bsp, I think, stores all of the original map brushes in the .bsp file, and uses those for collision detection. 
 
What? No. no way. then decompiling would be only a matter of extracting the right lump and writing it to .map? 
Pretty Sure That's Correct.. 
q3map2 has an option for decompiling:
https://en.wikibooks.org/wiki/Q3Map2#Decompiling_into_a_.map

I checked out the code to see if it was doing anything interesting, and it's pretty much just "open the 'brushes' bsp lump, write each brush to a .map file" 
Wow It's True. 
 
Here's a picture that shows the difference between a world brush, a func_detail, and a func_wall.

Those are 16x32 octagons placed against a flat wall.

The func_wall is in the middle. Notice how it doesn't cause the wall behind to get chopped up.

http://quaketastic.com/files/screen_shots/WallvsDetail.png 
 
BTW, that's in Quake.

Most of the time, a detail brush in Quake 3 will work just like a func_wall in Quake. 
 
quake 2 also has the brushes. This is how they are able to support collision for arbitrary sized entities, rather than using N number of "hulls", one for each bounding box size. 
Holy Shits 
guess you learn something new every day

are the brushes linked to the tree at all? how's the space searched efficiently? 
So... 
when is the best situation to use func_detail? Does it have any impact on the end user or does it only impair compile times? 
 
The impact on end user is a level portalized in a more rational way. Visibility will be based on walls enclosing the room, not the six uber detailed pilars or the chandelier inside it, ones you will carefully turn into func_detail. Someone correct me if I'm wrong. 
 
adib - No, that's right. You should func_detail anything that will create a ton of cuts and portals for no real benefit. 
 
As far as I know, the only reason to use func_detail is to speed up vis. If done correctly, the player will have no idea that they were used. Do it wrong and the player will see brushes start disappearing. Func_detail brushes have no effect on how qbsp chops up the brushes. 
@Rick 
That sounds like the issue I was having with my text shaped brushes on the one wall. 
Func_detail 
As far as I know, the only reason to use func_detail is to speed up vis

Actually, is there a run-time benefit too? e.g. let's say you have a huge and detailed map - it's better for performance to have fewer visleaves (with more polys in them) than tons and tons of small visleaves, right? I'm guessing func_detail results in less visleaves? 
 
tyrutils qbsp (and I assume rebb's as well) uses knowledge of which faces are func_detail in its bsp heuristic; it will try to use non-detail faces to divide up volume in preference to detail faces.

That might give a more optimal bsp tree, but aside from that, using func_detail creates just as many visleafs as not using it, so I wouldn't expect any difference at runtime. 
Texture Questions 
1) What is the correct file format for textures? E.g. let's say I want to modify an existing texture. I know how to use TexMex to export it from a texture wad, and how to add it back in, but I'm not sure what file format I should choose when doing so (I am guessing the answer is not jpg).

2) Would Gimp be a suitable programme for modifying/creating textures?

3) I think I understand the theory behind using skip textures, but why is it possible to see skip textures (as in, see a brush face with "skip" written all over it) in some maps? Shouldn't those brush faces be invisible? An example would be Day of the Lords: if you noclip through it, there are moments where you can see "skip" written on brush faces. 
 
Correct file format is .pcx file

I'm sure gimp would work ok. I use paintshop pro 7.

You shouldn't be able to see skip textures, must be one of those weird quirks of the game if you can see them by noclipping through stuff. 
 
http://www.celephais.net/stuff/texturefaq.htm

The skip faces you see are accidental leftovers i'd say, todays compilers "skip" them ahead of the final bsp compile, were the old tools just draw them and had to be removed with a special compile switch and/or tool.

Gimp is fine, dont expect it to work wonders tho.. 
Thanks For The Quick Answers, Fifth And Mfx 
Thanks for that link; I was actually reading through that before posting to see if it would answer any of my questions (I had a look here http://quakewiki.org/wiki/Textures too).

So if I shouldn't expect too much from Gimp, what is the better alternative? (Just curious; I wouldn't be able to afford any non-free software anyway) 
 
I've always found Gimp and Photoshop too much of a pain to use for Quake textures. Their world is 24 bit.

I have an old copy of PSP 4.0 (still runs on Windows 7) that I use for making and modifying Quake textures. It works with 256 color palette graphics pretty well. I've always used the .bmp format.

I tried a newer version of PSP (x5), but it was way overly complicated for most of what I do, so I deleted it. 
Rick 
What kind of pain you have using Photoshop to make Quake textures? You can switch between RGB and "indexed" color modes, I have the Quake palette with and without fullbright lines... Want help? 
+1 For Photoshop 
It's worth putting time into to learn imo. There are good reasons it's an industry standard (and not so goon ones).

Of course, it can be pretty cost prohibitive, which is one of the reasons I should eat my words and learn GIMP. 
 
Photoshop is great for Quake textures. Make heavy use of the 'gradient map' layer, and make yourself a set of gradients that match the rows of the Quake palette to use with them. 
For Index Colors 
I use LVPro 
 
It's just a personal preference thing, but I find these modern graphics/photo editing programs to have have an overly complex and cluttered up interface for something as simple as editing a bitmap.

I do have a copy of Gimp in my portable folder, some day I may give it another look. 
Wally? 
 
 
I've never thought of the Photoshop interface as cluttered. If you use hotkeys to flip between tools and create new layers when you need them, the interface is basically negligible. 
Jpg Is The Worst Fucking Format For Anything Ever 
Each time you save something in it, the quality downgrades. 
+1 For Wally 
As Spirit said. It's nowhere near as feature rich as Photoshop or Gimp, but its tools are basic enough for anyone to create and or edit some really good textures. That and it was made for the sole purpose of creating Quake textures, so that should be a plus. 
 
I use Wally just to handle wads. 
It's To Bad... 
That editors and engines haven't moved on from the ".wad" file format! For mappers that is. A few older external programs could be eliminated along with it. 
 
That editors and engines haven't moved on from the ".wad" file format! For mappers that is. A few older external programs could be eliminated along with it.

Reading individual 8-bit images from a folder, instead of .wad files, could be neat (if you happen to use the one compiler and one editor that might actually implement it). 
 
Most new GL engines support "external" textures, 24 bit plain files on the filesystem. Quakespasm, Fitzquake, Darkplaces do. They override textures inside BSP files and have to be placed at <mod folder>/textures. They can even be used on a single level if you place them at <mod folder>/textures/<map name> 
 
... meaning you don't have to bother about Quake palette anymore if you don't care about backward compatibility. 
Kinn 
Sorry, you mean at development time. I believe QuArk works the way you want. 
 
Sorry, you mean at development time. I believe QuArk works the way you want.

If only the other 99% of QuArk worked the way I want. 
Agreed 
 
Context! 
If only the other 99% of QuArk worked 
 
What's the 1% that works ... the About Box? 
 
What's the 1% that works

The "X" button in the top-right corner of the workspace seems to function as intended. You probably don't need much else actually! 
I Forgot About Compiliers :( 
I meant more specifically, an uncompressed archive format(.zip) with the same directory structure as .wad files. Then they could be manipulated by the OS natively. Obvious Ex: Q3A's .pk3 It was just a thought I had while reading the comments above my post. 
What About 
1- The editor can deal with plain file textures;
2- A little program that packs texture files into a wad, just to feed qbsp. The wad can be deleted afterwards;
3- The engine deals with plain file textures.

It would take changes in the editors we love, like Jackhammer and Trenchbroom and this new compile step before qbsp. 
 
If you have to make a wad anyway for bsp, what's the point of making the editor and engine read individual texture files? 
Oh And 
There's something else that individual texture files don't have: mipmaps. You probably want these. 
No, You Don't 
If you're using GL engines you don't need mipmaps, right?

If this wad is made automatically out of your sight during compile process, you don't have to know it even exists and you don't need Wally or TexMex. 
 
Personally I can only see the point of bypassing the .wad process if you are making your own textures and don't want to keep remaking a .wad every time you add/change/remove a texture. Having an editor and bsp compiler that works with image files directly, not wads, might be a small timesaver/convenience.

But...if you still have to run a tool to generate a .wad before you run bsp.exe, then what do you gain exactly? And again, I dunno why you'd need the engine to read the texture files separately when you are baking them into .bsp? 
 
You only have to add another command to your automated compiling batch.

I'm pretty sure you can't have a TGA alpha "fence" texture inside BSP. It has to be an external TGA file.

I can provide 24bit versions of my textures in plain files. 
Mipmaps 
in theory the GL engine could use the mipmaps from the bsp, but in practice most don't, they just recalculate the mipmaps at load time in 32-bit color (which probably gives a better result.) 
 
If it's really important to you, you could script it all with some commandline tools. Quakeforge for example has uptodate texture tools 
Natively 8 Bit Editor 
While I can't actually claim I've ever produced anything useful from it, I have had a couple of tries pottering about with a graphics editor called Grafx2. It's designed to work with 8 bit (or fewer) palettes, so all the tools are focused on that kind of work. It has support for different gradients within your palette, and will dither them in a variety of ways. On the downside, it's originally a DOS tool and the interface is still pretty retro, but it's an interesting alternative to a classic photo editing tool. 
Pixel Pushing 
At work a couple of years ago, I designed and wrote a bespoke pixel-pushing tool in Unity, for making proper pixel-art 8-bit textures (that use a specific palette with defined gradients and whatnot).

Had some crazy features like painting relief maps, and then lighting them to get realistic highlights and shadows. That was probably a bit OTT, as I found the hand-drawn painterly stuff always had more charm.

A useful feature was the ability to paint on a tiled canvas. Really sucks that you can't do that in photoshop.

At some point I'd like to get permission to release it into the wild. It was PERFECT for quake textures, as I made double sure :} 
Kinn... 
You have my permission to release it. Thanks! 
 
I think I mentioned finding that Grafx2 thing here a year or two ago. I've played around a bit with it, but never tried using it to actually make anything.

I mainly use it as an accessory to look at things such as which colors are actually used in a texture and how many pixels there are of each color used.

The interface is hard to get used to, but it does work. 
I'll Pester Sleepwalker 
To make a new art tool and call it TrenchBrush 
Fast Question 
how do I give a static entity a damage exposure? 
Fast Answer 
you cannot, it is static! 
PaintBroom 
 
BrownStrokes 
 
YES 
Go code! 
Thanks Everyone... 
...for all the answers to my texture programme question way back in #15383. I guess the discussion has since taken on a life of its own, but I still wanted to say thanks. :) 
Slow Consideration 
forget the static entity, let's say I want to give a place a damage function.
Would a door that's blocked someway, and made invissible be a manner? 
Trigger_hurt 
the thing you want is a trigger_hurt

I think 
Leaks And Portals 
I'm currently working on a new map, and I keep getting a leak message. When I load the pts in Trenchbroom, the line squiggles all over the level, and is nearly impossible to find where the leak is coming from. I tried zeroing in on the coordinates that the compiler pops out, but of course, its just the player entity.

Also, I'm getting a lot if clipping warnings, but I'm not getting an outputted .por file.

Does anyone have advice for this?

Thanks.

Ruin 
Clipping 
Also, what causes clipping warnings? I'm guessing it's when two brushes intersect in the same space. Is this correct? 
More On Grafx2 
Have played about making a tiling texture in grafx2. It does support this, but the interface and documentation is really hard to follow, so a quick guide:

Imagine we want to make a 64x64 tiling texture, but while we work on it we'd like to have a 2x2 array of our texture to see how it tiles. Start a new image in grafx2 and click on the screen size icon. In the box you can edit the dimensions of the texture to be 128x128 (the size of the 2x2 tiling of our desired texture). How to do this was certainly not as obvious to me as to the developers!

Next click on the FX icon, and click on Grid. Set the grid size to be 64x64, but turn off Snap. Now click FX again (confusingly the Grid icon will not appear active if you have turned off the snap feature, but it is working). Click tilemap and then close the FX box. Now you can draw on the texture and all four tiles are altered at once.

This is great until you want to edit a texture, where you need to do things slightly differently. Load the original texture and then resize the image to fit a 2x2 grid. But before you turn on the grid and the tilemap, you need to copy-paste the tile into the other four quadrants, or it won't work.

Why? Well, the program is a bit too clever for its own good. When you turn on the tilemap, it looks to see which grid squares are currently identical to one-another, and connects matching patterns of tile for simultaneous editing. This lets you paste an entire screen from Mario Bros, then edit all the bricks at once, then all the grounds at once etc. But when we have an existing texture and 3 surrounding empty tiles, the 3 empty tiles are tied together, but the actual texture is kept separate! 
 
"Also, what causes clipping warnings? I'm guessing it's when two brushes intersect in the same space. Is this correct? "

No, the whole purpose of QBSP is to clip and trim overlapping brushes. Well, almost.

What's the specific error? It's usually off grid stuff that annoys it... 
Clipping 
I'm not near my pc at the moment, but I can check when I get home.

I just thought of something, though.

I could copy the map into a new file, piece by piece, and compile it piece by piece until I get an error or a warning. That way I'd be able to pinpoint in exactly which section I'm receiving the warning or error (aside from the inevitable leaks from parsing the level in pieces, of course). 
 
if floating point error is your problem, copying the map piece by piece is just going to make it 1000 times worse. delete parts of the map until it DOES build.

don't go a little bit at a time, though. you can save time by deleting half the map, and continue with just the half that built. repeat. 
 
You need to post the exact error message. If it's warning: CutNodePortals_r:new portal was clipped away, that can be ignored or fixed depending on where it is. I can't off hand remember any other errors that mention "clip". 
Ruin 
couple of ideas:
-Make sure you're on the latest TB1 release (1.1.6).
-Use the "force integer plane points" mode in Map Properties. (save a backup first)
-Try both rebbs tools ( http://www.voidspark.net/projects/bjptools_xt ) and tyrann's/mine: http://ericwa.github.io/tyrutils-ericw/
-keep the map boundary brushes that face the void tidy, use simple rectangular slabs
-give the .PTS viewer in TB another chance. the leak lines can look like nonsense at first but try following the line from one end to the other. 
Can't Find A Light Leak 
I picked up a map I abandoned ages ago, because I think the map itself is a nice design. I have a light leak that I can't find. No matter what I do it tends to persist.

Can one of you guys help me find the culprit brush?

https://www.dropbox.com/s/229q4jt4rbuvmt8/hellvert.map?dl=0

As an aside, should I persist and try and find said leak now, or should I continue with the map and try and find it later?

Cheers. 
 
Can't open that .map in gtkradiant... weird?

Anyway, generally the best way to find a leak in a weird place is to cover half the map in a large brush, compile, if it still leaks, cover half the leaky side in a brush, etc etc until you narrow down the area where it leaks.

If it's a bad brush, it will likely be something non-cube, so keep that in mind once you narrow down the area. 
Thanks Scampie 
I have a non-ideal solution that works for the time being. I will need to revisit it later though... 
 
You wrapped the whole level inside *rift1 liquid walls? When I replaced all *rift1 with a solid texture it worked. 
The Shame 
rift is liquid?

I "solved" the problem by putting a giant hollowed cube outside of the sky. I thought I still had shitty geometry that was causing the problems. 
 
If the texture name start with a "*" it's liquid. 
 
Don't box your maps because you can't find a leak. Every editor loads pointfiles, just use the tools to fix the leak. Otherwise you're tripling the size of your .bsp with a ton of useless surfaces, all lightmapped with acres of black.

The compiler needs a leak-free hull to know what surfaces to prune away. When you put the whole map in a box, the compiler prunes away just the outside of that box and keeps everything else
Lunaran 
yeah, it was a temporary measure, now that I've changed my sky back to a solid >_> there are no leaks 
Enliten 
I liked the navigation. Actually I'm resisting the temptation to steal your level.

Here is a demo with the Reaperbot:

http://quaketastic.com/files/demos/multiplayer/hell_adib.7z 
Adib 
Thanks man.

Whenever I see bots play I'm always reminded that they're accurate idiots.

I'm still not sold on the teleporter destinations. When I first made the map it had really good flow, but would have been confusing for players, as the teleporters they came out by didn't teleport them to where they came from.

So I decided to make the borders of the teleporters and the destination pads textured similarly, so that the player would get used to what comes out where.

In hindsight I'm not sure if adding a mnemonic to remember destinations is worth the sacrifice. 
 
I missed it because I don't have the textures. I played on checkers, mostly. If you don't mind I'd love to make a "reload", new version or whatever (of a map that's not even finished, I know). But if you mind, no problem, looking forward to play it :D 
Sure Thing 
Let me know if you need me to reupload the .map file as I removed it from dropbox.

If you want to play the textured (latest) version to get a better feel for what I was going for I've uploaded it: https://dl.dropboxusercontent.com/u/108695968/hellvert.bsp.zip


It's still incomplete but it's getting there. 
Adib 
Yay! 
 
Clipping 
The message is:
WARNING: CutNodePortals_r:new portal was clipped away

This is the only warning I'm getting. No more warnings about leaks, but it still won't vis. It's not writing the prt file, but it's also not writing a .por file either, so I can't pinpoint the clipping portals, or the leaks.

Sorry it took me so long to write this. 
That Warning 
Is not stopping Vis AFAIK... 
Paste The Complete Qbsp Output Please 
use pastebin. 
 
I get about 5,000 of those warnings every time I make a map. I wouldn't worry about it. I can't remember the last map I made that had clean output from QBSP... 
Lolwhut? 
I usually fix those, because i can. 
 
How? I'm willing to learn but I have no idea what it's even talking about so ... 
 
Well, i had the intent to document my experiences with all those errors (and how to fix them) anyway.
Thing is, i probably need visual examples, be it drawings or map snippets to explain this in detail.

But, for those errors to appear in thousands, you prolly have to raise the machine epsilon first.
Try a value of -epsilon 0.0125, raising in 0.0025 steps.

I compile often, just to look at the output, not loading the map in engine. I do this regularly, after adding rooms, rockwork, special detailed structures..

So i am able to nail those errors down very early, not having to check whole maps afterwards.

Next thing to check are those suspicious coords like having a vertex at 800 -64 - 128.0000023.

Those are the bane mostly, locking them to grid fixes portal cut away errors, at least for me.

When i find a portal error i cant fix with above methods/precautions, i make a new small brush at the specified coords, and look to "expand" existing brushwork to cover that brush.

Can be anything, pillars, more rocky wobbles, anything. Usually this all leaves me with no errors in the end.

I admit, the "real" reason for those is cloudy to me too, looking at the src left me shaking my head til dizzyness. :)

More later, must consult a friend. 
OK 
floating point stuff is the main reason for those errors to appear, just reassured. Build stuff on grid! 
 
Thanks a ton, man! I'll try to put that into practice on my next map and see what happens... Clean compiler output would be nice for a change. :P 
Mfx... Unless You Already Know... 
You should read the Quake mapping Holy Bible, the Q1 tooltips from aguirRe (http://user.tninet.se/~xir870k/tooltips.txt) 
JPL 
I recite that before going to sleep. Everyday. Out of my head...! 
Good ! 
You are forgiven, sinner ! 
Wow 
Don't remember that page, looks like a gem! 
Yep Its Gold. 
And as it states, those portal cut away errors are not critical, you may end up with a total errorfree BSP that still has those errors when compiled.

Nowadays compilers aren't vulnerable to those errors, thanks to rebb and ericw!

Still you may find missing faces, small HOMs, nonsolid floors, all that jazz.

So better stackenblock* all on grid.

*stackenblocken 
 
Well, it's less the compiler I'm concerned about and more the engine. I'm sure those errors don't help with mysterious collision problems and such. 
 
As you said. Fuck. 
 
"Try a value of -epsilon 0.0125, raising in 0.0025 steps. "

As a side note, Eric's QBSP has never heard of "-epsilon" ... 
It Has Another Name For It? 
Eric? 
It's Hardcoded To 0.0001 In Tyrutils 
I'll add -epsilon to the next build though 
All Hail AguirRe 
 
 
Hmm.... Warnings = no fucks given :P 
 
OBJ2MAP -> Warning generator 
 
seriously though, even if i was falling through the ground... i'd just put a func_wall with skip over the invisible hole rather than bother trying to fix anything. it's faster and just as effective, not to mention transparent to the player. 
I Dont Have That EA Attitude 
 
Necros 
Drop the teenage rebellion attitude and go finish that dragon fortress! 
 
I always build on grid unless it's some weirdly shaped or twisted construction and rarely get cutnodeportals warnings. Most common problems they cause are small invisible walls and falling through the floor.

If there's no way to stay on grid, converting the brush(es) to func_walls will fix it, or if already on grid just smooth over with a clip brush. 
Leak Fixed 
Well I cheated a little, but I was able to get the level vis'd. I just built a box around the entire level, and then stretched the external walls from the level to meet the faces of the box's walls (that way all outer walls are closed, and are see-through when I noclip)
An amateur approach, I know, but it worked.

I'll ignore the clip warnings for now, but they are pretty annoying. Sorry mfx, I have a ghetto set up with no home internet so I'm using my phone to talk to you guys. I'll remember to send you the clipping warning when I get home. 
 
That expanding wall technique is a good approach, i do this too, especially on sky/closing brushes. 
 
Wait, so was qbsp writing a pointfile or not? 
 
It doesn't always. I've had leaks with no pointfile before. Those are SUPER DUPER fun. 
Did They In This Case Though? 
I'm just making double sure the new guys know about that sweet red leak-finding line. I didn't know about it for like the first six months of making Quake2 maps, and when someone told me about it on IRC it was like seeing the face of god.


Look for "load pointfile" under 'file' or somesuch menu, it varies by editor. Every compile that leaks (in theory) writes a yourmap.PTS or .LIN file that lists coordinates of the centers of all leaves connecting the edge of the grid to whatever entity the test hit first (it assumes all entities are inside the map, which they should be), in order.

That line (in theory, 99% of the time, unless you're doing REALLY wacky hyperdetailed slanty things) always goes right through whatever accidental microtunnel you left between brushes. If the leak appears to go through an otherwise solid brush, that brush may be fucked up somehow and getting tossed out by the compiler (there will be accompanying warnings), it may be an out of date leakfile and you didn't actually get a new one after all, or your brushwork is just amazingly dangerous.

It's also a good reminder when you just forget to build a ceiling. 
 
you can also use the command 'pointfile' in most Quake engines, and it will draw some points for you in engine (limited by particle counts)

it will likely also be useful to use 'gl_clear 1' when doing this too, since you'll want to noclip around to find it, and having a HOM void is annoying. 
 
I do use the pointfile cvar command on a regular basis, but for some reason, the leak file wasn't being updated at the time.

mfx - that's a really good idea, running qbsp after saving. A lot of the time I make too many changes in between compiling, which makes it near impossible to debug once there's a problem. I'll definitely make a habit of that.

The message is: WARNING: CutNodePortals_r:new portal was clipped away

Thanks! 
Tyrutils 0.15 Win32 
What am I missing here
Madfox 
-dirt is only in my fork of tyrutils, available here 
I See 
forgot the right parms, foolish me. 
Qbsp.log 
I tried to be smart to make use of the qbsp.log file.
Usually I mark the warning points off with a ambient_sound
to see where to look.

So if I get something like:
WARNING: CheckFace: Healing point (752 -73 -58) off plane by -0.0557
I place an ambient_drip on the 752 -73 -58, to cheque out where to start looking.

Somethimes it isn't clear where to look, so I open the qbsp.log with EditPlus.
Then I see there is a warning more specific, for some brushes (not the first one) like
WARNING: CheckFace: ^-- Brush 1251, Line 33721 ( Ent 0 SubBrush 1251 )

I hate to admit, but the Brush 1251 doesn't have that coordinates, and more Line 33721 shows another brush(?) that even doesn't have these specifics.

How do I obtain a no warning map, or what do I do with these Checkface's if they point to another trace? 
Madfox 
Rebb and me would appreciate having a look at the mapfile. Just mail rebb, those errors arent critical, especially the "healing point" warnings.
They basically tell you the compiler "heals" (so to say repairs) slight offgrid stuff by himself.

For the check face stuff, there is usually a texturename printed too, if they dont match the coords given, look for planes that intersectect those coords when expanded.

Sounds cryptic i know, send map please! 
Enliten 
I tried to fix the leak in your hellvert map and send it back to you, but the way it's built makes it too hard. I'd rather start another map from scratch and steal your design only. But then again, Q1 deathmatch is not getting much attention, or I'd have to wait for Mezmorki server is on, not even knowing if he intend to accept map submissions from us. So, let's say I'm stealing your work to keep it on a to-do list for a while. 
Rotating Door Tut 
Does anyone know where I can find out how to make a functioning func_rotate_door a la Hypnotic or Quoth? This is killing me...

Thanks in advance. 
I Guess You Can Find... 
Yes 
In particular look at this one first, where czg's tutorial is copy-pasted:

https://tomeofpreach.wordpress.com/quoth/tutorial/rotation-overview/

Thanks, czg! 
Question 
 
 
You cannot "open maps with the exe" if that's what you mean, You have to use the map command to load them. 
Getting Close 
And where I can get the command? 
 
Store the games in quake/id1/maps

When you run the engine of choice you bring down the console by pressing the tilde key, this will be above your tab button and left of your "1" button.

Type "map yourmap" without the quotation marks.
You can only run a map if it's a .bsp file. 
 
whoops.. the first sentance should be "store the maps" 
 
 
Ok, the button onside the tab every time I use, so use map mymap.bsp is so easy and I don't use it... 
What If 
a queer perfectionist would like to try to clear up a map from all its warnings?

There was a discussion about it some toppic numbers ago and it made me thinking.
The modern compilers correkt the warnings with healing points, I get weary eyes detecting the cutnode portals away, and reading the qtooltips it doesn't seem to matter much on the final compiled map.

So what am I trying to correkt?
Working on my last map I managed to lower the warnings from 148 to 14.
The last cutnodeportals stay a mystery to me as they are somewhere out of the brush area in open space.

Don't get me wrong, I'm not complaining.
I just want to nit out these warnings and confirm myself I did it right.
Sometimes I hate myself for bucking me with this question and in the end it doesn't seem to matter as maps with 1000 warnings play alright.

Does it extend the vistime, makes it a map go turtling, or are they just keen pointers to the way a better compiling can be obtained? 
 
With no visible HOMs and no clipping issues in that map after a full vis i'd say its fine.
Just ignore the warnings, check the map extensively, test every nook and corner for said issues.
Should be fine i'd say. 
 
warnings from 148 to 14.

That's all? I have 5277 warnings at this point in my map. You have some catching up to do. 
 
Compiling the GPL'd vanilla maps is frustrating. Each compiler gives different warnings/errors on different maps.

Some map compilers are case-sensitive, but the texture extraction tools / WAD compilers store texture names as lowercase, while the textures' names in the .map files are in uppercase. Even Jackhammer has this disparity between its own texture extractor and .map exporter tools.
No way I'm going to manually rename every texture to uppercase, and I've found no tool that does this job.

Some QBSP compilers fails to compile E2M2, some fails to compile other maps, and none compiles all maps (the four episodes + DM1 to DM7) correctly.

Not to mention that several of those maps have some surfaces that tends to get wrong lighting or to be left unlit, therefore being displayed as fullbright.

Also, removing the "style" field from one of the light_flame_large_yellow at the start of start.bsp makes the room go almost fully dark, messes up with the entity triggers everywhere on the map, and readding the .style field to it doesn't fix the problem.

It seems even Shia LaBeoulf wouldn't be able to just compile those maps. 
Shia LaBeowulf 
 
Notepad++ 
Will allow you to easily fix the texture names in one find/replace session. 
 
To find & replace I would still have to type each of the dozens of texture names manually.

I'll eventually code a commandline tool for matching texture names between .map and .wad files. This way, it can be included as an extra compiling step in Jackhammer and Worldcraft (I still haven't tried using Trenchbroom), before qbsp. 
On Linux 
sed is your friend :) 
 
Even on windows 
Necros 
Oh, thanks ! I was not aware that sed was also available on windows (let's say DOS exactly).

great ! 
First Map 
Hi everyone, I am following Scampie's getting started with Trenchbroom and Quake guide (http://quakewiki.org/wiki/Getting_Started_Mapping) I've made it through the process step by step, all up to compiling. Necros' compiler (also tried this on command line on mac) does produce a .bsp but I can't load the custom map in game.

I feel as though I am missing a step. My directory is organized (quake/id1/maps) as expected. When I try to call the map in console I receive a "couldn't spawn server" message (tried this on fitzquake on windows, and quakespams on mac, same result) What am I missing here? I'm using the shareware .pak, does this make a difference? Excited to make some progress! Thanks for your help! 
First Thought 
Did you place your .bsp in the quake/id1/maps folder?

Not sure if you can play a map with the shareware.pak alone.
This in case you use monsters like Hellknight, which need the fullware version. 
First Map 
Yep I structured the folders as you would expect (quake/id1/maps) I wonder now if it's because it's shareware. Is there any reason couldn't load a .bsp compiled for (fitzquake/quakespasm) The level is just a cuboid room with one light and a info_player_start 
Second Thought 
For just a cuboid room/light and player it shouldn't be a problem.
You could type "path" in the console, without the connotaton marks to see where your quake executable leads to.
If it is quakeid1maps your bsp should be there and start playing after "map your.bsp".

Isn't there no default in your placed mapname,
ie no bsp behind it, or longer then 8 letter mapname?

I'm using Quakespasm also for the first time and found out it didn't worked the way I thought.
So what I did was making a subdirectory in the Id1 one, called it my game, made a new subdirectory called "maps" and placed my bsp into it.

Then after making a new shortcut from the quakespasm.exe with characteristics
quakespasm.exe game mygame I could start in the right directory.
Then I typed "map mymap.bsp" in the console and it went fine. 
Oops 
I ment a subdirectory in the Quake folder, not the Id1 folder. 
 
I think the "couldn't spawn server" error is because the shareware version doesn't support custom maps. 
Registered Quake 
What do you need for a "full" copy of Quake, just the pak0.pak? Can you legally obtain that from the steam version? 
Dianus 
If you buy the game through steam or gog then your map should work. 
 
As the corpse of the monstrous entity Chthon sinks back into the lava whence it rose, you grip the Rune of Earth Magic tightly. Now that you have conquered the Dimension of the Doomed, realm of Earth Magic, you are ready to complete your task in the other three haunted lands of Quake. Or are you? If you don't register Quake, you'll never know what awaits you in the Realm of Black Magic, the Netherworld, and the Elder World!

Shareware Quake is pak0.pak only, registered also has pak1.pak which has all the content missing from shareware like maps and several enemies and lightning gun.

The Steam version is the full registered version, the .exes it comes with just don't run without Steam running, but you can avoid that by using any other engine .exe which you want to do anyway. 
 
I wonder if Steam, and not Id/Bethesda is responsible for this? I bought a copy of Fallout 3 goty from Steam and it runs fine without Steam.

I bought Quake when it first came out, direct from Id, and have been moving the folder from one computer to another for 20 years and I don't remember ever having to deal with drm of any kind.

Personally, I now try to verify that the Steam version of a game will run without Steam before buying. If it doesn't, then I won't buy that game from them unless they are the sole supplier.

GOG.com is a great source for DRM free games 
 
Personally, I now try to verify that the Steam version of a game will run without Steam before buying

what steam game DOESN'T require the client to be running?? 
 
A few don't. http://steam.wikia.com/wiki/List_of_DRM-free_games

In the case of Quake I don't really care, since I almost never use the original engines and they're downloadable from id anyway. The key bits are just pak0/pak1. 
 
I have Fallout 3 (goty)and all three of the new Shadowrun series bought on Steam that I know will run from where ever I put the game folder and don't require Steam to be running.

Note that Steam gives you a short time to try games and still be able to get a full refund. Basically less than 2 hours played and within 2 weeks of purchase.

http://store.steampowered.com/steam_refunds/ 
Steam 
refused my DukeNukum3D because I played it once,
and my account had used it before.
refused AliceInWonderland because..,
and so on. 
It Works! 
Decided to go with the GOG version (being DRM and client free) and...it works! The map loaded just fine. I didn't realize the full version of Quake was needed, seems obvious now. Thanks guys! 
 
Good to see you got the game, time to play through it and once you're done play through the maps on quaddicted 
Damage By Triggered Action 
1) Can I give a damage to monsters by enabling a trigger in vanilla Quake? For example I use trigger_counter and when the sequence is complete it kills some monster.
2) Can I execute telefrag on monster without a teleport entities? 
 
QC hacks might make this possible. You could set the 'use' key on the monster to whatever the name of it's death function is in the progs ("dog_die" or whatever, you'll have to look in the source to see), then just trigger it, but it won't figure into the kill count properly.

You can also make a func_door or something and set "touch" on it to "tdeath_touch", and have it open from under the floor to poke the monster in the feet, that should blast it pretty hard. note: I have never tried this. 
 
of course, that's assuming the monster isn't moving, in which case I guess you could just crush it too ... never mind, I'm not paying attention! 
 
I have a quad on a func_wall that gets killtarget when the map starts. The quad then floats in midair. It worked fine until I enabled VIS during my compiles, and now the quad falls through the world. What gives? 
 
Not sure, but you might need to killtarget it a bit later if you are doing it instantly when the player spawns, the Quad may have not dropped to floor yet if you do it instantly. 
 
Doesn't change anything, sadly. 
 
Okay I found out why. It needs to have a proper texture, not SKIP. 
 
Is it possible to compile a map without wateralpha these days? 
Should Be Possible 
it's a qbsp option. for tyrutils: -notranswater and bjptools: -nowatervis 
Thanx! 
 
 
Skip should have the same collision as other textures unless some compiler has changed this behavior 
 
droptofloor uses visible hull, no? 
@necros 
no.
it uses a tracebox, so the hull it uses depends upon the size of your entity (which is kinda what you'd normally expect). 
No Teleport Effect 
Having a group of several monsters teleport but only one shows the tele effect. I can't seem to get more than one instance of the effect at one time. Anyone seen this before? Using the latest quakespasm btw. 
Shortage Of Particles? 
try running the engine with -particles 100000
Haha, That Worked! 
Strange that by default quakespasm won't display more than 1 tele effects worth of particles...

anyway, thanks! 
Were You Using -pointfile? 
 
Health. 
So I'm drubbing through the progs dir with qME, and can't find the health box model. Am I a colossal blackhead and missing something? You be the judge. 
Search Health In Maps 
b_bh25.bsp 
Its A Bsp 
Maybe qme doesn't display .bsp's? 
Yup 
qME doesn't display BSPs. 
 
QuArK does! 
ALSO 
Noesis, Blender 
Gtkradiant 1.5's Vertex Manipulation 
I decided to play around with the vertex editor in GTKRadiant 1.5, and I noticed that there isn't really much freedom to move verticies as I saw in comparison with 1.4

This just looks weird: http://i.imgur.com/Z6kO8P4.gifv

Anyone know why this is? 
Yeah 
this has always bothered me. wonder if there's a way around it? 
I'm Not Sure 
but I thought there was a way to select two controlpoints by keeping the leftmouse down and surround them. 
Just 
installed Radiant to see.
It should be: press shift + left mouse surround.
Then both controllpoints move smoothly. 
Breezeep_ 
Yeah it looks gash, but what you are trying to get radiant to do is undefined.

Radiant does not create new planes or split brushes automatically in order to maintain brush validity after vertex manipulation, so in order to keep the brush valid it must move other plane points - and the results are about as useful as you would imagine.

Trenchbroom is a bit smarter in that it creates new faces as required. To be honest though I'm a diehard Radiant fanboy and get by with the clipper and edge manipulation, using vertex manip only on certain shapes where I know the results will 
Wtf It Ate The Result Of My Post 
"...where I know the results will be predictable" 
Clip Only Brush Entities 
If you build an entity entirely from clip brushes it doesn't usually work - I remember it being something to do with the bounding box not being enlarged by clip brushes. The workaround at the time I learnt this was to sandwich the clip brushes between thin regular brushes on opposite sides, so the clip lived within the boundaries they formed. Is this still state-of-the-art when it comes to making clip brush models, or is there some new compiler which corrects this automatically? 
It's An Engine Thing 
Doesn't check collision outside of visible area 
 
Is it possible to spawn a zombie that's laying on the ground by default, and that only wakes up when we touch a trigger, without changing the QC code? 
No 
The best you can hope for in id1 is to emulate it, like E4M3 did. 
 
What necros said. I remember pushing some scrags with clip brushes once, but they had to be part of an entity made by visible brushes and had to be within the bounding box of the visible brushes. 
 
If you don't mind it blocking weapon fire, just do a skip textured brush model? 
 
Would an entity made of just skip brushes work better? 
Prog Hacks 
Trying to understand prog hacks and experimenting with different stuff.
Have few questions.

1. Is there any lists of appropriate functions for 'use', 'think' and 'touch'?
I found .qc files, but how can I know which function can be used where?

2. If I create trigger_multiple and then manually change its classname to info_notnull or InitTrigger it doesn't work.
If I create info_notnull from the beginning, change class to InitTrigger and use same keys and values - it works, but I can't change its size.

Inside map file I can see that first example doesn't have any brush information, only origin which I suspect is wrong anyway - "-64 0 0" while true-info_notnull right next to it has "-1248 352 -288".
Can anyone explain the process of creating "big" point entity?
Using GTKRadiant 1.6.

3. Is it possible to create say healing or other custom/hacked trigger that uses angle(only works when I'm facing specific direction)? 
 
Would an entity made of just skip brushes work better?

Yes 
#15558 
qbsp is supposed to calculate the physics bounds of each brush model. The engine fix for this bug would be to ignore the bounds in the .bsp and calculate your own. The tools fix is to calculate bounds correctly in qbsp. The mapper fix is to add a visible brush at opposite corners, hopefully inside other geometry so you don't see them. 
Skip That 
No, I want the effect of clip for what I have in mind. Visibility isn't a problem because I can turn that off with QC, but I want attacks and traces to pass through and only large entities to be blocked. 
Prog Hacks 
Hi DW, I have a collection of posts on my site which answer several of your questions

https://tomeofpreach.wordpress.com/category/map-hacks/

In particular, the following post is a guide to which functions you can/should use:

https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/

and this one deals with building triggers:

https://tomeofpreach.wordpress.com/2013/05/13/build-your-own-trigger/ 
Which Function 2015 
Revisiting that first post, it actually doesn't say as much as I thought it did about which functions you can use.

In a technical sense any QC function can be used. However, if the function takes parameters they will end up uninitialised, which rarely works well, so usually those functions should be avoided.

Which ones are useful is a bit more of a different matter - it's really down to what you're trying to accomplish. The following post has a bit of a guide on how I go about locating a useful function in the code and turning it into a functioning hack:

https://tomeofpreach.wordpress.com/2014/10/07/nightmare-skill-detection/ 
 
sorry, what i said is not entirely correct. the engine only calculates collision within the bounding box.

so as metl is saying, it can be either side's fault.
the engine is a little lazy on how it decides to calculate collision, but the tool is just wrong in calculating the bounding box.

CAGE FIGHT! 
 
i don't think it's lazy to trust the data coming from the map compiler. It just turns out to be wrong. 
 
I can take a shot at fixing this in tyrutils-ericw, or at least add it to the todo list. It might be something that is easy to fix, given a test case. 
Dynamic Light Maphack 
Is there a maphack I can do to turn on a dynamic light (much like the power-up glow or weapon flashing) attached to the player, that gets triggered during play and lasts until triggered again or until the end of the map?

I'm mapping for Quoth btw. I know there's a torch powerup available but I'd prefer a pool of light to a spotlight, and I don't want the player to be able to turn it off himself. 
Prog Hacks 
I found your site while searching for info, Preach. Read most of the map hacks articles. I especially liked sad story of info_notnull that thought it is a real shambler 8)
Great info, even though at least half of it is too advanced for me at the moment. Another thing that makes my life harder is editor behavior.
For example, I tried to recreate activated door from Dynamic Entity Spawning and it didn't work (as I described in 2nd question). Well technically it worked, but not in a way it supposed to - activator-button opened door and activated trigger ignored me.

Today I opened my test map and same setup works as it should without me changing anything.
Few other things happened.
All entities with info_notnull and InitTrigger classnames had their position and size reset. Remember I wrote about suspicious "-64 0 0" origin? Well, now it is correct since entity crawled to the center of the world over the night.

As for what I'm trying to accomplish, I had that weird idea of trigger_push that pushes player only while he is facing specific direction. Realized that movement and view direction both use 'angle'. Got confused and tried to make something simpler.

So far I can recreate trigger_push behavior and trigger_multiple with angle, but not mixed together. 
Some Combo 
I think that might be a difficult combo to create. One of the barriers is that the "movedir" field is used by both type of entities to determine the direction of travel/activation. The bigger one is that the code which decides if you are facing the correct way to activate a trigger doesn't really depend on any other properties of the entity - it's hard-coded to call multi_trigger.

So if my heart was set on it, I'd probably accept I need to just have a conventional "facing trigger" activating some kind of hacked entity which pushes the player, and can be toggled on and off. I've never seen anyone create a trigger which can be switched on and off an arbitrary number of times before, the "spawn a trigger" was a state-of-the-art trick, but only good for one shot. But now I wonder if there might be a way...

The idea would be to create a moving trigger! I think the door functions are the best bet for this. An important detail is that we get actual instant teleportation if we make set the speed high enough, which will probably save us worries about movetype. Then you have a position far outside the map for the trigger to sit idle, and a target position for it to jump to when triggered. Use the door TOGGLE spawnflag value (32) so it doesn't auto-return and it might just work.

This is just a theoretical plan right now, but if it works then it's a really huge hack idea with a wide number of applications. So when I get a chance tomorrow I'll try to see if it can be made to work. 
 
hmm, will a trigger generate a touch if it teleports over an entity? (eg: with setorigin) i think you need force retouch? 
Some Combo 
"movedir". Yeah, that's what confused me too.
Maybe it still possible if we accept that this trick will always push and trigger using same direction?

I tried to activate different variations of pushing entity and failed. Maybe I'm doing something wrong (still a noob), but it looks like push trigger only works directly and does nothing when triggered by anything except for player. 
 
It's good to take a look at QC sources to figure out why something is not working.

For example "counter trigger" won't message "Only 3 more to go..." etc. when the activator is not player...
if (activator.classname == "player" && (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)

Now I'm looking for some workaround, so monster killing each other can "fire" message in counter. 
Toggleable Trigger_push 
Hey DeeDoubleU, this one's for you.

https://tomeofpreach.wordpress.com/2015/11/19/toggleable-trigger_push/

It gets you a trigger_push hack which can be turned on and off an arbitrary number of times. You'll still have to do a bit of the heavy lifting here, useing a conventional "facing detector" trigger to turn it on. You may have to play around with the best way to make this work, some suggestions to try:

* Get rid of the TOGGLE spawnflag, so the trigger naturally returns to "closed" after a short time, and only constant retriggers from the facing detector will keep it in place

* Keep the TOGGLE, but have a trigger_relay which resets it at the same rate that the facing detector is reactivated

* Keep the TOGGLE, and have a pair of overlapping, opposite facing detectors. One triggers to turn the pusher on, and the other facing turns it back off. 
To Khreathor 
You're next in the queue! I like this hack so much I'm going to use it to fix your problem too! But it's bedtime now so it may take a little while until I get a chance.

TextFish: Have you tried a slient, rapidfire https://tomeofpreach.wordpress.com/quoth/tutorial/info_trap/ targeting the player through the floor? That sounds pretty hacky to me! There's probably a way to create a follow spot in just regular quake using an info_notnull, the effects flags, and the ShalHome function.

It's also interesting that both of you have asked a question which the aside in https://tomeofpreach.wordpress.com/2015/11/18/selective-clipping/ is very relevant to. Who does the spotlight follow if there are no players connected? In coop, which one of the players do you want to give the "3 more to go..." message to? 
Preach 
Thanks for your help! I already tried few combinations with "enemy" key. I finally got it working. Problem was I forgot to set "wait" ;)

So I have connected enemies to info_notnull, which triggers counter every time enemy dies with "enemy" key set to 1, so it always blames player ;D

Here is an example:
{
"classname" "info_notnull"
"angles" "-0 0 -0"
"target" "counter"
"targetname" "count_enemies"
"use" "multi_trigger"
"enemy" "1"
"wait" "0.01"
"origin" "400 472 0"
}
 
Thanks Preach. 
My idea isn't worth abandoning Quoth for and it sounds like the info_trap would be very reliant on the player remaining as low as possible in the map (limiting the use of bridges and multi-story buildings etc.), so I think I'll need to put it on the back-burner until I can think of another solution! 
@Preach And Others 
I feel like I'm missing some fundamentals. Some details that no one ever mentions because it's basic stuff.

Finally figured out that I need to add keys in text editor and compile with .bat file, since editor "fixes" non-standard entities on map save/open and build.

Is there easier way to do this - some set of handy utils or hack-friendly editor?

Preach, maaaan they should teach about you in school.
Togglable push trigger works, though I can't implement your suggestions properly.
I can't make push-door go down on its own. It's either constantly going on and off dropping player a bit during each 'off' phasse or never goes down. 
If We Talk About Basics 
http://quakewiki.org/wiki/Map_based_hacks

But you must remember those are hacks, so you just exploit existing functions. That means: if you want to make some complex stuff, you need to write your own scripts in QC. 
 
some editors don't "fix" entities like that, so you might try other editors -- or talk to the developers here if it's trenchbroom or jackhammer. 
What Do You Mean, Fix 
You mean that the editor clears out any properties that weren't in the .def or .fgd file? I don't think TrenchBroom does that, and if it does, it shouldn't and I will fix it. 
It Doesn't As Far As I Know... 
I tend to prototype stuff without adding it to my fgd.

But I'm still on the last TB1 and only put stuff in TB2 to test.

If/when I map again I'll update to all the latest tech. 
It's GtkRadiant. 
It doesn't remove any keys or values, but if I create trigger that has actual volume and then change it's class to info_notnull - load/save/build would clear brush info from that entity and add origin instead.

Was wondering how you guys do it and hoped someone knows another way except making all hack related stuff last [in notepad] and never modify and save map in editor again. 
 
oh yeah, there is the problem of trying to use info_notnull as a brush entity and a point entity in the same map. If you only want brush entities you can just change it in the .def file, but if you want both you can't.

Probably the best solution with the tools we have is to create a info_notnull2 which allows brushes, then add to your batch file some kind of step that does a search and replace with info_notnull2 to info_notnull. 
 
Radiant only supports an entity classname to be either point- or brush-based. By default the definitions make info_notnull a point entity, so the editor converts it once you rename it.

There's no solution, only a workaround: I changed the def file so that info_notnull defaults to being a brush-based entity which then works for trigger volumes and such. It's still possible to make point-based info_notnulls by creating some point entity and renaming the classname afterwards; however, it will not show up in the editor views and can only be accessed/edited from the entity list ("L"). Pretty awkward. 
Too Slow 
 
TrenchBroom Allows You To Do It 
 
Monster Doors 
Is there a way to make a door operable by monsters only? I thought it could be cool to have a bit of my map where the player has to sneak through the door just after a monster to get through. 
 
I was using Netradiant and having no problems at all with info_notnull spawnable triggers, until I downloaded a newer version - then it went all stupid. Not only did I have to switch back to the older Netradiant, I had to revert to an earlier version of the map that had never been saved in the newer version. I probably could have eventually figured out what was wrong, but reverting to an older map was quicker. 
Monster Doors And Info_notnull Defeated, Almost 
Trigger opens real door and another invisible one that blocks only player.
https://dl.dropboxusercontent.com/u/58150516/monstersonly.zip

Thanks for suggestion guys. I changed my quake.def entry for info_notnull to:

/*QUAKED info_notnull (0.8 0.6 0.2)
Invisible entity. Used as a positional target for lightning.

*/

Works like a charm. Only problem is... not even a problem really, minor issue - editor treats every word of description as a flag now 8)
https://i.gyazo.com/826e8d43aaccbbd2295bf16e20fb45f0.png 
 
point entities are defined like this:
/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
Air bubbles. They disappear in Deathmatch.
*/

where the last 2 sets of numbers refer to the minimum point and maximum point of the bounding box. 
 
You're missing a question mark. Here's a correct example:

/*QUAKED trigger_ladder (.5 .5 .5) ?
invisible ladder entity. when player is touching this entity, he can climb by pushing 'jump'

Keys:

"angle" the direction player must be facing to climb ladder
*/
 
 
oh right you were actually trying to do a brush entity..... i think my reading comprehension is getting worse ._. 
Editors "Fixing" Entities Not Conforming To FGD 
For Worldcraft/Jackhammer users, you can delete the definition for info_notnull from your fgd. One caveat, if you use a targetname on it, though, the editor won't be able to find it when it does the "Check for Errors" and will say cannot find suchnsuch targetname for whatever entity targets it. Just ignore it if you can. Conversely it won't be able to tell you if the info_notnull's target can't be found. 
Predefined Entity Properties? 
Is it possible to make an entity with predefined keys and their values?

Would be nice to setup few hacked triggers/doors once and then just place it on the map as easy as regular entities.

Oh, and by "possible" I mean editing .def or other config/settings file, without recompiling the editor. 
 
I think FGD allows default property values. 
Disco Lighting 
Anyone know what causes this? It seems to appear in certain spots in every map I compile: youtube link 
 
I'd guess there's a stale mapname.lit file in your quake/id1/maps directory, try deleting it.
If you're compiling in another directory and copying to quake/id1/maps, make sure to copy both the .lit and .bsp. 
 
Also, in that video it looked like the disco colors were showing up on the gun, but the floor was black? That's an engine bug (or weird feature), I guess. What engine is that?

To avoid having to run around checking for the gun color to change, maybe try Quakespasm with "r_lightmap 1" and "gl_clear 1" set, and noclip around the map. I'm fairly sure that QS will always match the weapon color with the floor lightmap color you see with "r_lightmap 1". 
MarkV 
Strange, I tested the same map in QS and it didn't occur. Guess it must be engine-related and not the map or compile tools. 
Eric 
I felt like throwing some money at you, but there's no paypal link on your site...

Props for everything you continue to do, we all need more unassuming heroes. 
Ijed 
Thanks, appreciate it :-) 
Engine Weirdness 
First corrupted lightmaps in Darkplaces. These look fine in Quakespasm, Fitz 8x, Mark V even original GlQuake! I googled and see nothing. The complier I am using is tyrutils-ericw (v0.15.1). Any help or ideas on what to try would be appreciated.

https://dl.dropboxusercontent.com/u/23701801/dp20151203164613-00.jpg

https://dl.dropboxusercontent.com/u/23701801/dp20151204072950-00.jpg

Next issue. I have a ramp 128x128 with a height change of 64. And I am getting stuck on an invisible barrier - not 100% of the time but enough to be a problem in a DM map. Now I assume this is a netquake issue (Quakespasm) vs. QW physics of (Darkplaces). But hoping there is some way to address this.

https://dl.dropboxusercontent.com/u/23701801/ramp_issue.PNG 
 
for the second problem, try replacing the triangular wedge with a slanted cube that has both a sloped surface and a flat top surface in the same brush. 
 
That looks like the floating-point lightmap size issue.
First, might be worth updating to 0.15.3 of my tools here.

Slightly off grid geometry could be a cause, same with the ramp issue. If you open the map in a text editor, are there lots of numbers that are slightly off integers?

Also, I might be able to add a workaround for the lightmap issue in the utils. Could I check out your map file? 
 
@metal will do - thanks.

@ericw I just compiled again and noticed these are actually the 0.15.3 versions. your readme is out of date (I think) - I just emailed you the map. 
 
What version of DarkPlaces are you using? 
Dumptruck_ds 
This is a known issue with darkplaces, slapmap has an interesting little write-up on it -

https://slapmap.wordpress.com/2013/04/04/fun-with-darkplaces/ 
Also... 
It's something I battled with on my Map Jam 4 theme. many of the textures were broke in Dark Places, the fix seemed to be making sure the texture sizes, rotations and axis were all on a whole number integer. 
DP 
I've long accepted that DP is only useful for maps made specifically for DP.

It does some cool stuff (Q3 bsp support mainly) but there are just too many examples of existing maps that break in funny ways in DP for it to be taken seriously as a general purpose engine. 
Mistery Solved 
 
Thanks all. Bummer because a lot of those textures are not scaled or rotated in any way. (That I know of.) In defense of DP I can play it at 144hz refresh easily while Quakespasm and others cannot. It looks very nice at the proper refresh rate! DP makes it easy to navigate mod directories and launch in engine, all kinds of little things that add up. Too bad. 
Dumptruck_ds 
FYI I have a 144hz monitor and I play all my old games at that refresh rate.

The cvar you're looking for in other engines is host_maxfps

Just set it to 150 or something and then it will be as smooth as butter. 
 
I've gotten the "invisible barrier" problem many times. For some reason it happens often at the junction of multiple planes. Try adding a clip brush that extends the floor slightly (4-8 units) in the direction of your red arrow (toward camera). Or just move the floor/ramp junction away from the corner formed by the walls. 
Slope Stickiness 
I'm pretty sure metlslime's solution is on the money here.

Clip hulls are formed by pushing out the planes of the original brushes. When you have multiple brushes, they can expand in ways where they overlap each other and cause all sorts of annoying jagged sticky out bits.

By making sure the slope and the top flat surface is part of the same brush you will ensure a smooth transition between those surfaces in the clipping hulls. 
 
@5th - nice! that looks a lot better! I thought host_maxfps was separate from the refresh somehow. I assume this will cause weird physics tho.

@ Kinn and Rick, I used metlslime's fix and we're good to go. Thanks for the detailed info. Interesting stuff. 
 
@dumptruck_ds I got a hack for qbsp that seems to fix the DP lighting issues in your map. Here is a test build: http://quakespasm.ericwa.com/job/tyrutils-ericw/

(I just added rounding for the bsp texture vectors, the same algorithm that is used for points - if a value is within 0.0001 of an integer, round it to that integer. It's not a proper fix but it seems to work decently well.) 
 
@ericw Wow, thank you so much for taking the time to solve this. Problem fixed. hopefully this will help folks in the future as well. 
Holy.... 
ericw is awesome!! Darkplaces always wreaked havoc on my lighting in wierd spots.. in the middle of the walls! 
 
Darkplaces always wreaked havoc 
I See What You Did There ^^^ 
 
First Two Maps Won't Compile! 
Hey all, I was hoping my first post here wouldn't be an absolute newbie question, but things don't always work out for the best for us in this world.

Anyway, I've been trying to work out the basics of Quake mapping but I've hid a brick wall when it comes to compiling. I've worked through the Trenchbroom tutorial up to that step, and as the tutorial instructs I downloaded TyrUtils and necros's GUI utility and set up necros's utility according to instructions. I'm not sure what exactly is going on but it doesn't seem to do any compiling? There's no .bsp in the output folder, for example, or anywhere else on my computer. I'm not sure what's going wrong after rereading necros's documentation. (I'm hopeless with command lines, btw.)

Possible issues I've eliminated:
- spaces in the .map filename.
- overlapping brushes
- unsealed areas (although if I understand the tutorial correctly, this shouldn't be a problem if I'm not doing vis yet?)

I've included the output from the "compile" file from the working folder below. Can't say it says much to me, maybe it does to you. Also here's a link to my latest "map" I tried to compile (a small room with a monster and bad texturing): https://www.dropbox.com/s/c9azompn51ewyh8/second.map?dl=0

[quote]
@echo off

cd
cd C:UsersGAMERDesktopQuakemapping


echo Copying Files...
copy C:UsersGAMERDesktopQuakemappingTrenchBroom_Win32_1.1.6_381second.map C:UsersGAMERDesktopQuakemapping


echo Converting map...


echo --------------QBSP--------------
C:UsersGAMERDesktopQuake-mappingtyrutils-0.15-win32qbsp.exe second

copy second.bsp C:UsersGAMERDesktopQuakeID1maps
copy second.pts C:UsersGAMERDesktopQuakeID1maps
copy second.lit C:UsersGAMERDesktopQuakeID1maps
[/quote] 
Yo! 
There are no slashes in your file paths. For example C:UsersGAMERDesktopQuakemapping should be C:\Users\GAMER\Desktop\Quake\mapping

I haven't used Necros compiler gui so I can't help with that. I'm sure others can! 
 
Thanks Daz. There are in the original text file, not sure why they weren't copied over. Here's a link:

https://www.dropbox.com/s/g084c06f6di9yt1/compile.bat?dl=0

(hi, btw! Love you maps and Youtube channel!) 
 
The bat file is looking for tyrutils in a directory called "-mapping", I'm assuming the hyphen there is a typo? 
 
Ah yes, I fixed it and it worked! Silly mistake on my part--been trying to compile some test maps for a couple days now, all of which didn't work due to some things I ended up figuring out--but in the process I moved/renamed some folders and didn't fix all the settings in the GUI. Now I can see my efforts in all their janky glory.

Thanks ericw! 
 
Well, now I wanna play your maps. 
 
Well, now I wanna play your maps. 
Monster Clip? 
Noobish question, but how can I make one?
I can create func_wall covered with skip texture and owner:1, but that would block everything (except player), not only monsters.

I tried to duplicate random texture in wad and rename it with few variations of "monster_clip", "clip_monster". That didn't work. 
 
I don't know how to put this to you DW. There's no easy way to say it.... so, I'll just say it.

I'm afraid you can't. 
 
Monsters don't cross holes in the floor. It's usually a bug that needs to be fixed by the mapper by covering it with skipwalls or some other hack, but if you're willing to put in some stylish vents where you want to stop monsters they'll refuse to path over it, which is nearly the same thing. 
 
Yeah what lunaran said.

Example here: http://www.celephais.net/cv/image.php?ant2.jpg 
That Might Just Work 
Thank you.
I assume everything deeper than stepheight would be enough, correct?

That linked image confuses me a little. Wouldn't monsters try to cross using that thin bridges?
Maybe there is minimum floor size they can use for navigation? 
Infinity Walls / BSPs 
Hey guys!

I just started using Trenchbroom and I'm having some problems when I'm cooking/baking the map. Just for testing I created this one room with just an enemy some lighting and pickups as well as a player spawn. It cookes/bakes well and when I load it in-game the bsps seem to be invisible, so I can look out in the infinity. Yet I can still see the enemy and the pickups.

Anyone know how to solve this?

Cheers,

/ Stefan 
1) post a link to the .map because it could be a number of things

2) you don't need to sign your posts 
DWU 
It's to do with navigation - they won't cross a gap they think they can't.

In order to make it invisible to the player you can put a func_illusionary in the gap. 
One You 2 Many 
 
 
That linked image confuses me a little. Wouldn't monsters try to cross using that thin bridges?
Maybe there is minimum floor size they can use for navigation?


The way monsters navigate is mostly by blindly moving towards their enemy, turning randomly whenever they hit a wall or cliff. So technically they could cross those narrow beams but it's very unlikely . So if you want 100% impassible you probably need an unbroken gap with a func illusionary to fill in if desired. 
Monster Clip 
I wrote an article on how to program monster clip here:

https://tomeofpreach.wordpress.com/2015/11/18/selective-clipping/ 
Bonus Hack 
If you don't care that it won't work in COOP mode, you can hack monster clip by making a func_wall with clip brushes as described in the blog post above. Then add to that func_wall the key

"owner" "1" 
 
I don't think monsters could path over those thin beams as the monster would be considered partially in the air due to some corners of its bbox being off the floor. AI won't willingly move to this state. 
 
Ah, so it tests all 4 corners for ground contact? Then I agree 
4096+ 
My current map exceeds safe limit and I have HOM effect starting at 4096 (only size warnings in log, no leaks).

In this case I'll move few rooms to fit, but was wondering is it possible at all to make a map which is larger than 4096?
Why editor shows grid up to 65536 if I can't use it? 
 
It's a network protocol limit. You can make maps larger than +-4096 but they will only work in engines with a protocol that supports it, like darkplaces. 
Why Are Leaks So EVIL 
It might be explained a thousands times, but every time it breaks me up.
Why does a map start leaking while there is no common explain for it?
A kinky brush, a wrecked up detail, an unusual corner.
All I see is a red line that leads me to a *.prt file making me guess there will be a bad brush.
When I deteckt the bad brush and delete it another one shrimps up like a balloon pressure.

I can block them off with a cube and precise the dilemma, but I just don't understand the meaning of it.
Give me a looking box and I can tell when there's no hole to look in but.., aargh! 
 
Because math. 
Excuse 
me for alladin. 
On Leaks 
Is it because id wanted accuracy of geometry over usability? Or was this a limitation of the tech at the time?

Out of interest would less leaks occur with relative coords rather than a static grid? 
 
coordinates relative to what? 
 
to each other, or the first brush placed. 
Invisible Clipping Volumes In Trenchbroom 
Is there any way to create invisible clipping volumes in Trenchbroom? There's a lot of stairs in my map and I'd like to cover them in a ramp to smooth out movement if that's at all possible? 
 
create a normal brush with the texture "clip" on it, that will do what you want.

However, ramps for stairs are kind of bad in quake because player will slide down the ramp, unlike stairs where you can stand on them properly. Also grenade bounce behavior on ramps is weird and different from stairs, and players will expect stair behavior if it looks like stairs. 
Cheers! 
I'll probably just have to reimagine this section, the buffeting down the stairs caused by always run is too annoying to leave in IMO. Thanks for the help anyway. 
MadFox 
What editor are you using? 
@MadFox 
Working in TrenchBroom atm but I think I wanna move to something more robust. I'm more comfortable working in orthographic views. 
Woops 
My bad spud, still getting used to the format of this forum. 
Danrul 
Try using stairs with a height of 8 units and 16 deep. That should feel smooth 
Danrul 
TrenchBroom 2 has ortho views, let me know if you want to try it out. 
 
@FifthElephant - Cheers spud, thats working out pretty smooth for me.

@SleepwalkR - I'd be pretty interested. Appreciate the offer man. 
Send Me An Email Pls 
Address is in my profile. 
Checked Profile 
No email address showing, website gives me a 403 Forbidden 
Whoops 
kristian.duske@gmail.com 
 
Stairs in Quake are the worst, but second worst is the way the lip of a ramp will pop you into the air as you cross over it. Makes running or fighting on sloping terrain a big pain. 
 
Ramps are the worst... Had a nicely trisouped curved path... millions of weird ways it clips and trips you up, so had to remove it and replace it with stairs 
 
People have been bouncing up and down steps in Quake for nearly 20 years, so I doubt anyone will notice. It does help to make them deeper (front to back) than they are tall and 8 units high will be smoother than 16. 
 
Sock had some nice terrain at the start of Zendar, the way he got around the poor collision was to make clip brushes as stairs. Seems to be a good way of doing it. 
 
My steps are 8 x 24 units for smoothness. 
 
The trouble I find with 8 unit stairs is that it takes forever to elevate the player. Seriously ...

So many stairs... 
 
Even going up a standard Quake wall height, 128 units, = 16 stairs! 
 
It's personal preference really.

I sometimes use 8 units, I sometimes use 16. Depends on what I want the map to look like. 
 
 
Forgot My Name 
last post is mine 
 
Obviously? 
 
Altho, those stair images were cool and I saved them. Thanks. :P 
@WarrenM 
They're from a book called Architecture: Form Space and Order by Francis DK Ching. It's ~50 AUD and serves a good introduction to a variety of architectural concepts that's really accessible to non architecture majors. Architecture touches frequently on the psychology of spaces so I feel like its a pretty useful pickup if you have the disposable income. 
Yup 
That's a great book. 
 
There's a bunch of books called that on Amazon ... a dozen different covers and prices ranging from $12 to $60. Nice... 
 
http://www.amazon.com/Architecture-Francis-D-K-Ching/dp/0471752169

I personally own this. The 12 dollar prize point is amazing, considering its over 300 A4 pages of illustrations and insight. 
 
I know I've posted this before, but this is a very good reference to have around.

Pictorial Encyclopedia of Historic Architectural Plans, Details and Elements

Each pair of pages has twenty or so small, numbered, pen and ink sketches on the right side with a brief description on the left. Get a used copy for cheap.

http://www.amazon.com/Pictorial-Encyclopedia-Historic-Architectural-Elements/dp/0486246051/ 
Great Recommendation 
Cheers man, think i'll grab myself a little extra christmas present 
Great Books To Pick Up 
those drawings on the cover of the Pictorial Encyclopedia look like they could have been pulled from the orthographic views in a level editor. and the intersecting arches look like the cramped tunnels from my vault :P 
#15662 
GtkRadiant1.5 & Quark6.5
It is not so much the editor, it is the txbsp that report the leak.

I think it a bit strange, as in the years the editors have become better.
Lots of maps I made in '99 I can't compile anymore of this reason. 
Caulk, NoDraw, Lightmaps, Splitting Faces & Negative Space 
Ok, I have a series of questions pertaining to Q3map2 and what is considered correct brushwork. I know this post might be better suited for Quake3World, but I think I need to give that a break lest I verge on pestering :/ Also, I'm pretty sure there are a number of people here that are experienced with Q3Map2.

It occurred to me recently that there may be number of things I should be doing/not doing:

1. Use caulk as the base texture then only apply art/diffuse textures to visible faces

2. Faces with non-caulk/diffuse textures should not be covered by other brushes. If this happens, cut the bush up so any non-viewable surface is caulk instead of diffuse

3. Use detail brushes more liberally. If it's not simple and doesn't have vis blocking utility make it detail. (this is a generalization and may be overall incorrect, I don't know)


So, in theory this all sounds very nice. Even in practice with simple geometry adhering to these standards is very doable. I did a small test with slightly more complex geometry to see the impact this would have on time, brush count, tri count and light maps.

Brushwork Comparison & Lightmap Comparison

"Sloppy" is simply laying down enough brushes to get the job done and disregarding the techniques listed above (aside from non-viewable surfaces being caulk). "Clean" is the result of using said techniques and is what I am currently presuming is the correct way to do things.

From my observation, these are the pros and cons of doing things "correctly":

Pros:

The lightmap more is accurate and simply prettier, particularly along the concave seam of perpendicular faces. The lightmap data itself is smaller and able to be more efficiently packed. This could be meaningful with a large map.

Cons:

Requires more brushes, which requires more time and produces more tris. I should note that I went ahead and split most faces into tris manually as the compiler wasn't spitting stuff out that was as pretty. However, the compiler might know what's better and perhaps I shouldn't meddle with it.

Ok! Questions:

1. Is the described "correct" way of doing things truly correct?

2. It's my understanding that brush count really only affects compile time, but once compiled it's irrelevant (aside from any axtra tris that may be produced).

3. If collision and sealing aren't necessary in a particular instance, is NoDraw preferred over Caulk? I ask this because I don't understand how collision works and want to avoid creating needles collision data.

4. Is a pocket of empty space surrounded by caulk brushes bad? In my test, the ceiling is flat, between the flat ceiling and the arched roof is a pocket of empty space. This could be filled with extra brushes, but is it necessary?

5. Is manually splitting faces advantageous such that it's worth the time?

6. Did this post need to be so fucking wordy? (thanks for getting this far)


Any insight would be greatly appreciated! 
 
brushes are used for collision - they remain relevant because of that. they won't affect render times, just tracelines/traceboxes/pointcontents/etc.

triangle counts are kinda unimportant. what matters more to vanilla q3 is vertex counts. with engines that use vbos for everything vertex counts start to become even more insignificant than triangle counts.
thanks to culling, triangle counts do still matter for cpu performance, but always much less so than the surface count.

note that you can use -patchmeta to combine multiple surfaces into one.
Its somewhat tempting to get q1bsp compilers to generate non-planar trifans rather than strict planar polygons too, but software renderers would hate it (gl wouldn't notice, although texture vectors would be a nightmare to calculate).

if you have many unique textures, you may find a benefit from atlasing them. 
 
The "pretty" method is basically you turning yourself into a human QBSP program. I don't see the value. 
 
Thanks Spike, what I understood was informative :P

My understanding of what affects rendering speeds and in what way is very weak. Looking at r_speeds doesn't do a lot for me so I just test the maps on low end hardware. I'm not sure if a core i3-3217U and its IGPU is indicative of the the low end, I should probably look at some stats on that. Anyway, that still pumps out upwards of 1.5K fps at 1366x768.

I've recently run some tests with the rain/snow system in darkplaces. Sadly, having any meaningful density results in a massive fps hit.

I plan to try some other ways to imply rain that aren't so taxing, such as having mass of pillars with each side having and alpha'd animaps of rain. Will probably look like shit, but it's worth a try. 
 
Try to make the rain texture animate on window glasses, so at least you don't have to simulate depht. With lighting flashes and sound behind them. 
 
Like water washing a skylight with rain drops hitting and making ripples.
Damn, I never make just one post. 
Adib 
Indeed, that method is fine for that application. However, I'm using large, open maps in my instances. 
Skyboxes 
So what's a good place to grab cool skyboxes from? 
Kinn 
This could be a nice starting point -

https://t.co/XyIsslqeu6

I also made kind of a guide for it -

https://twitter.com/GavinEdgington/status/670624431459442688 
Fifth 
Thanks but that stuff is little too "programmer art" for what I'm looking for. Was just wondering if there was a good repository or two that all the cool kids go to. 
Kinn 
These are the collections I know of:

Kell's: https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html

sock's: http://simonoc.com/pages/artwork.htm

hipshot's: http://www.quake3world.com/forum/viewtopic.php?t=9242

Q3 skybox collection: http://lvlworld.com/review/id:2023

hipshot's are the most organic looking, IIRC he made them from photographs + photoshop, while the majority of the others are done in terragen. 
Kinn 
No problem, it can look a bit generic which is why I said 'starting point'. I think you'd have to find some stuff to put with it, like finding some planets online to photoshop onto it and blend etc (which is what I have done with mine).

I think most people tend to use these -

https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html

http://lvlworld.com/review/id:2023

http://www.quake3world.com/forum/viewtopic.php?t=9242 
Ericw, Fifth 
Thanks, exactly what I was looking for, cheers. 
Http://www.lvlworld.com/review/id:2023 
I went through all this digging through Twitter to provide Kinn with a link only to come third?

Is there a name for this? Like sloppy seconds, except thirds? 
 
I'm sure he has a pants remark about it. 
Thankless Thirds 
I just made that up 
Disco Light Biscuits 
Using Jackhammer, EricW's TyrUtils for compiling and Quakespasm engine. What's going on here? It's just a basic light set to 1000.

http://i.imgur.com/QB0LkP6.jpg?1 
Out Of Date .lit File 
The engine is loading a .lit file that doesn't match the .bsp. Easiest fix is always pass the "-lit" flag to light and always copy the .lit and .bsp to your maps directory together (or just compile inside quake/XXX/maps) 
Thanks EricW 
That fixed it. 
 
Is there a way to force the BSP compiler to include all frames of texture animation in the BSP file, without having to create dummy brushes with the other texture frames? 
 
I thought that was automated now with modern day compilers ... 
 
I thought that was automated even with olden day compilers ... 
 
I know whatever I was using in 2007 required brushes with all the textures of animation to actually be in the map. That hasn't been necessary with the BSP versions I've been using the last 5 years or so. 
Rick, I Remember The Same 
iirc those were treeqbsp.exe and variants. IIRC. 
 
Oops, I've forgotten to test this with other compilers since my last post.

Now I don't remember if the one that gave me this problem was the one included in Worldcraft 1.6, the one included in Jackhammer, or the one from EricW. Anyway, good to know that this was fixed in recent compilers. 
Trigger More Triggers? 
So I have a question. Is it possible to trigger another door or item after another has been triggered?

In this case I am talking about doors, Secret once more specifically. If I shoot / hit a secret door I would like to have another door / panel slide open / trigger once the other door has opened completely. Is this possible in quake?

Thanks in advance to any map guru's 
 
func_door doesn't fire targets when it opens or is shot, so in this case you will likely want to set it up so that you have a thin trigger_once/multiple with 'health' '1' which is what you actually shoot... and that targets the door and a trigger_relay with a delay that targets your second door.

if you are using a func_door_secret, that will fire a target when it is shot or triggered open, but it will fire it right when it is triggered so you will likely want to target a trigger_relay with a delay in this case as well. 
I Believe That 
AD has this functionality. It could be worth using trigger_relay as scampie said. 
 
Yes. You just have to synchronize. Your door targets a trigger. This trigger waits to fire just the amount of seconds the door takes to open. Cant remember the exact properties' names, though, but that works. 
Thanks Everryone 
Sweet thanks everyone. I'll give this a go! 
It Works! 
Sweet... and I can trigger multiple things in various sequences. Epic doors opening with lighting toggling on... so fun. I wonder why this was not used more back in the day. 
I Use 
toggling on lights behind secret doors/monster closets when they open to prevent spoiling that there's something behind it before it opens. 
Door Triggered By Either Of 2 Events 
I want to create a door which will be opened by either of two events:
1. a player walks into a special trigger area (trigger_multiple?), and the door stays open as long as the player is triggering
2. a moving brush touches the door and the door will stay open as long as the brush is triggering it
The door should also stay open when both events take place at once and close (immediately) only when the events stop triggering.
Is this possible with the original Quake entities? 
Logic Gate 
Sounds like building a physical logic gate somewhere outside of the map is what you will need.

Create a button that operates when shot, set a spike shooter firing nails at it. Then place 2 doors between the spikes and button that block the spikes.

The 2 triggers inside the map should move the doors when activated, so that when both are active the two doors are moved out of the spikes flight path and the button is activated. 
 
Good lord ... that's ... awesome. 
But That's An And Gate 
He wants an or gate. 
Yep, Need OR Gate 
Yep, two doors will work as an AND gate. I need OR. But will definitely try to experiment with the spikes tonight. 
Can Use 1 Door 
Maybe I could set the triggers to open just one door? That should work as an OR gate 
 
I believe preach had a map hack for this which removes any delay in the triggers 
You Could Do The Same Spike Trap Setup As An OR Gate 
You need two spike traps firing at the trigger, and two doors. Just offset them at different angles so it works.

A NOT gate would be trickier but doable as well. Have a door block the path of the nails when triggered by the undesirable trigger. 
OR Gate 
 
Forgot To Preview It 
 
Detail Brushes Considered Harmful Lol 
http://lunaran.com/files/visdetailtest.zip

(see celephais.net/board/view_thread.php?id=61207&start=184 ) 
Thanks Lun 
R.I.P. vis in natural cave type maps I guess. 
Logic Gates 
Here's the pair of articles on how to do "instant activation" logic gates:

https://tomeofpreach.wordpress.com/2013/05/13/new-logic-gate-design/

https://tomeofpreach.wordpress.com/2013/05/15/new-logic-gates-part-two/

There's some bonus content added today in the latter post: I've added the template .map files for the gates, only 32 months late! 
Lun, Kinn 
This is only if the detail brush seals the world face away. If the detail brushes are simply floating inside a world cube, this should still block vis?

Vis would see past the detail but stop once it reaches the box behind it? 
 
If it's not cutting into the structural brushes, it shouldn't be any problem at all. It's only when a detail brush completely covers and eliminates a structural poly that you run into trouble. 
 
Yeah. And that fudgy sliver space can be skip textured so you don't waste triangles and lightmap space (if that's a concern to you).

Still seems like a counterintuitive workflow, though, having to leave a gap where a gap would be totally the wrong thing to do in all other cases.

For big cave walls and such I'd prefer to have a vis table that properly treats giant func_walls as spanning multiple leaves, so there's no danger of them flickering or vanishing from the wrong vantage points. 
Cocerello 
From your description, what you're proposing is an xor gate (either, or, but not both). I think the original question mentioned that the trigger should also be activated when both conditions are satisfied. 
Lun 
thanks, that is great. Which tools did you use? I think tyrutils-ericw, original tyrutils, and rebb's txqbsp all have the same behaviour for detail.

For big cave walls and such I'd prefer to have a vis table that properly treats giant func_walls as spanning multiple leaves, so there's no danger of them flickering or vanishing from the wrong vantage points.

Yeah, that's purely up to the engine, since the table of leafs an entity is spanning is calculated and updated at runtime, in the server.
The original (problematic) behaviour was, if an entity spans more than 16 leafs, only the first 16 of those are used to compute visibility. I think most engines nowadays extend that table size and/or handle exceeding the table size by making the entity always visible (QS does this), but it is something to keep in mind. 
 
I recommend some folks check out jam6_scampie or ad_necrokeep with "r_showtris 1" and "notarget"... the way vis seems broken in this map is that certain brush entities (func_wall and func_illusionary and some func_doors) are visible at all times throughout the map. I suspect it's detail brushes which are the culprit, but I'm not exactly sure how! 
Nono Scampo 
those bmodels just stretch over 16 leafs, and therefore get drawn all the time. 
Scampie 
I just looked at ad_necrokeep, I see what you mean in Quakespasm - that's a side effect of the flickering prevention fix.

If you load the map in fitz085 with r_showtris, those entities won't show up when you're not in their PVS, but they are probably in > 16 leafs so there is a chance they will flicker in fitz.

So - the map itself is probably fine. 
 
oh. ok yay :D 
Ericw 
txqbsp_xt.exe 1.13.

I detail-brushed ad_necrokeep pretty aggressively (all the slanted brushes in every archway, lots of stairs ... the entire central spiral stairway and tower is one giant func_detail) without knowing about this limitation. I didn't do any of the cave walls, solely because I'd already gotten vis times low enough to make me happy. Good thing I stopped there, I guess. 
SleepwalkR 
Yeah, i confused OR with XOR. 
Can't Understand Cocerello's Table 
Cocerello, I don't understand what your table is showing. Is it some kind of input-output state for the gate? Can you explain it to me? Thx! 
Catalyst 
 
Tried The Spikes, Door Won't Stay Open 
I've finally set up a test with spikes shooting a button. When the spikes keep shooting the button the door triggered by the button (let's call it the main door) keeps opening and closing like if the button was toggling it. In its parameters the toggle flag is off. 
Does It Need To Be Closed Again? 
then the toggle flag and triggering how often you want it is the way to go i'd say.
If not set wait to -1 on the door and remove flag 4. 
Needs Closed But... 
Needs to close but only when triggers stop triggering. 
I Think 
You need wait -1 and the toggle flag together.

The -1 stops it closing automatically, and the toggle makes it change state each time it is triggered.

You may need to add another button to your logic setup to retrigger the door. 
Might Stay Open Forever? 
But that sounds like the door might stay open forever if the triggers stop triggering at the wrong moment, won't it? 
Monster Pathing Over Gaps Between Brushes? 
They all keep getting hung up on the edge of each brush. I tried solving the problem with a clip brush and then tried setting that clip brush to a func_wall. Neither method worked. What gives?

Rough image of problem.

http://i.imgur.com/KP8UDU6.jpg 
 
Use skip func wall. 
Lighting Door / Lift Edges 
Is there some trick to lighting door edges that are initially closed? I have some bars that block an area. When the bars open the edges are black as they are flush against a solid brush when light.exe does it's thing. I've tried all kinds of light positions in and out of the brushes. Any pointers appreciated. 
#15756 
per entity minlight 
Thanks Necros 
 
#15756 
If possible, change the solid brush that's blocking the light to something that won't. I use func_wall for that a lot. 
Nick Kinn 
Thanks guys. Totally forgot about per entity minlight as I've never used it up to this point. 
 
How safely can I ignore 'Warning: Too many light styles on a face...' in this day and age?

I know exactly where it occurs in the map I am fooling with atm, but it doesn't seem to have a problem in FitzV... have engines in general upped how many lightstyles can be on a single face? Or should I really not tempt fate here? 
Scampie 
I think it's safe to ignore, it's not a usual "limit exceeded" message where the compiler is writing something that vanilla engines won't handle. The limit has always been 4 lightstyles per face, and that warning just means that your lighting setup generated more than that, but the compiler discarded some of them.

The only reason to be cautious is there may be lighting artifacts, because the lightstyle picked to discard is random (at least in tyrutils). It would probably be better if the light tool sorted the lightstyles by average brightness and discarded the one that contributed the least, so it would be less noticable. 
Mm 
AFAIK it doesn't cause any b0rkage. Just those particular faces respect the earliest animated source in the hierarchy.

In engine terms it basically means how many light maps is in your level - each change in light level is a new one.

I suspect the reason that this hasn't been 'fixed' is because what would the fix be... apart from dynamic lightmaps. 
Also 
it's not obvious, but regular non-dynamic lighting counts as one of those 4 lightstyles.
So, for each face you have the ability to have 1 static + 3 dynamic lights casting onto that face. (I think if the static lighting is pure black, you can use all 4 styles for dynamic lights - heh) 
Crosspost 
So its not in sequence? I kind of assumed there would be some deciding (ie. predictable) element to it. 
Double Crosspost! 
Yes, Mh did a lot of stuff with RMQe to try and solve this. We, the mappers, were basically a baby throwing its rattle out of the pram. 
Ijed 
Hmm.. good point, it could be the order the lights are listed in the map file, and latest 4 types win. 
Well 
What's a standard in one bit of Quake isn't necessarily the same in another - I'm just guessing. 
 
Alright, I was just thinking I could push a bit harder on lightstyles. I seem to remember long ago as a noob, that warning simply created unlit faces... so since I didn't see those, I thought maybe engines made more lightstyles a thing!... It's not a big deal, I've already moved things around slightly and don't get the warning anymore anyway! :D

The only reason to be cautious is there may be lighting artifacts, because the lightstyle picked to discard is random (at least in tyrutils). It would probably be better if the light tool sorted the lightstyles by average brightness and discarded the one that contributed the least, so it would be less noticable.

That seems like a good and reasonably simple idea to implement, but in my case likely wasn't even needed... I was only slightly overlapping in the far ends of some delay 2 lights, so I didn't even notice which it randomly selected to discard. Likely could've even raised my -gate setting from 2 to 3 and fixed it. 
Transparent Textures 
I put on my map thin brushes of vine textures with transparent background. Before compiling though I heard that a transparent texture has to have { as a prefix for it to work, so with texmex I renamed "swvine" as "{swvine".
I compile it with the "-fence" command in light, run it in Darkplaces, but the transparent effect doesn't occur: just big thin brushes with vines with a purple background. I thought this was a Darkplaces thing, because it couldn't handle Rubicon's transparent textures as well. So I run it in Quakespasm to see if it works here, turns out it doesn't work here as well.
What am I missing here? 
Forgot To Mention 
Those vine brushes are func_illusionary ones. 
-fence Goes To Qbsp 
 
Or Vis Idk 
 
Tried Both, They Don't Recognize It, Unlike Light 
 
 
You have the TGA with the alpha channel in the correct folder inside of Quake? It sounds like maybe it's reading from the BSP instead of externally... 
TGA? Alpha Channel In The Correct Folder? 
I need to know more... 
 
Basically, the "{" tells the game engine to go read an external texture rather than using what's in the WAD file. The texture in the WAD has none of the alpha channel information in it.

I don't know the specifics, someone else will I'm sure, but you need to have the proper TGA file complete with alpha channel somewhere that the game engine can see it for loading. 
 
you don't need to use -fence, that is a light compile only thing for it to try and cast shadows based on your cutout textures.

alpha cutout textures simply need a few things to work: { prefix on the name of the texture; it needs to be applied to an entity (func_wall, func_illusionary, etc); and the parts which are going to be invisible need to be palette color 255. You don't need to compile specially, the engine is what does the work.

did you grab {swvine texture from the arcane dimension start map (or any AD map that used it)? if so, you should be all set, it would've been named correctly... open the compiled .bsp in texmex and be sure the texture is renamed, I suspect you've likely messed something up there either in the .map or in your .wad. Did you remember to change the brush in your map to the renamed texture? 
Ignore JneeraZ, No TGA Stuff Is Needed, He's Mistaken 
 
 
Oh, this is just pure masking ... OK. 
 
Make sure texmex isn't doing that thing where it replaces fullbrights with not-fullbrights. 255 is a fullbright. 
 
Along with its WAD version, your texture must be an external file, a TGA image with an alpha channel where black pixels are transparent and any other shade of gray (better use white) are opaque. This file must be in a <mod>/textures folder.

It works in MarkV and QS. 
Sorry, 
another one mistaken here. 
Scampie 
I'm using that texture from the Wad of Daikatana ep1, taken from Quaddicted's wad bank. After checking the vine texture it had the wrong background color (it seems like this is a common problem in Quaddicted's wad bank), so I fixed it and run it. Darkplaces still doesn't recognizes the transparency (is there a commandline that can fix this?), but Quakespasm runs it like it should:
http://image.noelshack.com/fichiers/2016/02/1452527281-spasm0000.png
http://image.noelshack.com/fichiers/2016/02/1452527283-spasm0001.png

Also lighttorches I underestimate them once again. 2stronk4me.
Speaking of light, fog comes out fine in Quakespasm but is non present in DP. Same thing with the sky texture, it's all black even though I put lights (sunlights still have light and shadow issues with ericw's compiler it seems, or the small sky openings in the cieling make things fuzzy somehow). What the hell 
DP 
Does not support alpha textures. That is the reason you need an external tga file 
Bing 
 
 
"14 new posts! This gonna be goo ... oh." 
Lighting Giving Me The Finger 
So I don't know what the hell is going on. My start map is as for now divided by 2 sections: a short cave section, and the skill portal room. No matter what I do (and by that I mean changing light torches' light values, deleting some, up to just deleting all of them), the cave will always be flat-litted, but as soon as the skill chamber show its nose WHOOPS strong shadows and sunlight-quality shadows (At first I did add in sunlight2 but I decided to take it out because there wasn't any impact lighting-wise).
Just look (also in those shots light torches in the first section are supposed to be deleted, and worldspawn's light value is set to 170):
http://image.noelshack.com/fichiers/2016/02/1452545720-razenkrauft20160111214603-00.jpg
http://image.noelshack.com/fichiers/2016/02/1452545717-razenkrauft20160111214611-00.jpg
http://image.noelshack.com/fichiers/2016/02/1452545720-razenkrauft20160111214655-00.jpg
http://image.noelshack.com/fichiers/2016/02/1452545718-razenkrauft20160111214744-00.jpg
http://image.noelshack.com/fichiers/2016/02/1452545721-razenkrauft20160111214753-00.jpg
Also, somehow removing the fog key from worldspawn made the skybrushes visible again in DP.
I don't get it. 
What Delay Values 
are you using for your lights?
It looks like delay 3 lights(no falloff at all) from afar to me.

Use delay 2/5 for best results, also add the -addmin switch to your commandline for tyrlight. 
There's No Delay 
Did You Delete The Lit File? 
outdated lit files with the same file name get loaded by the engine anyhow, resulting in things like this.

http://www.quaketastic.com/files/hollow_odds.jpg

Check values on worldspawn in your map that seem conspicous to you. Even a "sunlight_color x x x", or a "light" value.

Delete those too, report back. 
Fog 
Some engines in some machines don't like 0-255 values for fog, you have to use 0-1 (like 0.2, 0.5, etc) for best compatibility 
^Also This 
 
Adib And The Fellow Above Him 
fog was already set on 0.3. It showed OK on Quakespasm but somehow not in DP.
A light key of 170 was still active in worldspawn, so I deleted it, just like the lit file (which I deleted once when my lighting problem occured, but it changed nothing).
Now though, after compiling (with the -addmin key still in) now everything is flat-litted (which is brigther than the initial value of 1170, so I assume it went back to 300), even the skill chamber.
What now? 
DAYA 
Dont use the worldspawn "light" key. Ever. It is better to start with a totally dark map.

It seems you have problems in doing what i adviced you to.

Are there any surface lights you may have overlooked?

To make this more clear. A map with no lights and a worldspawn "light" set to 0 should be rendered fullbright when loaded in engine.

So, assuming you deleted all lights and that worldspawn key, plus lit file, you should now see a fullbright map in the engine.

Now,as a test, put one torch in, and recompile. Report back. 
Just Put A Single Torchlight At The First Room 
It produces light and shadows as usual, and the rest of the map is pitch black. Water is fullbright but I guess this is a quake feature to allow liquid brushes to be recognizable no matter the light values.
Are things good now? 
Daya 
I set fog to 0.3, but fog color like "64 192 255". Worked in MarkV at home, but gave me a white screen (like overbright fog) at every other machine. I changed it to "0.25 0.75 1" and now it works in all systems. 
Yes 
this sounds good.

The waterlight issue is being worked on atm, this is standard quake light behaviour.

Glad to help! 
For Now 
You can "bypass" the "issue" of fullbright water by using an external 24bit texture. 
Daya Could Your Issues Be 
with DP? Search in this thread for #15623 and try compiling with the tools linked in that post. 
Nightmare Skill Detect Hack 
Hello there, I have been recently playing with Quake mapping and have absorbed a lot from these forums. I find myself stumped and would like to ask for assistance from the many experts here!

Following Preach's NM skill detect map hack I am receiving a crash on map load. Now I thought adding "ai_stand" "SUB_Remove" as a key-value pair would solve the issue but it does not.

I am probably missing something but any insight would be appreciated so I can cater Nightmare to my liking! >:)

Thank you! 
What's The Error Message? 
 
Error Message 
Ah I suppose that would help!

CALL0 986(?)
AI.QC : FindNewEnemy
AI.QC : AI_Run
Shambler.QC : SHAM_RUN1
(NO FUNCTION)
NULL_FUNCTION
HOST_ERROR: PROGRAM ERROR


That's the text I get when trying to load the map. For further details I am using an info_null and changing its classname to sham_magic11. 
 
your info_null is running AI functions which look for th_run (which isn't set) hence the 'NULL_FUNCTION' error.

Check your stuff over... 
NULL_FUNCTION 
That does seem to be the issue but as far as checking stuff over I merely followed the Preach maphack article regarding NM skill detection.

It states that you should get a crash and the fix is to include the ai_stand key with SUB_Remove value in order to "appease" the game since a function is running.

The article does say to use an info_notnull while I am using an info_null but that's the only one I see of the type. Since I am changing the classname is that a moot point?

Thanks for the replies! 
 
i don't know this hack, but 'ai_stand' as a key makes no sense. maybe he meant 'th_stand'? 
THat's It! 
Okay so having the "ai" instead of "th" was certainly the issue. The article states ai_stand so naturally that's what I entered! The map loads!

Thank you Necros! 
Spoke Too Soon 
Okay,

So the th_stand key did work as the map loads. Now the issue is I do not believe the sham_magic11 (The unique cast of lightning only on skill level 3) is firing. Here is what I have:

info_null
classname: sham_magic11
th_stand: SUB_Remove

trigger_once
health: 1
target: ammo

shotgun shells with targetname: ammo

I have the sham_magic11 entity aimed to shoot towards the origin (0,0,0?) with the trigger_once in between.

The trigger works if I touch it/shoot it but the lightning does not appear to shoot off. I do check that skill is set to 3 before trying as well ;)

This is what I am using as reference: https://tomeofpreach.wordpress.com/2014/10/07/nightmare-skill-detection/

I want to figure this out! 
Spoke Too Soon - The Reckoning 
Must have misjudged the origin point and my trigger.

I encased the origin point with trigger_onces' instead of my strong estimated single trigger and BAM things happen!

Apologize for the redundant post but hopefully it may assist someone else that hits a snag with this brilliant map hack.

I am really glad a community still exists for this game and such a great resource exist.

Thanks 
 
 
Crosspost 
i think more likely when you moved the trigger, it re-ordered the entities when the editor updated the map file. :P 
I Think You Are Right 
Thanks for the additional information Necros.

Yeah I was trying to make sure the trigger_once was before in the entity order by editing the .map file in a text editor before compiling. (Is that how you do it?)

The fact that info_null might be dead before the level loads is another great possibility. I will try the entity you defined today and see if it works!

For some reason I swear my test worked one time which is why I posted such but now it refuses to work...entity order and timing are probably the factors.

I will certainly not give up on this! 
 
It depends on your editor. In sikkpin 's editor I could just cut and paste and it would place that entity at the start of the list.
No t sure about TB or jack/hammer 
A Good Nightmare! 
Tried your not_null entity with the think keys and it works like a dream (Or should I say nightmare!)

I was able to spawn in an extra enemy and remove ammo ONLY if the skill level was 3. The only caveat is the number of kills on Hard mode will always be greater than the available monsters. But since this is also a pretty crazy hack to begin with, I will not complain!

I tested think at 1 and it acted without delay. I understand if I have any issues I will just up the number to 2 or higher.

Either way I am ecstatic that this is working and is consistently working! Thank you Necros for your help I greatly appreciate it. I do try to search this thread for help before posting but this one I would have never figured out on my own.

Oh I use TrenchBroom as my editor. I was editing the .map file with a text editor and then compiling to change entity orders. But with this think key I can bypass all that.

Cheers 
Fixed Post 
Thanks to necros for sorting this out while I was away, I've corrected th_stand in the blog post down.

Bonus idea: if you're worried about kills in nightmare, why not try killing off the monsters instead of using killtarget on them? The easiest way to do that would be to telefrag them, have some teleport triggers around them which you fire in hard to make the monsters smoosh together and die. In nightmare, you killtarget the teleport trigger so teledeath doesn't occur. You could even use the gibs for bonus decoration in hard... 
Great Idea Preach 
Thank you for the great blog posts, they are very useful!

Well the way I am doing it is having a monster with targetname "nm" with a delayed spawn.

The trigger_once that the sham_magic11 hits targets "nm"

I should have mentioned I am using Quoth haha. The telefrag plan is a good idea but I think if I actually have the full map pack finished I'll worry about the kill count. ;)

Much appreciated. 
Preach 
maybe add a quick blurb about using think + nextthink. while it's not as clean as doing it via classname, it is simpler as entity order is no longer important. 
 
Gonna pester Xaerox at JH thread about entity order. 
Think Works Great 
I have fully implemented NM spawns/despawns in my map and it works fantastic. The only requirement is to not have any NM related "stuff" happen in the player's line of sight at the start of the level(Unless you want them to see their hopes in dreams vanish or appear in front of their eyes!). Looks like with a map with a lot of entities, nextthink 2 is ideal. 
Total Beginner Needs A Bit Of Help With First Ever Map 
I'm using TrenchBroom to make my first ever map. Testing it with DarkPlaces. All going well initially but now the map is starting to flicker, making parts of walls and floors momentarily transparent.

I've tried using the Point File to find leaks but can't figure out where they are or how to fix them.

This is all beginners' stuff, I'm sure. But we all have to start somewhere :)

Any advice gratefully received. Thanks. 
It's A DP Bug... 
set "r_useportalculling 0". I should report it properly.. 
Thanks Ericw 
Thanks for the quick answer. I tried that but still have the flickering. I think it's down to problems with the map as it only started after I built a new area.

Compiling the map gives me dozens of warnings but I'm not sure how to address them. As a total beginner, I've read a lot of guides but to no avail. 
 
Use a more standardized engine like Quakespasm or Fitzquake. Using Darkplaces adds a bunch of variables into the mix that you don't need to be concerned about right now. 
IMO 
I think testing in a wide variety of engines is a good idea, the quake community is pretty fragmented. 
Various Engines Now Tested 
Thanks. I've now installed and tested my map with Quakespasm and Fitzquake. Both were flicker-free. So it was indeed a Darkplaces issue.

Annoying though as Darkplaces with hi-res textures made even my unfinished effort look nice! 
 
"Annoying though as Darkplaces with hi-res textures made even my unfinished effort look nice! "

*glare* 
Glare? 
Glare because looks are less important than gameplay? 
 
Just a personal belief that high res texture packs for Quake are the devil. 
 
Ah ok, got it. 
 
Annoying though as Darkplaces with hi-res textures made even my unfinished effort look nice!

I spent a while looking for a suitable reaction .gif to respond to this with, but got sidetracked and never did finish my quest. 
 
I had no idea that they were frowned upon. My post asking for advice was the first time I'd dipped a toe into these waters.

As an 'outsider', I like to play single-player Quake in Darkplaces with hi-res textures. It's fast and it looks great (to me, anyway). 
 
Kinn and I (and a few others) are pixelated purists. We can be annoying... 
Well 
It's a bit more than that. The general idea is that Quake is too low res in geometry to have hi res textures look good.

Realistic type spaces are hard to do for a similar reason - the player is a really fast dwarf, making it instead suited to cyclopian architecture.

Don't worry though - if you hang around here long enough I'm sure you can grow yourself a fine flowing neckbeard! 
 
A neckbeard is one thing but there's no way I'm moving into a basement! 
Not The Only Option! 
Soap Box (on top of)
Bridge (under)
Iceberg (if Vondur gives permission)
CZGs Anus (I hear it's nice this time of year)
And, of course, The Moral High Ground 
Careful Though 
You don't get into the bus and go joking about czg lower parts or sexual preferences. It's hard to unlock this badge. 
Sputnik 
I like HD textures and Darkplaces can be beautiful, but I had this flickering problem using it. Entities like func_plat or func_wall flicker in some conditions I couldn't figure. Darkplaces also render shadow artifacts I don't see in other engines. If you like GL render and HD textures, have you tried EzQuake? 
Adlib 
Thanks for the suggestion. I tried EzQuake but it gave me "SV_Error: Programe error" and I was never able to start my map.

I'll try breaking my map down into separate chunks until I can find and fix the errors.

This might be a stupid idea but ... if there are problems with leaks ... would putting the whole map inside a huge box fix the problems? 
Boxing A Whole Map 
is a direct way into czg's anus to hell. don't ever do that. 
Two Places I Don't Want To Go 
Thanks for the tip 
 
"if there are problems with leaks ... would putting the whole map inside a huge box fix the problems? "

No, it would hide them. :) 
 
It's an idle threat. Several of my maps are inside a giant box ;) 
Just Fix Da Leex 
I've never found leaks difficult to fix - just load the pointfile in the editor and follow the line, as you would follow the candy trail to Shambler's false-number-plated white van parked in that abandoned building site. 
Follow The Line ... 
My line is like a spiral drawn by a blind child :(

However, I shall keep working away and look forward to having my finished creation pulled to pieces by all and sundry :) 
Waterfall 
Hello again,

Found another obstruction this time in the form of map objects. Quoth shows support for a waterfall map object but I do not see it on the point entity map objects listing. I only see Custom, Grill, Grill 64, and Grill 128.

I tried using a custom map object but I can't find where the waterfall mdl would be...I searched through the Quoth pack files to no avail. Surely I am missing something but if anyone can provide assistance I'd appreciate it.

Thanks! 
 
I think that's preach's waterfall, so it'd be up on his blog for sure. 
It Is Indeed Preach's 
Yes you are correct, I am using his Quoth tutorial articles and I must say they are an absolutely wonderful resource. The waterfall sounds perfect for the ideas I have in mind but the first step is to place down a waterfall_map_object which seems to be missing from my point entities list. I am using Trenchbroom if that makes a difference.

As I have said, I tried searching the Quoth pak files via PAK explorer and could not find any indication of a waterfall mdl file or anything similar. 
 
There's a generic model entity you can use. just download the model from the blog. 
Need To Search Deeper Next Time 
Ah, so I started digging deep into the models section of Preach's Blog which states he removed it from re-uploads due to enhancing the waterfall object.

Looks like I can just grab the model and go from there.

Only thing that appears to be a caveat at first glance is the missing keys that come staple with the mapobject_waterfall described in the Quoth pack *As seen here: https://tomeofpreach.wordpress.com/quoth/tutorial/mapobject_waterfall/ Or maybe it is there...will check later tonight.

Thanks for the assistance! 
Sometimes You Need A Second Pair Of Eyes 
Alrighty, looking deeper into the wonderful Tome of Preach and I find the Quoth2.fgd Now Trenchbroom has that as a default selection but the one on Preach's Quoth page is updated with....

wait for it...

mapobject_waterfall!
Among other entities I noticed missing.

Pretty certain this will be case closed but thanks again Necros for giving another pair of eyes.

I think the brightside is if someone in the future is having the same issue they can do a search and find these posts. ;) 
Waterfall Of Tears 
Okay, back again yay!

Waterfall object is there...I can place one (Blood waterfall is legit!) but no sound comes from the falls.

Tried sounds: 1 but that does not work either.

The PAK2 contains misc/wfstart.wav and wfend.wav so the sound exists. I can play the sounds with a play_sound entity but that's not ideal.

Furthermore, if I want to trigger the fall from starting or stopping I can do that just fine and the animations play but the sounds do not. For that I am using noise and noise1 for start and stop respectively. I don't see any console errors regarding the sounds so I am a bit puzzled. 
Triggered Sounds 
All the extra sounds key stuff is really there so you can have an easy to toggle sound for dynamic waterfalls, so the "sounds 1" key only works if you trigger the waterfall. You may want to try again now you've made it trigger. If you have a static waterfall then the play_sound route is the way to go.

Due to an oversight, the sound doesn't being playing until the waterfall is triggered to begin flowing; if it starts the map in flowing mode it will be silent. I'll add this to the fix list but a workaround in the meantime is to start the waterfall "dry" and then instantly trigger it when the level starts. 
Correction 
...the sound doesn't begin playing... 
Waterfall Of Joyful Tears 
Thank you Preach, your explanation makes sense and works! Totally no problem to trigger when the level starts as it plays and turns off when triggered at the expected time.

I want to thank you for this waterfall feature, it is truly gorgeous and increases that creative flow. ;) 
Another Consideration 
It appears that the sound when only play if it is triggered from the dry state to flowing state...but it also must be within audible range of the player or it will stay silent.

I resolved this by having it trigger right before a door opens to the room with the waterfall puzzle. Just an observation! 
 
yeah, it'll stop when you leave listening range too :( 
 
this is a difficult problem in quake, in rubicon2 i tried to solve it by constantly triggering the sound when the player is within a medium range from the player, but this probably only works for white-noise type sounds since otherwise you'll hear clicking/popping i think. 
Interesting Metlslime 
Hmm, good to know that sometimes you just have to "wing it" with these things. My current waterfall situation is working 100% as much as I know it can so I am happy about it. I think I might stick with just aesthetic falls from here on out though. Those blood waterfalls just have to be used somewhere! ;) 
Few Questions Regarding Func_Train 
Am I understanding it correctly that path_corners need to be set at regular intervals along desired path, because they are sound emitters and not train itself?

In Preach articles I saw instructions for changing path once to alternate. Any other interesting tricks/hacks with trains and path?

Don't remember exact map name from original Quake that had a lift going between 3 floors stopping for a second at each floor. Was it func_train also? In any case how does it work? 
 
I think each corner has a wait of "-1" so it just waits at each floor until it gets triggered again. 
E2M6 
Is the map you are thinking about. I think they just had a large elevator like func_train with waits set to go off. So once triggered, it would go up to the second floor and wait for 3 or so seconds then proceed to it's third path corner. Since the original Quake can't re-activate a func_train when it reaches a corner set to wait: -1, I am thinking maybe they had a fourth path corner that is in the same spot as the second floor one that targets back to the 1st floor.

I would need to play the map again or check the source to be sure though! 
E2M6 
Is the map you are thinking about. I think they just had a large elevator like func_train with waits set to go off. So once triggered, it would go up to the second floor and wait for 3 or so seconds then proceed to it's third path corner. Since the original Quake can't re-activate a func_train when it reaches a corner set to wait: -1, I am thinking maybe they had a fourth path corner that is in the same spot as the second floor one that targets back to the 1st floor.

I would need to play the map again or check the source to be sure though! 
 
i don't think this is a feature of stock quake because to do it in rub2m2 i had to change the code. 
Idea For A Remake Of E2M6 
Up/down buttons for every floor of the lift.

Should be doable in AD... 
Or Just Remove The Lift Altogether And Replace It With Something Bette 
r

I hate that lift 
 
Make the lift a secret. And there is an instant death pit under it. 
Doomery 
Make the lift a secret. And there is an instant death pit under it.

DoomII.txt: the only way to complete the level is though the secret area.

Anyway this reminds me. I have just finished Doom II, Map 19 "The Citadel", by Sandy Peterson. Overall it's a pretty fun map, but the only way to the exit requires you to go through a secret area (like what da fuq does "secret" even mean at this point?), but anyway, whatever.

This map is notable however, for containing possibly the worst level design idea I've ever seen:

At a certain point in the level, there is a little alcove containing a powerup, a Soulsphere. Now I dunno about you, but when I find a powerup tucked away in a little corner like that, and there are no monsters around, and I don't need the powerup, I don't pick it up. I make a mental note that it is there, and go on my merry way. If I need it, I can quickly rush back and grab it.

So, I proceed to spend a sanity-destroying amount of time wandering around the entire map trying to figure out how the fuck to proceed. I give up after a while and consult a walkthough on the internet.

Turns out the way forward is via that powerup I found earlier. If you go to pick the powerup up, you don't actually pick it up, instead - nonsensically - you get teleported to a new bit of the map, which is the way to progress. (And no, before you ask, it's not sitting on a visible teleporter, it's just sitting in an ordinary, plain alcove).

Yeah, defend that, Doom level design apologists. 
Doom 2 Levels Are Pretty Crap I Don't Think Anyone Will Disagree 
 
Doom 2 
Had some terrible maps. 
E2m6 Is Pretty Much The Worst Doom Level Ever 
 
Sac 
 
Func_train 
When looping, please please use at least two or three. I hate falling off just to have to wait for it to go all the way around the loop. And falling into instadeath under it is not cool. Have fun DeeDoubleU.

Yes path_corners tell the train where to go, but remember that it is the location of the lower left corner of the bounding box. 
Func_train 
When looping, please please use at least two or three. I hate falling off just to have to wait for it to go all the way around the loop. And falling into instadeath under it is not cool. Have fun DeeDoubleU.

Yes path_corners tell the train where to go, but remember that it is the location of the lower left corner of the bounding box. 
Stupid Phone 
double posting! :( 
 
Even if I will use an instadeath secret you would have to work your ass to get to it! 10 hidden switches and rampcirclejump at the very least.

Good idea to use two trains, will do. 
Speaking Of Secrets 
The func_door_secret is limited in that it only goes in two directions when opening. One could use the func_train to make an elaborate secret door, but it can only open once when you set the last path corner wait to -1. 
Func_door_secret 
Could you use the angles key to allow for more directions? I seem to recall a Preach blog:

https://tomeofpreach.wordpress.com/2014/06/26/unusual-func_door_secret-angles/ 
Quoth2 Fgd 
Hi again,

Is there a link to acquire the most recent Quoth2.fgd file? The option I used was from Preach's Blog and while that is up to date, I don't see any mdl paths defined which causes just bounding boxes to display in the editor.

If I am expected to add the mdl paths myself I can do that but was just wondering if someone just had a quick link to the file.

Sorry if I am missing something! 
 
Which editor? 
 
TrenchBroom includes a Quoth2 FGD that displays models in the editor 
 
You have to make sure you point to the mod folder in preferences 
 
Sorry should have stated more details.

Using latest release of Trenchbroom. It comes with a slightly outdated Quoth2 fgd file than the one hosted on Preach's blog.

The problem I found is that the Preach Quoth2 fgd seens to not have mdl paths defined as they are in the Trenchbroom one. Hopefully that makes more sense.

Everything works...I just can't see the models within the editor. This is only a problem if I opt to use the newest Quoth2 fgd and not the one that is packaged with Trenchbroom.

Thanks for the replies! 
 
Okay, so I believe I have everything sorted. I just opened the trenchbroom Quoth2 file and the Quoth2.2 file and manually copied the missing entries across. Everything seems to be working with models showing.

For reference here was the problem I was seeing:

Ex: Envirosuit--

TB file =

@PointClass base(Item, Appearflags) model(":progs/suit.mdl") =
item_artifact_envirosuit : "Environmental protection suit" []

2.2 Quoth file =

@PointClass base(Item, Appearflags) =
item_artifact_envirosuit : "Envirosuit" []

The "updated" file is missing the model path and this is the case for all entity models in the editor.

That was my initial issue but there were only a handful of missing definitions so I just inserted them into the file with models already defined!

Cheers everyone, until next time! >;) 
Cool 
it would be great if you could create an issue report on github and attach your file so that I can include it in future releases. 
Yeah, Cheers 
I really have been meaning to get around to that too! So if you've done it already, with your permission I'd love to grab a copy and post an updated version on the official site.

Do the model paths cause issues in other editors? Or are they safely ignored? I don't know if I need to keep a 2nd copy online for users of other editors... 
Oh Wow 
It is great to hear I wasn't just missing something obvious!

I will be happy to assist with the updated file.

Here is the updated Quoth2 fgd:

https://copy.com/Q2AbvQX9DjQugqCj

There were only a few things missing (waterfall, effect pulse, etc). And this retains all of the model paths.

I do not know about other editors but I imagine if the path to the mdl files are completely absent from the definition file that it would have the same issue.

SleepWalkR, I will report the issue! 
Trying To Make A Button Opening Two Rotating Doors 
It's guessing work when it comes to Scourge's rotating doors, but I think there needs to be a func_rotating_doors as the center of rotation for a given brush, and then have a rotate_object brush being targeted by said func_rotating_doors, but I digress.

I want a button to open two doors (which is actually one, just like in Scourge's E2M1) but since we can only target one thing I'm completely lost on making it work. I tried a trigger_relay but no, I really need a way for a single func to target two things at once. How can I do it? 
 
The func_button targets one door and a trigger_relay, which targets the other door.

The way func_rotate_doors are set up prevents them having the same targetname i guess.

Check the ad_test3.map for details. 
Checking Ad_test3 
And I found that big circular door in 2 parts. One part is a func_door while the other in a rotate_object.

What's the difference between the twos if they're both assigned to a rotating entity? And what's the difference between info_rotate and func_rotate_door? Do their placement matters, as in the targeted brush's center of rotation, or no? And I'm getting a bit confused with the button targetting and all, can't we target more than two entities at once if they have the same target name? 
 
This sounds odd. Why shouldn't multiple rotating doors be able to have the same targetname...

Apart from that, one door can target the other, so there's no need for a trigger_relay. 
Another Thing Regarding Clip Brushes 
I wanted to create fences like in Doom, where no one can pass through but only attacks. My method would be to have a func_illusionary brush with a clip brush on it, but when testing the clip brush isn't there, I'm passing through the fence. Is there a workaround? 
 
the clip brush should be part of the world, not the illusionary.
if the clip brushes are part of the illusionary then it'll be non-solid, just like the rest of the func_illusionary geometry.
(they could also be part of a separate func_wall if you want to killtarget it to make it passable later, but you will may need to fiddle about with it in order to get the qbsp to accept it, depending on the qbsp) 
 
Clip textures on func_illusionary tends to crash my compilers 
Fixed It 
It was simple actually, have the func_illusionary brush be surrounded from both sides by 1 unit-thick clip brushes.

For that whole rotating brushes thing, can I get to know more about it? 
Daya 
Ok 
ad_test3s first rotating door (the "vault" door) is a bit trickier to explain, it is actually a func_rotate_train.

But first the normal door we all see everyday, with a vertical and fixed hinge. Build one of those out of as many brushes you want, these all go into an entity called "rotate_object".

Note there is no func_ prefix on this entity, idk who was so crazy to name it w/o this.. :) But the quoth fgd/def has it.

Give it a targetname, lets say rotate_door1 , and a target, lets say rotate_hinge1.

"targetname" "rotate_door1"
"target" "rotate_hinge1"

You must also set the light parameters like "_dirt" and "_minlight" on this one (if you want to).

Now create a "info_rotate", this is a point entity, important is you place it right on the vertical axis i.e when viewed from above or below in the middle of the hingebrush for best looking results.
This one is targeted by the rotate_object.

"targetname" "rotate_hinge1"

Now create a "func_rotate_door", again a point entity placed on the axis.
This one targets the rotate_object

"target" "rotate_door1"

This entity has all the keys for controlling the rotation of your door.

"speed" - the amount of time to open/close the door

"angles x y z" - the total angle the door rotates i.e.0 360 0 is one full turn vertical.

sounds/noise keys depending on the used progs.

"targetname" - last but not least this one must be targeted itself by a button/event of your choice.

Important note, these "doors" have no collision. You'd have to fake this with skip-textured func_doors/func_movewalls.

Try this guide first, vault-doors later (those are easier to fake collision for :))
Hey.. 
ERIC 
 
What's In A Name 
Build one of those out of as many brushes you want, these all go into an entity called "rotate_object".

Note there is no func_ prefix on this entity, idk who was so crazy to name it w/o this.. :) But the quoth fgd/def has it.


Blame hipnotic! In Quoth we tried to name things with consistency in terms of func_ being solid brush entities, trigger_ being invisible brush entities, info_ being invisible point entities, etc. Most of the exceptions to the rule are things that would be too confusing to rename now, like trigger_counter. Unfortunately rotate_object is a name hard-coded into the compile process and there's no way to change it. 
Looking At Preach's Tutorial 
I don't get the part with the func_move_walls. I know they're part on making a collision mask, but for two side-to-side rotating doors how does it work?
Do I just make tiny cube brushes that form a quarter-circle from the closed position of the door to the theorized opened one? Or do I just make a single brush that I cut in an arc that's suposed to draw out the shape of the movement? 
Movewalls 
Correction: CZG's tutorial

The movewalls should be shaped to approximate the size and shape of the visible entity while stationary. The ideas is that because you can't actually rotate solids in Quake, you have these small chunks which slide along a circular path.

It might be better to describe a couple of basic things you might create, and how to movewall them.


A door: cuboids which stretch from the top to the bottom of the door, are square on top, and exactly match the width of the door. In ascii, from above

========= (door)

[ ][ ][ ][ ][ ] (movewalls)


A propeller: cubes along the length of each blade, flattened to the thickness of each propeller. 
Awww Yeaaah 
After some bits of trial and error regarding rotation angles I came through
http://image.noelshack.com/fichiers/2016/06/1454888677-schlossherr20160208004219-00.jpg

(And here you can see fullbright pixels will be a huge problem) 
 
TexMex can remove fullbrights. 
 
Load the wad into TexMex. Double-click a texture. It will open in a "Detailed View" window. Right click on the texture and select "Adjust Brightness", then click "Remove Brites" in the "Brightness Adjust" window. 
Thanks! 
 
 
I hope it works. I'm not sure I ever actually tried it.

I edit textures in an old version of PSP and have a custom quake.pal file where all the fullbrights are replaced with black. I just apply that (using match nearest color) to any texture where I want to get rid of stray fullbrights. 
It Worked Half The Time 
Some of the reworked pixels where fullbrights, so I had to edit them with Photoshop.
Nevertheless, they're gone now. 
 
Is there a hack to make explosions made of info_notnull deal zero damage? I need just a visual effect of explosion. 
PuLSaR 
Oh Yes 
Ogre grenade suits perfectly for this, thanks 
 
Is it possible to place an animated texture without animation frames playing (last frame I need) without making it a separate non-animated texture in wad? Like the button that have already been pressed? 
Figured That Out 
ignore the previous post 
How? 
 
Ijed 
Just use its switched-off frames as texture for your button, wall etc. 
 
so the +a*.* frame? 
Right 
But I read it as if PuLSaR is saying use one of the animation frames, not the 'off' (+a) frame.

I know that func_wall has some little known hackery inside that works with this, but can't remember what it is.

And now, reading it again, it seems that it is just setting the +a frame yeah. 
Yep 
I just needed the +a frame, silly me 
Misc_explobox2 + Trigger 
I want explosion of misc_explobox2 to trigger stuff.
Tried 'default' and hacked triggers, but it seems they don't take damage from that entity.
Setting enemy:1 to box makes it shot-through. 
 
And another question.
Guys, how do you create caves?

Quick experiments taught me that it would be nearly impossible to do it in radiant or at least very long and masochistic experience.
Trying to use trenchbroom atm. Alas, it crashes often, but in the meantime gives much more freedom.

Technique I use is pretty much what was shown in TB tutorial-gifs - making a grid of 64x64 boxes and then pushing vertices.
https://i.gyazo.com/067766322d24018d6c8b2cadc916b4e0.png

It goes very slow and I'm not quite happy with my results so far.
Tips, rules, your personal general pipeline - I'm interested in everything. 
DeeDoubleU 
I use Netradiant, and it's as quick as TB in my experience if you work in tri prisms and drag-select multiple vertices. You can even do all the pushing and pulling in the 3d view, like in TB.

Once I'm happy with the shape, I combine the tris to make them quads, which halves the brushcount and probably makes the compiler happier.

The trick is knowing which configuration of tri prism pairs makes a convex quad, and it takes a while to develop an intuition for that.

Your probably better off sticking to TB. 
TB Tutorials? Where? 
 
Uhm, I Meant This 
http://kristianduske.com/trenchbroom/docs/images/vertex_editing_multibrush.gif

I wonder if there is testbuilds of TB2 available. 
DW 
You could try a trigger with health that's the same size as the box, that triggers the box, plus whatever else it is you want activating. 
Ijed 
Unfortunately I wasn't able to detonate the box by triggering it. 
Caves 
I used tri-souping to make the opening cave area of the map I did for Fire and Brimstone (Detour), three walls and the roof anyway. The floor is flat with various bits and chunks added. The map is in the pak if you want to take a look. 
DW 
Exploboxes don't fire triggers, but they do work with buttons. 
Also - Essential Reading 
Look at sock's rock wall tutorials:

http://www.simonoc.com/pages/articles.htm

It's much more brush/face efficient than trisoup.

As a rule of thumb if I can use sock-style "rock wall" geometry for terrain/cave stuff, I will use that. I only do tri-soup for places where the above doesn't cut the mustard, and for joining disjointed bits together smoothly. 
Negke 
Can you please get into more details with this?
Simply linking button or trigger to box does not work for me for some reason. 
 
Thanks for the link, Kinn, gonna check it out tomorrow. 
 
Small button with "health" "1" next to the box, so the exposion damage triggers it. See bbin1 for reference, at the end of the second level part. 
Button That Works Only After A Trigger Fires 
I'm possibly missing something obvious, but is there a way to do the following two related things?

(1) make a button that activates when the player touches it but that cannot be activated until after a particular trigger is fired.

(2) make a door that opens when the player approaches it but not until a particular trigger is fired. 
 
Could it be as simple as an invisible func_wall in front of the button that you killtarget later? 
Yes, That Works 
Yes, that works. Actually, I had thought of something like this but for some reason convinced myself that func_wall wasn't implemented in Quake.

Thanks for putting me right. 
UE3 Question 
This should be something really simple but it is driving me insane :/

Ok, so I have a prop properties page open in UE3 editor and in this prop I can assign other props to die when this prop dies, all I have to do is input the name of the props I want.

One of the buttons says "use current selection item in the content browser" but if I select the thing I want in the content browser it brings up the properties for that item and I can no longer enter it into the ui.

I can see no way to copy the name of the item either.

So, it seems the only option is to type out an insanely long reference name which I will inevitably fuck up somewhere and create bugs.

What gives?! 
Ubiquitous 
Your 2nd question needs something like this i think:

https://tomeofpreach.wordpress.com/2013/05/13/new-logic-gate-design/ 
 
Did my tweet not help? Locking the property window will stop it from changing the window when you click another actor.

And typing in the name won't fuck anything up because it won't take a bad name ... the name will have to exist or it won't accept it. 
Since When Do Tweets Help? 
wait a second.. 
Yup 
Thanks Warren you are a life saver. That was driving me mental!

btw : I accidentally a xcom 2 map pack http://steamcommunity.com/sharedfiles/filedetails/?id=625430712

Will probably work on it some more tomorrow. 
@mfx 
Thanks. Building a logic gate in that way is definitely something I hadn't thought of, but makes a lot of sense now. 
Ubiquitous 
my jam2 map used one of those, exactly for the stuff you described(open a door when an event has fired/happened). Glad to help! 
Simple Things 
(2) make a door that opens when the player approaches it but not until a particular trigger is fired.

While it's cool that my logic gate got another outing so soon after the last one, there's an easier way to do what you need here. Create the door with a targetname, then add a trigger_multiple around the door to define the area you enter to open in. Once you're happy with that trigger, use the trick from...

https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/

...to make it a spawnable trigger_multiple. Before you've spawned it there's no way to trigger the door to open, afterwards it opens as soon as you go near.

Of course, if you need the ability to rescind and reactivate the proximity trigger repeatedly, then the logic gate is the way to go. In the case you described, I think you only need the transition from off to on to happen once, so I'd recommend this way as being easier to build. 
 
A button that doesn't work is counter intuitive to me. I would at first be inclined to think that the mapper messed something up.

It seems better to me that access to the button simply be physically blocked.

I suppose it might work if there was an extremely obvious reason for the button to do nothing. 
You Could... 
Use a trigger_multiple to give you a message saying "button inoperable, power disabled" and then killtarget it later. 
 
Yep, that's the kind of obvious I was talking about. 
Falling Through Sloping Floors? 
So I've been cutting up a large flat horizontal brush and than cutting away at the constituent pieces at all sorts of angles to create a floor that looks naturally uneven. When I tested it in-engine just to see how it looked, I fell right through one part of the floor, as if the brush were a func_illusionary. Then I remember having seen this in a few other maps too (I think one was a speedmap by FifthElephant and one was one of Tronyn's Unforgiven maps).

Does anyone know why this happens and/or how to avoid it? 
 
Welcome to Quake mapping. :) 
Total_newbie 
Cover it with clip brush. 
Sloped Quakes 
Quake and slopes sometimes get into little arguments with each other. Clip brushes try to keep the peace and let everyone live in harmony. 
Hull Problems 
This can happen for two reasons;

1. Depending on the method of construction and editor used you'll get tiny misalignments. This is the reason for most if not all corrupt brushes.

2. The engine just doesn't like a specific brush configuration.

Solutions:

1. Make sure everything is on grid - don't use carve, be clever with vertex manipulations (no concaves, make everything either wedges or pyramids if you want terrain). If you're clipping then clip across the entire brush, from grid point to grid point.

You may need to delete and rebuild bad brushes.

You can also get sticky brushes, where a tiny (invisible) overhang is in the floor - you run into it and get stuck.

2. Move stuff around. This isn't a common problem unless your geometry is very simple and pretty big. 
Clip Brushes 
These will solve hull problems, but they're a kind of 'ah fuck it' solution that can cause other headaches.

The floor / wall can still leaks for example, or end up requiring a lot more lightmap that you won't even see. Or produce isolated pockets of space outside your level which won't break anything but is better avoided.

Sock's tuts on terrain: http://www.simonoc.com/pages/articles/terrain1_1.htm 
Oh 
And another problem - many people assume that terrain requires much longer vis times, the truth is both yes and no.

Typically there are these misalignment issues in places where the player won't notice, like in the walls or ceiling.

The other thing these cause is unnecessary vis calculating.

Not a big deal with multicore compilers, but it can be the difference between it taking 5 or 10 minutes, and if you're compiling frequently (as you should be to avoid it exploding in your face after adding new stuff) then this can slow you down a lot. 
Thanks, Ijed! 
That was the kind of explanation I was hoping for.

I had a look at Sock's tut but am finding it a little hard to understand in terms of TB and Quake, as it seems to be more about later brush-based games and things I can't do when mapping for Quake ... unless I've misunderstood something. Maybe it just assumes more prior knowledge than I have.

DeeDoubleU, Bloughsburgh -- I had also actually thought of just plonking a clip brush down in the offending spot, but I wanted a better understanding of what was actually happening. Thanks for responding, though! 
Newbie 
Avoid triangular faces (tri-souping) when building your structures, especially floors/walls.

Socks tut uses quadfaces as well if you look closely. The quake engine uses a rectangular "brush" to clip the player against the several hulls.

This CAN be a problem, with more complex structures it is more likely to encounter those problems.

Stay on grid, and what Ijed said. 
Yeah 
I use quads for the structure and tris over it for details.

You could also grab the RRP devkit from its thread and open up the telefragged map to see my method, which was done in Trenchbroom. Mfx' and Hrimfaxi's also have terrain of course, just not sure on the editors used. 
Trisoup 
What is wrong with trisoup so long as it has been converted to a func_wall?

Incidentally, if I have multiple details, outdoor trisoup areas, trim, etc. and I make all of it one single big func_wall entity, is there an issue? E.g., will it flicker in some places? Does the world origin need to be visible from every leaf for this to work?

Curious about the theory behind it. 
Re: Mfx & Ijed 
Thanks so much for both your replies.

I was just about to ask whether anyone knows of any other Quake terrain tutorials (something along the lines of czg's curve tutorial, for instance), because at the moment I can't seem to wrap my head around it. I'll definitely have a look at the Telefragged source to see what I can learn & if I can extrapolate your method from your brushes.

Thanks again! 
 
Compile often, check for errors often.
Seal your map for those tests, a big brush will usually do this on areas you haven't worked out yet.

There is a super-simple way of creating terrain, any complex terrain, sadly i can only produce this with the Quark editor for now. I have tried to describe my experience with that often and most honest, but there is no way currently to describe it as just use quad-faces.

Study the sources, look at how i use overlapping brushes very often to achieve terrain.

And when i find a spot where the clipping fails, and no change to the brushes does affect this, i use clip brushes to conceal those errors. As a last resort so to say..

Again, don't get stuck on details while building, block out generously, any finetuning you can always do later.

Important is the pacing, the general "flow", and and exit.

Some even might say those details are just a special kind of expressing an OCD. (no offense..) 
Rocks 
For the less OCD:

Jackhammer has a "rock" primitive. It lets you create a (somewhat) randomized mesh with a certain number of vertices. It's quick, dirty, somewhat painless way of making a rough wall or just a plain boulder. Pretty neat I'd say, if just a bit...well, ok a lot...messy. 
Yes 
 
Thanks For The Additional Responses! 
Hmm, it seems I have a lot of homework to do to figure out terrain brushes. Not sure I'm ready for a second or third editor just yet, but perhaps?

As for blocking out vs getting bogged down in detail work, yeah, I'm doing things exactly wrong at the moment, as I've been basically working on one room of a map since forever (and I've rebuilt that room countless times). At this rate I'll need about 100 years to finish my first map. But it's all part of the learning process, right? 
Uhm 
Guys... why is this happening?
https://www.youtube.com/watch?v=tI-v9N9ladY

Earlier I noticed wizards will occasionally fly through a door for unknown reason. Door has no slopes, not even a 45 degree angles, 1 plain box brush.

Now this.
Fishes escape from their tank and chasing me throughout the level, but they can move in solid worldspawn geometry only O_o

I think it mostly happens when I'm noclipping, though not sure. 
Scrags & Fish 
DeeDoubleU, someone else is bound to have a far better answer than me, but the mean time I'll risk embarrassing myself:

AFAIK both of these behaviours are known bugs but nobody knows exactly why they happen. I recall having read a few discussions where experienced mappers were stumped, especially by the Scrag thing. According to this post you might be able to avoid the issue by not cramming too many of the offending monster into the same enclosed space...

Or wait for someone who knows what they're talking about to answer. :) 
This Is Just Guesswork And Vague Memory Talking... 
It's a weird bug caused by the navigating I believe since both fish and the scrag use point collision (not bbox) to manage their movement, but a bbox to receive collisions.

So they find a bit of geometry that they don't like for some reason and it pops them into an invalid volume outside the world, and then they can't get back in.

Scrags usually can because the flymonster behaviour gives them a bit more movement.

I suspect its something to do with the discrepancy of the center point and the bbox corners.

I know that brush misalignments can cause this (like with the player), but so can perfectly clean brushwork that the offending monster manages to get stuck on and then clip through.

Mapside, the solutions are basically either delete your fish or change the areas where they are used until it stops happening.

Scrags are best used outdoors so that they don't push themselves up through a ceiling trying to match heights with the player - which seems to be the main cause of this for them.

This was the main reason I experimented with small fish, but ran out of time / gave up before I could get a decent handle on it. 
 
I've seen scrags move through solid geometry many times, but I don't remember ever seeing flying fish. Maybe that's just because fish aren't used nearly as much. 
Messages In Queake 
 
That's One Way To Do It. 
If you want a message to stay on the screen longer, you can string multiple triggers with delays containing the same message.

Add \n to start a new line if a message becomes too long.

Not sure what you are asking but that's a start for messages in vanilla Quake. 
 
Key 'message'
Data 'whatever you want to say' 
Mapping Help 
I need advice.

What's the appropriate combat for a maze-like map? I mean, in a set of interconnected hallways how encounters should be? 
 
Every ten seconds, two front spawns and three back spawns in bbox contact with the player. 
 
What Kinn said. 
Trolls. 
 
No... 
I believe he said spawns... ;) 
Setup One Long Path Loop Throughout Maze, Patrol Liberally 
 
Lol 
OK, im working in it now 
Posting... ... 
So rare, I add a specific in a trigger in QuArK and it does not able, but I make again in TB and it does work. Im yet working... 
Changing Theme 
It's normal that QuArK finds holes in the map without being it? I brushing in TB but when I open QuArK to Qbsp and test, sometimes said "there is a hole in your map" and time later I do not move any brush, I change a trigger config and it back to Works in qbsp. 
Bad Quark 
Quark stores no floater points on brushes, so every time reloading the map it slightly differ integers. So mostly there is that message.

Better take a "better" editor, took time to use GtkRadiant or TB.
There is the option to select all verts and force them to grit. 
Put Monsters In 
1. In such a way you think it'll be fun.

2. Play map.

3. Alt tab out if you think of a way it could be more fun.

4. Make change in editor.

5. Alt tab back to game.

6. Repeat step 3.

7. Once level is complete, recompile.

1. Repeat from 1.

This is the recipe for getting good. 
Ok And Thanks 2 (2) 
MadFox: GtkRaadiant have visible grid lines? 
Great Advice Ijed! 
 
 
i just fill every available space with monsters. 
And Don't Forget About Spawns 
 
 
what trigger I need for an Introduction changelevel???...... or what specific???... 
<--- 
But actually you all ended up giving me an idea. Let's see if it works.

Also, what Qmaster said. 
 
GtkRadiant1.4 has several coloured grid settings, I prefer white lines on black.

Introduction changelevel?
Put in a trigger_multiple, add a corresponding trigger brush, and fill in a short message.
Or if you ment tigger_changelevel and fill in the map you want to continue with, e1m2. 
Reply: MadFox 
When you enter to a level from start.bsp, appears "loading".
But when you enter from a single map, appears "kills 13/13, secrets 2/3".

I don't know what to put in the Introduction(start) for going to e1m1. 
 
Yeah, start.map has no intermission screen. How does that work again? 
 
I think it's "spawnflags" "1" on the trigger_changelevel for no intermission 
Lol 
"Intermission": Solved trouble!
that's I complicate me with the language.
I use google trans but I don't believe so much in it. 
I Forgot How Doors Work 
... apparently. I could have sworn that when I previously made a brush into a func_door in TB, it would move (or "open") when the player approached it if I didn't tinker with the default entity values.

Now I've just made two bog-standard door-shaped brushes inside an arch and turned both into func_door, and when my player character approaches or even touches them, nothing happens. Each func_door is 64 units wide and "lip" is set to 8. I've tried changing "lip" to a different value and changing "angle" to a different value, but to no avail. Am I missing something obvious? 
 
Try creating simple box, make it func_door and test. If it works - start adding keys and check if any will break it. 
 
Did you add a targetname? 
Make Sure Toggle Isn't Checked. 
A door "not opening" is usually because it has a targetname like necros stated. Do not give the func_door any keys except for an angle for testing. 
In Case Of Any Problem With Func_door 
check 'Don't link' spawnflag. It usually fixes all problems if door doesn't open (if there are other doors nearby) 
And The Old Chestnut 
The is_linked flag breaks double doors if turned on and they're targeted. 
Thanks For All The Answers 
No I did not add a targetname. I did not touch the default entity settings at all (except for changing the angle and lip in desperation, but this was after things didn't work).

I didn't link them either, at least not as far as I know. What should the "Key" and "Value" fields be for unlinked doors? 
 
linking is automatic.

first, put the 'door don't link' flag on both of the doors, test and see if it moves. 
Err, I Don't Know How To Do That. 
In TB, there are these "Key" and "Value" columns, e.g. "classname" (Key) and "worldspawn" (Value). Which Key/Value combination should I specify to put a 'door don't link' flag on both doors? (Sorry to have to ask you to re-explain).

What I did try in the mean time was to turn one of the func_doors back into a world brush, figuring that if there's just one, there's no way it could be linked. But that didn't solve the problem either... 
 
total newbie

spawnflag 4 is what they mean 
Thanks, 5th 
That didn't work either, though. Odd. 
Try To Change Angle 
it sometimes breakes with angle = 0. Try an angle that is different from zero. 
 
Tried various angles; no luck.

I've just created a new brush and converted it to a func_door, and it's the same story. When I don't touch the default Keys & Values, it just doesn't work.

This is what TB shows me when I create a brand new func_door. Is there anything there that I should change? So far I've tried changing the values of the keys "lip", "angle" and "spawnflags" (from "0" to "4"), but to no avail...

By the way, thank you very much to everyone who's responded so far. 
 
I made a door in gtkradiant, tested it just to be sure it is working and opened map in TB.
Here is what it looks like
https://i.gyazo.com/32870bdc8156910a054ccb3a843f9a8a.png

Maybe try voodoo magic tricks if nothing else works?
Can you remove all over keys except classname and spawnflags ans check if it helped? 
DW 
TB doesn't allow me to remove any of the default keys; I can just change the value.

Anyway, I've finally managed to create a working door elsewhere in the same map. The strange thing is, though, that I've created it in exactly the same way as the first one -- the brushwork is even almost identical. The first one still doesn't move at all, though.

I'm completely confused now. 
Can You Post The .map? 
 
 
yes, it's very likely because of door linking.

doors link automatically if their bounding boxes are touching. what is happening is a door nearby has a targetname which is causing your new doors to link and also require a trigger to open. 
 
I have specified no targets or targetnames anywhere in this map; the door (or set of doors) was the first brush entity I created in the map. Everything else was just world brushes and one info_player_start.

I can copy and paste just the door, arch and floor brushes into an empty .map file and get the same result. In fact, I just tested with a brand new map, making the simplest of doors with just 4 world brushes and a single func_door, and it still doesn't work.

This is what this new test map looks like in a text editor:

// Game: Quake
// Format: Standard
{
"classname" "worldspawn"
{
( -304 -64 -16 ) ( -304 -63 -16 ) ( -304 -64 -15 ) __TB_empty 0 0 0 1 1
( 656 64 16 ) ( 656 64 17 ) ( 656 65 16 ) __TB_empty 0 0 0 1 1
( -64 -320 -16 ) ( -64 -320 -15 ) ( -63 -320 -16 ) __TB_empty 0 0 0 1 1
( 64 400 16 ) ( 65 400 16 ) ( 64 400 17 ) __TB_empty 0 0 0 1 1
( 64 64 16 ) ( 64 65 16 ) ( 65 64 16 ) __TB_empty 0 0 0 1 1
( -64 -64 -16 ) ( -63 -64 -16 ) ( -64 -63 -16 ) __TB_empty 0 0 0 1 1
}
{
( 464 208 208 ) ( 496 -192 208 ) ( 464 -192 208 ) __TB_empty 0 0 0 1 1
( 464 -192 16 ) ( 464 208 208 ) ( 464 -192 208 ) __TB_empty 0 0 0 1 1
( 496 -192 208 ) ( 464 -192 16 ) ( 464 -192 208 ) __TB_empty 0 0 0 1 1
( 496 208 16 ) ( 496 -192 208 ) ( 496 208 208 ) __TB_empty 0 0 0 1 1
( 464 208 16 ) ( 496 208 208 ) ( 464 208 208 ) __TB_empty 0 0 0 1 1
( 464 48 128 ) ( 464 32 128 ) ( 592 32 128 ) __TB_empty 0 0 0 1 1
}
{
( 464 -192 16 ) ( 464 208 208 ) ( 464 -192 208 ) __TB_empty 0 0 0 1 1
( 496 -192 16 ) ( 464 208 16 ) ( 464 -192 16 ) __TB_empty 0 0 0 1 1
( 496 208 16 ) ( 496 -192 208 ) ( 496 208 208 ) __TB_empty 0 0 0 1 1
( 464 208 16 ) ( 496 208 208 ) ( 464 208 208 ) __TB_empty 0 0 0 1 1
( 464 48 128 ) ( 592 32 128 ) ( 464 32 128 ) __TB_empty 0 0 0 1 1
( 464 64 96 ) ( 592 64 64 ) ( 464 64 64 ) __TB_empty 0 0 0 1 1
}
{
( 464 -192 16 ) ( 464 208 208 ) ( 464 -192 208 ) __TB_empty 0 0 0 1 1
( 496 -192 16 ) ( 464 208 16 ) ( 464 -192 16 ) __TB_empty 0 0 0 1 1
( 496 -192 208 ) ( 464 -192 16 ) ( 464 -192 208 ) __TB_empty 0 0 0 1 1
( 496 208 16 ) ( 496 -192 208 ) ( 496 208 208 ) __TB_empty 0 0 0 1 1
( 464 48 128 ) ( 592 32 128 ) ( 464 32 128 ) __TB_empty 0 0 0 1 1
( 464 -64 64 ) ( 592 -64 80 ) ( 464 -64 80 ) __TB_empty 0 0 0 1 1
}
}
{
"classname" "info_player_start"
"origin" "392 -0 40"
"angle" "-0"
}
{
"classname" "func_door"
{
( 472 -192 16 ) ( 472 208 208 ) ( 472 -192 208 ) __TB_empty 0 0 0 1 1
( 496 -192 16 ) ( 464 208 16 ) ( 464 -192 16 ) __TB_empty 0 0 0 1 1
( 480 208 16 ) ( 480 -192 208 ) ( 480 208 208 ) __TB_empty 0 0 0 1 1
( 464 48 128 ) ( 592 32 128 ) ( 464 32 128 ) __TB_empty 0 0 0 1 1
( 464 64 96 ) ( 464 64 64 ) ( 592 64 64 ) __TB_empty 0 0 0 1 1
( 464 -64 64 ) ( 464 -64 80 ) ( 592 -64 80 ) __TB_empty 0 0 0 1 1
 
More Questions 
In a trigger_teleporter I don't know how to use the target and targetname... 
 
Total_newby 
Use angle "-1" for up and "-2" for downward door.
An angle of 360 won't work, either as because the door can only move 90 or 270.

See here for your map.

:P 
Lol 
Thanks, Jneeraz 
Total_newbie 
{
"classname" "func_door"

"angles" "0 270 0"
{
( 472 -64 16 ) ( 472 64 16 ) ( 472 -64 128 ) #DEFAULT [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 480 64 16 ) ( 480 -64 16 ) ( 480 64 128 ) #DEFAULT [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 472 64 16 ) ( 480 64 16 ) ( 472 64 128 ) #DEFAULT [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 472 -64 16 ) ( 472 -64 128 ) ( 480 -64 16 ) #DEFAULT [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 472 64 16 ) ( 472 -64 16 ) ( 480 64 16 ) #DEFAULT [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 472 -64 128 ) ( 472 64 128 ) ( 480 -64 128 ) #DEFAULT [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
}
}


This should work. 
Sorry 
I changed the texture. You're missing the key "angles" in this door entity. 
 
are you sure its angles? I always just set "angle" with a single float value. 
 
Thanks for the responses once again.

adib, TB won't allow me to set an "angles" value. I could of course just try to do it manually in a text editor, but I'd like to get this working in-editor. It shouldn't be this must hassle just to get a door to work...

Madfox, the map you pasted above works perfectly when I compile it, but when I try to do the same thing in TB, it doesn't work.

I assumed this was a case of PEBCAK, but maybe it's an editor issue? I am using the latest test build of TB2, so I guess it's possible that this might be some weird bug... 
 
"this much", not "this must" 
2 Problems... 
1- trigger_multiple: I wrote a message, and, how I can use the INTRO button for the message? When press intro in TB the message don't get it.

2- Texture offset: what's up with the QUAKE, NORMAL, HARD textures? I changed the scale and the offset for the design, but when I test the map appears misaligned. 
 
_@newbe : map loads perfect in TB1.

-@JB : if your trigger_multiple has a brush with the clip.tex
you don't need an intro by way of trigger_touch. Just make sure you end the message with a "n" option and has not more then 6 or 8 words. 
 
"\n" 
Total Newbie 
Make sure you use the latest build. There was a bug with entity properties that I fixed yesterday. 
Just Updated 
That actually made things worse... The doors still don't work, and now I can't edit the entity properties at all.

Should I post this on github, or am I doing something stupid? 
Reply 
Lol, I mean said that the INTRO keyboard button: I press it, and after, the message, in process of writing, the message don't gets this space down and message in game appears outside the screen, for write enough words.

I need how to write plus two verses in a message(Trg_multiple). 
I Guess You Mean ENTER Key 
If so, do as MadFox said

message "line 1 \n line 2" 
Angles 
Metl, Jackhammer produced that "angles" entry when I changed door's orientation in editor. That door wasn't working, but did work when I set that. 
Sorry Mad & Adib 
I don't dominate the english, I know some words but not all. :s 
Lol 
"Deedouble" I want mean 
On The Double Dee U 
the mad fox jumps over the langu aged dog. 
Ai don't understand your chist, HBO 
Lol 
@-johnison: I'm joking. Half of the time I don't know how to handle another language either. Reason I use Google translate, nevermind. :P 
@MadFox 
yes I know, In my country we change the names to another similar for joking,
"natgeo-HBO" ;D 
Working Yet In An Introduction 
how I do a teleporter(portal) to select difficultys? 
Trigger_setskill 
key: message
value: 0 - 3 (easy - nightmare) 
@Bloughsburgh 
Ok, thanks. 
 
john romero released all the map sources a little while ago:
http://www.moddb.com/games/quake/addons/quake-map-source-files

while i would not recommend them as a study in how to do brushwork, you can see how they set up all the entities to do what you saw in the game. 
@necros 
Thanks, that would been helpful for me. 
Mdl Lighting 
Anyone know of any hacky workarounds to get a .mdl to light up with a different light level to what's underneath it? 
Bsp Texture As Skin? 
Is it possible to use skin key (or any other hack method except making a mod) to assign texture from my map's bsp file? 
Kinn 
Less hacky, but annoying to set up: configure a tightly focused light (high wait, high brightness / strong antilight) so only affects one lightmap sample, and position this at the entity origin.

If that would still be visible: Make a sunken pit under the model with the desired light level at the bottom, cover it with a func_wall to hide it (I forget if monsters will walk on that?) 
Do Tyrann's Tools 
Only support forced light settings on brush entities? 
Yeah, Only Brush Entities 
Supporting minlight on func_detail/func_group would be doable, just messy to implement since qbsp has to do part of it. 
Ericw 
Cheers, so I guess the model lighting only picks up the light from the world, and not brush entities?

I quite like the idea of putting a tight speck of light under the model - can minlight work as a spotlight? That could be one way of easily getting a fixed lightlevel in a small spot? 
 
Yep, mdl lighting does a traceline (straight down) against the world model only, and samples the lightmap brightness where the trace impacts. I'm not sure if any engines change this behaviour to include bmodels.

Unfortunately, combining local minlight (delay 4) with a spotlight appears to be unsupported in tyrutils (just a bug / oversight), I added it to my bug list. 
Ericw 
cheers - minlight spotlights sound like they could be a very easy way to do it, when you get round it of course, no rush :} 
 
some engines, including fitzquake, lerp between the 4 closest lightmap samples instead of just taking a single sample. This will affect what you see if there is a high-frequency change in the lightmap under a model 
Metl 
Ah cheers.

I imagine I'll just make it look ok in QuakeSpasm and call it a day. 
Finally Last Qstions 
I finally finishing my Intro for a quake game, all entities has very good. But, 2 last questions for details:

1- exist volume key for an ambience sound trigger? default?

2- In a func_buttons of a counter to open a door, how I set to not move the buttons?(cause they are shootable, health 1) 
Func 
Values: Sound Attenuation

ATTN_NONE = 0; // full volume everywhere in the level
ATTN_NORM = 1; // normal


func_button on counter no move

classname func_button
target X
targetname counter target
speed 100
wait -1
health <0 >1000
 
Oh, I Thought He Didn't Want Button To Physically Move 
trigger its targets without sliding.
If this is the case then use
lip XX
where XX is thickness of your button 
My Problem With Button(screenshots) 
Try Lip 32 
 
Not Works Lip 
 
 
Change the angle so it moves backwards. That way it will be less noticeable. 
5th Elephant 
Works :D 
 
i'm not sure, but i think buttons always have to move at least 1 unit (or less than 1). so lip 31.999 might work...

of course, fifth's solution is much simpler. :) 
Buttons Fon't Have To Move At All. 32unit Square Button, 32 U Lip 
 
THANKS 
Lol, when I read the last messages the map was finally ended. Thanks to all yours I made a map for first time, was started hard, but all help Works to me.
When ended the game proyect, I think in help for a hard mapping trigger idea. 
How I Make A DEMO?... 
 
 
Enter: record mydemo in the console. Then load the map 
 
and then type stop in the console when you are done recording. 
 
deluxe! 
EXm1 
in e2m1 and e3m1 of quake appears the key card, how I get it on TB editor? 
 
set "worldtype" in the level properties, that controls the style of keys that appear.

Can't remember if it is 1 or 2 for tech style keys 
It's 2 
 
Jackhammer? 
Once every year I keep coming back for some Q1 mapping, testing new or old things =D

Anyone used Jackhammer, or well, ofc someone have, but anyone use it "default" instead of something else? 
 
A lot of people are using Jackhammer these days. Daz, Ionous, PuLSaR to name a few...

Most people are using it as a replacement for WorldCraft. 
 
out of curiosity, how many people are using radiant now? i know some radiant users moved over to TB. I wonder if it's about split evenly now? 
Radiant1.5.0 
Pretty sharp brushes, but dark viewport.
Never could make the setup to qbsp though.
^v^ 
GTKRadiant 1.6.0 
Used it for everything, but vertex manipulation only works for simpler stuff (or maybe it is my hands "growing out of ass" as we say here).
Now using TB for complex rocks. 
 
"Pretty sharp brushes, but dark viewport."

Yes, default is dark, but there is a gamma setting in Edit> Preferences> Display> Textures. 
+1 For Jackhammer 
I only use Jackhammer currently. 
Jackhammer Vertex Manip 
I wonder, I get corrupt brushes from even the simplest (I think) brush manipulation, like trying to create a cliff side or such, is this a fault in the program or the compile tools perhaps? 
Hipshot 
It's a bug (feature?) left from WorldCraft - basically there is no brush validation when manipulating verts, so it lets you create rubbish.

However, I believe JH has an option somewhere to enable brush validation, which should prevent this. (I don't use JH so haven't tried it myself). 
Noob Map Maker Needs Some Help. 
So, I just started using TrenchBroom to make maps. It worked out fine, but I'm having an issue with my map from my server. My pc loads textures fine, but my laptop shows textureless. The error given says that I need a miptex lump. What is it, and how can I add this file to my server?
Thanks 
 
are the textures in the bsp or are they replacement (.TGA) textures? 
 
I don't know. I was able to extract the textures from the BSP though, so probably. 
 
does the source of my textures matter? 
 
Also, here is the output of my bsp compiler
------ FinishBSPFile ------
WriteBSPFile: maps\bigroom.bsp
94 planes 1880
522 vertexes 6264
116 nodes 2784
17 texinfo 680
366 faces 7320
603 clipnodes 4824
56 leafs 1568
398 marksurfaces 796
1820 surfedges 7280
911 edges 3644
0 textures 0
lightdata 0
visdata 0
entdata 1965

The textures says 0, so idk what is going on there. 
Gonna Need Way More Than That. 
what is your set up (where are your files, .map, .wad)
what compilers?
what is in the 'wad' key's value in the worldspawn of the map? 
 
So, the only compiler I'm using is TxQBSP. I don't know if I need other things. My .wad file was ripped from quake, and I put it directly into the maps folder (id1\maps\textures.wad). I don't know how to respond to your last question. 
 
My .map file is moved into the same directory as the compiler also (compilerfiles/maps/map.map) 
 
The .map file needs a list of the wads used so the compiler can find them and embed the textures in the bsp.

Add a key/value to worldspawn:
"wad" "textures.wad"
and make sure textures.wad is in the same directory as the .map when you compile it. That should fix the "0 textures 0" message.

If you have .tga replacement textures installed on the system where the map was displaying textures, that would explain why. 
 
for the last question, in TB, select any non-entity brush and then look at the keys in the list and look for the 'wad' key, then paste what is there here.

but most likely, judging from where you said the wad file is, the wad file is in the wrong folder.

with quake, the textures are baked into the bsp file when compiling, and you don't place the wad file in the map folder.

the .wad file must be placed in the same path as specified in the wad key.

so if the wad key says "gfx\quake.wad"

that means your quake.wad file must be in a path relative to the .map file.

so say you had:
c:\work\level.map
your wad file would need to be in:
c:\work\gfx\quake.wad 
 
Thanks a lot! The map worked when I put it on my server, and when I tested it locally. I use darkplaces, so maps will auto download when a client joins. Idk if classic Quake was like that though.
Anyway, thanks again! 
 
this is interesting... so he had external textures installed which masked the fact that the bsp had no textures inside when played in a local game, but when downloading from a qw server the textures aren't loaded by the client? Does a bsp with no textures still have the proper texture names? Does a downloaded map have different behavior for loading external textures?

Anyway this is a novel way for a new mapper to be confused. 
Well, It's Done! 
So, I made my map. I have no idea how good it is, as it was designed for about 2-4 players, and played with someone once. When I played with my friend, we had lots of fun! I'm going to submit it here so you guys can try it out and tell me if anything is wrong with it. (Yes, I know the texture alignment is fucked up).

http://www.mediafire.com/download/bd0bwru0s8ivggr/dm_vertig.bsp 
 
Also, I don't have any light sources in the map right now. You might have to turn some lighting effects off to actually see what you're doing. 
Specialbomb 
texture alignment is the least of your worries. Definitely need to add lighting. I like that you went with the blue theme, it's not seen often.

The map is basically a single room. Nothing wrong with a central atrium, especially as your first map, but the map isn't too much fun IMO. There's no 'down-time' and it's hard to gain a footing. You need to think about a couple of ways at getting up to the top. I would suggest that the 'corridors' that you spawn in on the bottom floor are fleshed out a bit more and that you can get to the next floor up safely through these corridors.
I found myself kind of blasting rockets from the corridors as a tactic because the central atrium is straight up death. 
Specialbomb 
Also the map is basically symmetrical. Not just on one axis, but on two axes.

Symmetry makes the environment more homogeneous and boring, and makes it hard for the player to orient himself. 
Kinn 
Thanks for the feedback. I understand why you gripe about the symmetry of the map, but I do it to keep things completly balenced between all players. I think this is a con on a small map like mine, but larger symetrical maps work great in my opinion. Orentation should not be that much of a problem, I had no trouble with that (well, I designed it, so that may just be me.) I understand the footing problem though, the second floor is fine, because it has a wall you can hug onto, but the very top is difficult to travel on. Im thinking of just filling in the top floor, leaving a hole to get to the quad damage. I also agree with the corridors, because someone can easily camp them, so I may want to just open them up completly. My idea of getting to the top floor safely were those little ramps, they are not asthetic. Anyway, thanks for the response! 
Kinn 
Also, how good was it for my very first map? 
Kinn, Note 
Just realized that I was explaining my ramps wrong. When I was typing that last response, I realized that I was thinking of the ramps in the wrong direction. The player has to take more time to go around the ramp and go up it, rather than just going up it. I'm going to fix that. 
Well 
I'm not gonna sugar-coat it, it's definitely a "my first map" kind of first map :)

I am not a DM mapper, but to improve I would study existing, well-regarded DM maps to learn about things such as layout, scale and connectivity. Also pick the brains of DM mappers on this board.

Don't get carried away with trying to make things pretty yet! First you want to nail down the layout and make it fun to play before you spend ages trying to do fancy brushwork and nice lighting.

/imo 
Kinn 
TBH, I made this map when it was pretty late XD. I made the mistake of texturing every object I made when I was making it, making it difficult to test. Thanks again! 
Wow 
cant help but this looks utterly like crap, i'm sorry
http://www.quaketastic.com/files/screen_shots/mark_v_0000.png
http://www.quaketastic.com/files/screen_shots/mark_v_0001.png


and just stay away from naming the map like this dm_somethin' 
Spy 
Lol, I know it looks terrible. For some reason, my pc makes it look alright. And thanks for the "dm_" tip. 
Spy 
Also, the main reason why it looks so bad is that the wall texture I used is way too bright, so I am going to swap it with something darker. Really loving all this feedback! 
 
>>Lol, I know it looks terrible. For some reason, my pc makes it look alright

i'm not about the actual (distorted, fov 150 there) view of the map

but overall, the map is too small for dueling, and theres to many useless items (two RA and 2 GA) sitting next to each other and so 
Spy 
Ty again, I thought the RA and GA being right next to each other was a little funny after looking at it again. I don't know if I can make the map bigger though, it would take more work than what it's worth. It handled four players just fine though, and I dueled on it too; it worked pretty well. Honestly, I think larger maps are worse for dueling in the fact that you have to take forever to find your opponent. But, that is assuming that the map is not wide open. 
SpecialBomb 
If you gonna make a propper dm map, i would suggest you to check the map series by Frib efdm3-12
for inspiration, and pkeg1(fribdev1) especially 
DM Maps 
Check out this database and play a few of the top ones to get an idea and feel of good DM maps -

http://mpqarchive.pauked.com/ 
For Q1 DM 
You need to study the works of headshot, danimal, ztn, retinal, mr fribbles, escher - those guys made some amazing stuff and always put a lot of effort into making sure the maps play great. Not that there aren't other great DM mappers, but these guys kind of got the ball rolling back then. 
 
+1 to both posts above me.

Also see https://docs.google.com/spreadsheets/d/1Py55XH3PZBRCf9kj0yh6ozQsgV7PV0he2PO4GBbssts/

which is an outstanding collection of brief DM map info/opinions.

But also just generally, good on ya for getting your mapping ball rolling. 
P.S. 
In case it's not obvious, that doc has multiple tabs. You might find the "About" tab to have some interesting bits, but be sure to flip over to the "DM Map Database" tab. 
Thanks For All Of The Refs! But... 
How the hell do I make a elevator in this thing? 
 
You can make them with both the func_plat and func_door brush entity.

Fun_plat is fairly straight forward, you make your moving platform and enter "height" as a key with a number signifying how far the platform will travel upwards.

func_door is a little more complicated, you set the angle of the brush as either -1 or -2 depending on whether you set the brush to move up or down. Also it's a good idea to have the platform have a column reaching to the floor so it moves the distance that you need it to. You can change where it stops or starts using the "lip" key. 
FifthElephant 
So, is there any trigger I need to set up here, or does the elevator work when the player touches it?
Nice name btw 
Oops 
My entity shoots wrong shells!

HostError: Cl_parceserver message: bad server message 
Specialbomb 
It works when the player stands on it 
Nevermind 
omitting TE_LIGHTNING1 in WriteByte. 
Yet Another Question 
How do I make a wall clipable? As in a wall that I can walk and jump through. 
 
Turn it into a func_illusionary 
Adlib 
ty 
Vertig2 - Now With More Effort! 
So, from the stuff you guys told me, I worked on my old map, dm_vertig, a lot more to make sure it was in working order. I did not fix issues like map size, as it is staying the way it is. I fixed an issue where people spawning in corridor could not get to the next floor safely. I did this by adding elevators. I increased mobility when rocket jumping to each floor. I did this by widening the gaps for the floor entrances, so that way you do not need to take time lining yourself up. I also made the map look aesthetically better, by adding curved surfaces and changing the textures to something more bearable than the last map. Items were also replaced, with armor types being separate from each other. The final thing I did here was add lighting, but be warned, it's super shitty. I might just ask someone to do it for me.
One major problem with the map is that if you do not own the full game, textures are invisible, therefore making the whole map invisible. I may add a compatibility map that uses textures from the Quake demo to fix this. Then there's the corridor camping thing, just look a bit back in the thread to see what that was.
Well, anyway, if you want the map, here it is:
http://www.mediafire.com/download/phdewcpceo9mnh8/vertig2.bsp 
Wait, Use This Link. 
 
Will try later.

Ps, nothing wrong with having dm in the file name. Makes life easier imo 
FifthElephant 
Thanks! It's still not perfect, but it's a lot better than dm_vertig. 
Dm- 
I found problems naming a level dm-something or dm_something amont QuakeWorld people. A server didn't like "-", others complained about "_", so on.

QW would benefit from some QuakeSpasmWorld, giving some love to the code. Downloading .lit files, for example. 
Demo 
lol
frogbot dueling dmm3 and dmm5
http://quaketastic.com/files/demos/frogbotvertigo.rar 
Specialbomb 
It's certainly an improvement. I would probably have a play around with lighting now, an unlit map is never good. Get a good feel of what works and what doesnt. 
 
When first starting a map I usually just use one or two basic wall textures, one ceiling, and one floor.

I always place some basic lights from the beginning, but just to get a feel for how things look. They'll get adjusted and tweaked plenty as the map progresses, and many more will be added.

I never work on a map that has leaks or other compile errors. Any problems must be fixed first. 
Thanks, But I Have A Huge Issue(s). 
The texture tip was great Rick, so thanks for that. The main problem is that I have no idea how to use lights in Quake. DP has something about RT Lightmaps, and there is that light entity in trenchbroom. I have no idea how to use any of these things, so if someone could explain it, that would be nice. Another problem with lighting is that I have to compile the map before I can actually see how the light turns out. One last thing: I've noticed these key things for entities, and I would like to know them so I can use entities effectively. If someone could link me a list or something, that would be awesome. 
Also, Lingo 
I have no idea what leaks are, and I'm pretty sure there is much more to learn than that. 
Light Keys And Using Lights 
http://shoresofnis.com/post.php?postID=2

i should update it as it's still referencing aguirre's light util, but that one is actually pretty outdated now (although still very usable). you'll probably be using tyrann's new light with all the bells and whistles (see here: http://ericwa.github.io/tyrutils-ericw/ for keys and other things specific to tyr light)

unfortunately, yes, because of the way lights are you'll just have to get used to the numbers.

usually the easiest way is to make one light, tweak the values until you're happy (by compiling and viewing in the engine). once you have a light you like, you just copy and paste it into all spots that have that kind of light. eventually you end up with a 'palette' of lights, maybe 3 or 4 main types for different things that you use over and over in the map. 
Is There An Editor That Can Make Lighting Easier? 
I like to use trenchbroom, but I think I would want to use a second level editor that has light rendering built into the editor, kinda like the UE3 engine. Maybe blender is an option, as I have seen people using that. 
Also, Best Map Testing Engine? 
Some may have noticed that I use DarkPlaces, and the only main reason I use it is because it has it's own package in Ubuntu Linux, so I use it often on my Windows PC as well as on my Linux laptop. The reason I ask this is because DP can be a little dramatic with it's lighting effects, so is there a better engine that I should use test maps overall? 
 
About lighting, no, there's no such thing. Quake lighting couldn't allow it. About engines, Fitzquake Mark V or Quakespasm are modern engines faithful to the original Quake. You should map for them. 
Specialbomb 
To add lighting to your map it's just a case of putting the light entities in there. There are additional features which increase/decrease the range of the lighting and there are different styles which add flickering effects too.

DP is probably not the best engine to test with unless you default back to normal lighting rather than real-time. RT lighting is something you can do once your map is finished and needs to be done within dark places itself. 
Specialbomb 
I'm pretty sure Quakespasm is also in the Ubuntu repositories, listed as "Quake". It wouldn't be the latest version, but should be just as easy to install as DarkPlaces.

Installing the latest version is trickier if you're not used to building programmes from source, but it's also doable. 
Quakespasm's Pretty Good! 
It really does look like original Quake! Well, besides the texture blending. I also figured out how to use the vis and light tools, and now I understand how I'm supposed to add and place lights. EricW's tools are a little advanced for me though, I have no idea what all of these features do. 
About Lighting 
At least editor can show true attenuation start/end circles. I'd guess most (if not all) editors atm only take "light" key into account and ignore "wait" and "delay". 
 
It really does look like original Quake! Well, besides the texture blending.

Gah! You need to enable crunchy pixels. I'm in the pub right now slapping ales down me neck so can't remember the command, but can a charitable gent do the honours, please? 
Gl_texturemode 3 
 
 
gl_texturemode gl_nearest

or (smoother)

gl_texturemode gl_nearest_mipmap_nearest

or (why would you do this)

gl_texturemode gl_nearest_mipmap_linear 
How 
to avoid it?

"sound ogre : ogridl.wav not looped"
"SV_Startsound not precached" 
Ericw, Some Help? 
You are the legendary quake modder, so I'm assuming I can get some free tips from a god (What do you want sacrificed?) 
I Need To Do My Fucking Homework 
Just realized this. I'm so fucking dead. 
Specialbomb 
You don't need all the fancy features of the light tool to make a great map. The original maps were made just using the lights as they are.

The most important key for lights is "light" which allows you to set the brightness of the light. 
FifthElephant 
But why light? I honestly think a DM map would be more effective if all places are equally lit, so that way you can easily see all places. I get the aesthetics, but not the effectiveness. 
Clear Map 
Noone forces you to make a map without light.
It can be a good way for improving your level on texture alignment.
Only take care to give it the vis-test level 4.

There were times I didn't map and I was more home at work.
:P 
Specialbomb 
There's nothing stopping you from making a map that's bright. But no-one wants to play a full-bright unlit map. It looks ugly and would make you look like a lazy mapper.

At the end of the day it's your map, I would suggest making it lit because people will (quite rightly) moan. :P 
Just Throw In Some Lights 
If you, at the time, do not care for lighting then just try something like this for your current map:

-------
Light
Key Value

light 450
delay 5
-------

Then just place them around the map, if you don't want many dark places then place many. It will look better than full bright and it will also be moderately equally lit. 
 
Also use _dirt 1 on your worldspawn. That way you at least have a little definition in your fullbright map 
FifthElephant 
Alright, I see. I just ran it through light, so I'll post it later. Super lazy right now. 
Oh, Wait 0_0 
I just refreshed, so I have not done anything you guys said. Lol, I have time tomorrow to do it. 
SpecialBomb 
Fullbright map messes with my depth perception. 
 
Outdoors can have light coming from the sky, but indoor areas look better if most of the light comes from an obvious source.

The various flame/torch models actually have a "light" key The source could be a light fixture made from brushes or one that is part of a texture. Windows and lava also make good light sources.

Even with a source, you will usually have to add additional light entities for fill and to simulate light bouncing off walls.

Good lighting is hard work. 
To My Level 1 
How I make walk to a monster? 
Do You Mean A Walking Monster? 
Check this link:

https://quakewiki.org/wiki/path_corner

Also,it could be beneficial for you to look over some of the articles there. 
Ok 
 
Testing Problem 
 
Quakespasm 
Snow 
Anyone recommend somewhere I can pick up some snow/snowy rock textures for Q1 + Worldcraft? I'm a bit behind the times. Ta. 
Runewad 
There is a Rune.wad on Quaddicted with some ice and snow.
I think there are more.., daikantan.wad 
Ogro As Well 
 
 
MFX used some decent looking snow/snowy rock textures (considering the quake palette is rather poor for that sort of thing) - in the IKWhite map jam - I can't remember which jam number that was, nor do I know the source for those textures. 
 
Ruins has some snowy rocks I made by photoshopping some doom 3 Mars textures.. 
 
Thanks guys. 
List Of Keys And Entities? 
I would like to see a list of keys and entities, because I'd like to learn to make doors and all of that fun stuff. 
SpecialBomb 
all that shizzle should be in the quake wiki (in theory) https://quakewiki.org/ 
 
ok I looked and that wiki is very incomplete.

tbh, I learned everything by looking at the game code in the QuakeC files, which isn't an ideal option for everyone.

Your editor should have an entities .def file or .fgd somewhere which contains all the entity keys and "should" have text descriptions of what everything does.

What editor are you using? 
 
The old "The Forge" site linked from the Mapping Tutorials page on the Quake wiki used to have a semi-comprehensive entities list, but I see that's no longer accessible (you can get as far as the list of entities, but the descriptions are all dead). That used to be my go-to resource... 
 
ok I looked and that wiki is very incomplete.

You can change that 
Yeah Put A Link To The Forge 
 
 
The old BSP editor site is still up and has some tutorials.

http://www.bspquakeeditor.com/tutorials.php 
Kinn 
TrenchBroom
Yeah, the Wiki is super incomplete, but I think it has what I need besides how doors work (not doors in vertig, that would be insane). 
Also, About Vertig's Ligting... 
I think I'm just gonna fullbright it with _dirt like FifthElphant said, I think it's a little to complex for me at the moment to carefully light the map. Maybe my next map will be fully lit, I just don't have time right now :/ 
The Final Version Of Vertig 
Well, I guess it's done! I made some adjustments, like adding more spawns to keep things distributed, and changing around some items. I added dirtdepth (1024) to give it some darkness, and to keep it from being fullbright. This is all I am doing with vertig, and I am moving (I should say going to move) to a different map idea.

Map:
http://www.mediafire.com/download/ct5yza6iyaurh5c/vertig.bsp

Me traversing the map (recorded in Quakespasm):
http://www.mediafire.com/download/m87686884veu5pr/vertig.dem 
SpecialBomb 
For your first map, that's a really good effort. You listened to some criticism and made some changes for the better. Nice going!

Anything looks better than fullbright (Even total darkness!)

Moving on to different map ideas AFTER you have completed the current project is the way to be. Starting a map is one thing, but finishing one is another thing entirely. 
 
I looked at it. Is it supposed to be played in near total darkness? I don't really see how that would be fun.

You can't really say it's "done" until it's lit. The map is not that big or complicated. It wouldn't take more than a hour to light it adequately enough for what it is and it would be a major improvement. 
Bah, Why Not? 
Guess I'll just try and light it for the fourth time. I already posted the map on Quaddicted, bet if I check there again I'm gonna have people yelling at me. Lazy-switch is off tonight. 
My Next Map Isn't DM Either, Btw 
The map I'm working on now is a singleplayer map, and it's more of a test for all of the entities available (doors, monsters, etc.), and I'm not posting it. I'm 100% sure it's not going to be special. Plus I'm going to try and light it correctly so that way I can practice up on it. I slept on a good idea for a DM map, but I forgot what it was. 
Always A Place For Criticism 
Exciting to hear about a single player map! I can fully understand not posting it as in that regard, I technically have 9 maps under my belt but every one was me learning.

However I implore you to take advantage of the Screenshots and Betas thread and post the map there...there you can receive technical advice/criticism but avoid a full blown public release. I know I plan on doing that first before publicly releasing my first map. 
Bloughsburgh 
Thanks for that! As a complete n00b, I really have no idea how to publish maps, so now I know to put screenshots and stuff there before posting all over the place. Apparently, Kinn is super famous, so I should check out his maps since he has patiently looked at mine and helped me out here. Drop a link to yours as well :) 
UT Like Jump Pad In Quake Using Func_push? 
I was wondering if it would be possible to make a UT like jump pad in Quake, because my current experiments say no. 
Angles 
I believe the angles (with an s) key can allow for diaognal pushing. 
Ah, Thanks 
I just got trigger_push working, and I didn't set the speed. Boy, that scared the SHIT outta me when I tested it. 
Angles Didn't Work... 
For some reason, I can't make push go in a specific angle, just 90 degrees up and down, and full rotation going around. So, yeah. 
Try Something Like 
angles 90 45

You have to specify more than one direction when using the angles key. In Quakespasm...to really get exact, you can play the map and in the console type: r_pos 1

This will give you constant location data of your player including viewing angle. Have your player face the direction where you want the push to go and record the values labeled Pitch Yaw Roll. For your requirements, you are looking for Pitch and Yaw values.

At least I think this is how it works. :p 
You're Right 
That's what I did, but more
angles 90 85

It failed to launch me into the air, and looked like it was trying to accelerate me into the ground. 
Try 
angles -15 45 0

if you want it to push you up, first value should be negative (-90 straight up, 90 straight down) 
That's Right 
I looked back at the one time I used the angles key for a trigger_push and the pitch should be negative for upwards motions...DeeDoubleU has it right.

I still recommend using r_pos 1 (or viewpos) to get the exact desired "push" you are looking for! ;) 
Thanks, Botha Ya! 
Now all I have to do is calculate (aka experiment) how much force (speed) I need to go 64 units up plus the angle. Make it triggerable with a floor button, and bang. Jump pad! 
Confused 
I use a trigger_once for a func_door or plat elevator able one time? triggered by a button 
JohnisonBoa 
So, what I think you are asking is how to press a button once, and it will trigger only once. To do that, add this in keys/values of the button:

time -1

What time does is after you press the button, it will stay depress for x amount of time before being repressable. Setting time to -1 just means for the button to stay indented after pressed. 
 
in a way, it's too bad everyone is using only hammer and tb these days. both those editors do not display the old school entity descriptions like radiant did and that is a much easier way to learn the stuff. :(

Plats are always drawn in the
extended position, so they will
light correctly.

If the plat is the target of another
trigger or button, it will start out
disabled in the extended position
until it is triggered, when it will lower
and become a normal plat.

Flags:
"plat_low_trigger"
plat will only be triggered when in
lowered position

Keys:
"speed"
moving speed, default is 150
"height"
determines the amount the plat
moves, instead of being implicitly
determined by the model's height.
"sounds"
1 = base fast
2 = chain slow


so a trigger_once in this case would unlock and lower a plat and then the plat would work as normal. 
SpecialBomb 
I believe you meant "wait" key. 
Necros 
What editor are you using? I'm interested... 
Yep, Whoops 
 
Ok To All 
I get try 
 
i use tb now, but i used to use qeradiant for many years, then a version of radiant sikkpin had worked on. radiant doesn't have those 'smart' keys, instead it just displays the text left by the developers and you would have to manually add in the key names. it was a bit more work, but you would learn how the entity behaved a lot faster.
of course, radiant, as an editor isn't as fun to use as tb. and it's not hammer either. if you want to give radiant a spin, netradiant 1.5 is the one that is still being worked on. 
Well, SleepWalkeR Is Already Making TB2... 
Hopefully in his successor, he will add an entity list with keys and examples of values. 
It Already Does 
TB2 shows you everything that's in the FGD file. It shows you all keys that have default values (in italics), and it shows you the descriptions (either in tooltips or in the text field below the property table). 
TB2 
keeps the brushing mode? I like the Smart brushing mode of TB 
I Don't Know What You Mean 
By smart brushing? 
 
30 seconds per quadrant, soft bristles, don't forget to floss. 
Lol 
srry, easy brush grid 
Haha! Johnny Law 
 
Easy Brush Grid?!? 
 
The Goods Of TB 
 
Qbsp & Item Problem 
 
Johnison 
read

"No entities in empty space -- no filling performed"
Normally caused by not having at least one entity that is positioned far enough from solid brushes. Move one of the entities further away from all walls.


Don't care. 
Ok 
Aaaah... 
QBSP Doesn't Find The Texture WAD Found By Trenchbroom 
So, the map has as texture reference the text "id1\QUAKE101.WAD" and Trenchbroom did locate QUAKE101.WAD ok, but when I compile the map it says "Invalid WAD location in world model" or something like that.

This means my map will have no textures! And in fact... I tested it.... all checkerboard! At least the shaders worked, but it still looked *horrible*! I can't withstand a texture-less map!

Please! What do I do now? My compilers and the map files are located respectively in "Documents\My Quake One Maps\compilers" and "Documents\My Quake One Maps" respectively.

OS: Windows 10 64-bit, x64 architecture in 64-bit system 
Try Setting Absolute Path To WAD 
 
 
That's a relative folder. The was has to be on that folder relative to where you are compiling from. I fond symlinks best for this. 
 
And how do I do symlinks? MKLINK? 
Nailgun Not Showing 
Along to this problem, I noticed the Nailgun is not showing in the secret pool I did, despite no warning showing in the compiler (other than that missing textures one). This is my first map.

I don't want to move my map folder to Darkplaces folder! That would make a mess !! 
It May Be Falling Out 
In the console type: developer 1

then load your map and check the console to check for any "fell out of level" messages.

It could be the bounding box of the nailgun is too close to another brush. 
Making Entities 
Thanks! What happened is that the bouding box of the nailgun didn't fit the pool (though the model did). I wish the bounding boxes of items were smaller ;_;

Btw, one last question, how do I make a entity from a BSP model? I mean, make a single lamp in TrenchBroom, compile only BSP then have a .bsp file used as model. What do I do to make it into a entity? 
 
Mklink /D newfolder old folder

That way you don't need copies of the files and can keep them all in one spot. 
Entity Limit..? 
Hello again...

My map is considerably small, and has little entities, but it seems any other item_ entitites I put in the map aren't showing. Only item_ entities! Could this be kindly explained?

I checked for whether it was because their bounding box touched any brushes. [b]It wasn't.[/b] 
Forgotten Info 
Oh, and before I forget, the previous item_ entities I put *does* show. 
 
In the console type: developer 1

then load your map and check the console to check for any error messages pertaining to these entities, and post the results here. 
FELL OFF WORLD 
Four "Bonus item fell out of world" and a single monster appeared in the wall.

Well, in TrenchBroom at least it says the items are right there where they should so idk ._. 
 
Bookmark or save this, which explains error messages:
http://web.comhem.se/bjp/tooltips.txt

"walkmonster in wall at: x y z"
"Bonus item fell out of level at x y z"

This console warning is caused by having objects (monsters, weapons, ammo etc) too close to or even partly inside solid walls. The objects may also not be too close to each other, make sure their bounding boxes are separated...


Does that account for all the missing ents, or were there more? 
Check Bounding Boxes 
While those entities may not be beside other brushes, they may be overlapping with the floor. Raise the problematic entities by 8 units or so (Don't worry, the player won't know the difference!). 
Another Thing To Note 
I think TB (Only one I used) has incorrect Bboxes for some entities such as Quad damage and other artifacts.

Try to compensate for a powerup entity as the size of the player's bounding box. I think you may be confused because the Bbox is smaller than what the game actually thinks it is.

I ran into this problem when I was making my first few maps. 
Bloughsburgh 
That's gotta be a problem with the def/fgd file then right? 
Yes Kinn 
Yeah, I didn't want to triple post when I caught my mistype. I think the default supplied quake defs/fgd may have the incorrect size. I remember my Quad damage having a Bbox the size of the Quad itself (quite small) when in reality the guy wants a damn auditorium to be happy! 
Huh 
So fart the only items that seem to disappear are the Ring of Shadows and the Invulnerability in GUSE1M1, though it seems OK in TrenchBroom 2: https://www.dropbox.com/s/1xps9uadk8vqkgh/guse1m1.map?raw=1 
Okay 
Took a quick look at your map.

Looks like the Ring of Shadows might a bit too close to the surrounding walls. To test, just place a ring out in the open before the secret door.

As for the pentagram, I can see why that is confusing as it looks like it has plenty of room. First thing to try is raise it...just raise to the middle of the room (don't move the light) it will drop down to the first solid brush it encounters. I am thinking it is too close to the floor. 
Not Working 
I moved both the pentagram to the ceiling and the ring to outside the secret walkway, but none appear yet :(

Can you still identify the other bonus items that fall off the level? I can't find out any other items that disappear. 
I'd Have To Compile 
If nothing is solved, I'll load the map into my game when I get home.

As for the pentagram, if you moved it pressed to the ceiling then that could impose the same damage as having it pressed on the floor. Try the middle of the room...so there is plenty of space. 
 
All items have a bbox size of 32*32*64 - just like the player and the small monsters. Needs to be at least four units away from walls and ceilings! 
Correction 
Height is 56 units. 
Thanks! 
Using the metrics kegke shared, I could have both the Penta and the Ring showing. Thank you very much! :)

PS(Offtopic): I only wish the Scragg had a melee animation by spiking the player with it's spikes, and if the player is behind it, poisoning him with the tail/whatever it's called.

Don't care with this Offtopic if you don't want to :) 
Protip 
Type "developer 1" in the console before loading the map. Then you'll see warning messages (along with coordinates) if items fall out of the map or monsters are stuck inside geometry. 
Got The Tip 
But, what did you guys think of the map? 
Nice Effort 
I like the effect of the dirty water flowing down the cracked floor.

To have the message about exiting not cut off add "\n" in your message to start a new line.

Keep developing concepts and general design...you are heading in the right direction! 
Thanks! 
I guess it's because I have a bit of previous mapping experience with UnrealEd (failed due to BSP errors, which Quake doesn't has) and Doom. 
Help! Cage And Trap Not Opening! 
Welp, the story is as follows.

I decided to continue GUSE1M1 with the map GUSE1M2 (dur) ( https://www.dropbox.com/s/y35owf8qtxvlavk/guse1m2.map?raw=1 ) (what do you think?) but the secret cage opened by the button near the megahealth secret and the Shambler trap and bridge activated by snagging the Super Nailgun aren't really working! 
I Have A Bounding Box Problem 
There is a super shot gun inside a cage (func_door. The cage is larger than the SSG bounding box by 12 units and is raised by using a button.

I have verified that the positioning of both cage and gun is what I think it is by turning on bounding boxes in the game.

The player is able to pick up the gun without raising the cage.

Any idea what is causing this weirdness? 
Map 
For the SNG door.

Without actually running the map, it looks like the angled door has an angle of 0. Make sure to give it an angle of 360.

Also if you want the "doors" to stay open forever, just set the wait key to a value of -1 as opposed to the Toggle spawnflag.

I honestly do not know if you can have a delay key on an item. But typically you have the sng target a trigger_relay which definitely can make use of the delay key.

As for the button:

It has a target of "secret1" but nothing has a targetname of "secret1". If you are trying to prompt that a secret was found when pressing the button then simply give your trigger_secret a targetname of "secret1".

Also make sure to set the angle for the button (360 for 0) and give it a wait value of -1 if you do not want it pressed only once.

This should help ya out. 
Ok 
The SNG trap's angled brush is actually a bridge so the Shambler can smash the player after getting close quickly.

However the door is angle -1 which I believe goes up.

The trigger_relay entity is that should have the targetname "secret1". Thanks!

I'll change Toggle doors by wait "-1" and remove the trigger once.

And as for the SNG trap relay, I don't need it, and items *do* have delay time, but thanks :) 
Learned Something 
I really don't think I ever knew items had a delay key haha.

Is everything working now?

Another fun idea to try is instead of moving an angled door for the Shambler to come across, you can have him jump over the gap to the player via a trigger_monsterjump. Just draw a brush infront of the shambler and use the height + speed keys to find what works for you. You can also set angles x y to have him go at a diagonal. 
Rick 
If the player is picking up the shotgun through the cage (by hugging the cage wall I presume?) then I guess it's just a bit too close. I see you verified bounding boxes but a thing to try is expand the cage by a little and see if you get the desired effect. 
Ok, Thanks 
Well, everything works now! :D

Except the penta in the cage secret.

Well, I'll see if I can make the shambler jump to the player. Because I think he isn't really going down the bridge, but I ain't sure since when I tested I didn't see it very well when the trap activated, but maybe a trigger_monterjump be funner :P

Thanks! 
Penta 
The trigger_relay that starts the process of the cage opening is not target-able because it has no targetname. When triggered events are not working, try to look for missing targetnames. In TrenchBroom, clicking on entities/brushes with targetnames/target links will draw a line between them.

You could also just have the trigger_relay open the cage as opposed to it targeting a trigger_once that then triggers the door. :) 
One More Thing 
Custom music in Quake 1 maps? Like, I have a WAV, OGG, S3M or even MIDI, and I want it to play in the map. 
Nevermind 
I always forget Google :P

Thanks for the "no trigger_once" tip! 
 
I thought at first it might be some kind of door linking bug since the SSG is actually inside the door's bounding box, but no.

The cage has to be at least 64x64 to keep the player from picking up a 32x32 gun in its center. No, I'm not kidding.

Unfortunately, a cage that big will look stupid in that particular location, so I guess I'll have to come up with a better idea. 
Rick 
Email me the map (the email in my profile), then I can see if I can do a better idea for that gun. Remember, I'm good in new concepts! 
Maybe 
Could you maybe add invisible func_walls around the shotgun but inside the cage that move up with the cage? Then kill off the func_walls when it is time to actually grab the gun?

Just throwing stuff out there. 
Bloughsburg 
I don't think it'll work. It won't stop the player from grabbing the shotgun, it's BB will also cross the func_walls' BB.

It would be better to make invisible cage around the main cage, one that opens when the player is near it, and it opens the main cage half a second later. Then the player won't grab the shotgun early. 
 
pickup items including weapons have an extra large radius for player grabbing them, larger than the bounding box you see in the editor. This may be why you can grab the weapon through the bars. 
 
pickup items including weapons have an extra large radius for player grabbing them, larger than the bounding box you see in the editor.
Yeah, that's what it is. The pickup bounding box must be real close to 64x64.

The cage thing was using too many marksurfaces anyway. I can just leave the gun out in the open the way it's been all along, it's just that I have this button that needs something to do. 
Rick, Please 
As I said, email me the map! I'll give that button a useful job! 
How About 
Put you gun on a pillar. I think it could be thick enough without looking odd.
Lower it with your button. 
BTW 
Is there any other bug in GUSE1M2?

What would you rate it, in a 0 to 100 scale?

And where do I ask questions like this? This is a mapping questions area, not reviewing maps area. 
Also 
why is the portal's black texture invisible when underwater? 
 
*teleport is treated as water (to get the warping effect), and when you put two water brushes overlapping, the interior faces get removed (to create one continuous volume of water.)

Some tricks:

1. create a pocket of air where you want to see a teleporter, and use a thin *teleport texture to make the boundary of the pocket.

2. create a func_wall with the *teleport texture, it's a separate entity so it won't merge with the other water. 
Gustavo6046 
And where do I ask questions like this? This is a mapping questions area, not reviewing maps area.

Maybe post a few screenshots and a compiled beta of your map in the Screenshots & Betas thread. 
Well... 
I didn't really want to just plop the gun on a moving pillar, but I may end up doing something like that.

I appreciate the offers for help, but this map is right at the edge of exceeding the normal map limits and I intend to finish it without doing that. I only have about 4 models left to play with and the marksurfaces are over 32000 and at an unstable point.

On top of that, it's actually pretty complex. If I leave it alone for more than a few weeks I tend to forget how everything works. 
Rick 
Split the map into 5 maps, MAPNAME_1, MAPNAME_2, MAPNAME_3, MAPNAME_4 and MAPNAME_5. Then it won't be large, I hope. 
Almost Forgot 
You can also accept the map as is and put the exit right away. :) 
Delays 
Those of you that have been supporting me with learning how to map: I'm a bit in the weeds. I am in highschool, and right now, mapping is not top priority. Even on my spring break, I have tons of school assignments. Some of you may remember that I said that I would "light vertig for the fourth time," I haven't actually been able to do that. Almost the next day after I posted that, I got all of this crud to do. Because of this, if I say I'm going to do something, I might not be able to do it for a while. I haven't been mapping, but I'll get right back onto it as soon as I can. I can't promise it, but I'm pretty sure I will have time to do all of the stuff I want after spring break. Wish me straight A's. 
Hmm 
SpecialBomb, you're not required to do mapping :)

Also, how do I make so monsters teleport into some area after a trigger activation? 
Gustavo6046 
Yeah, I understand that.
It's just that I have decided to be a continuation of this subculture, and I feel that it is pretty important to be criticized by the people know what they are doing, so that way I can get to their level in the future. I know, it's a bit overkill.

Also, I think I know how to help you.
Do you want the monsters to suddenly jump from one place to another, or do you want the monster to suddenly exist? 
Noooo! 
There are no excuses! Forget food and sleep and go map!
Just kidding, good luck with those A's.

@Gustavo6046
Link trigger/button to trigger_teleport and that trigger_teleport to info_teleport_destination.
Put monster so he is inside/touching trigger_teleport.
You may wish to have all this stuff in a separate room "outside" the main map. 
SpecialBomb 
Nevermind, I guess I can just do a func_door with a clip texture and a func_illusionary brush in the floor the monster will appear. The monster will be lifted by the func_door to the func_illusionary brush.

What kind of brush is there that only monsters can clip through? 
Here's A Doc On Teleporting Monsters (I Still Don't Really Get It...) 
http://www.bspquakeeditor.com/q1tutor/q_monster.html

I recommend going to this site when you need to figure something out. It's SUPER OLD though, so one of my projects in the future is to remake these tutorials for a more user friendly (vids, docs, map examples, etc.) 
School Is More Important Than Mapping. 
 
Okay, Here Is What I Think It Means... 
What you are supposed to do is make an empty room where you will "store" your monsters. This room is supposed to be separate from your main map. Put your monsters in that room, and then put some teleport entities right on them. Then you go to the main room, and put a teleport destination info entity where you want a monster to teleport. Link the teleport destination entity to the teleport entity, and then you link the teleport entity to a trigger once in your main map. And you are done. Sucks that you can't just make a monster start disabled, and then trigger it to re-enable it.

Note: I have no idea how you are supposed to link the teleport and teleport destination together, so you may need to google a bit. 
Delayed Spawn 
Some modifications allow for spawnflags to be set to not spawn a monster upon start. Then you need only target the monster in question for them appear.

Two popular ones that can do this would be Quoth and Arcane Dimensions. 
 
If you knew how long some people take for their maps... Relax! :-) 
Spirit 
To be honest, I have no idea.

Also, your run Quaddicted, right? 
 
Why not try making a map without relying on teleporting monsters? I try to avoid it.

It's actually a kind of worn out mechanic.

A bit like Doom 3 monster closets, now that I think about it. 
Rick 
It's because there is little space for other closet. Please check the Revision 1: https://www.dropbox.com/s/wfj440tkrnq2bn4/guse1m2.zip?raw=1 Play the map. Either side is occupied by something, be it a door, a mechanism, a closet, or whatever. No space for a Vore trap after pressing the button, except I make a teleporting monster. Well, it's the best I can do. 
Slopes Or Stairs? 
Should I use slopes or stairs while making a deathmatch map? 
Stairs 
Figured it out myself 
How To Make Map Overviews? 
Like the ones in CS, but for other games like all the Quake engine games and UT (but especially Quake 1).

Example:
http://i65.servimg.com/u/f65/12/75/64/79/map_d310.jpg


I try to noclip out of the level and take a screenshot, but there's usually a Hall of Mirrors effect or having some parts of the map disappear. 
 
Add command "gl_clear 1" (without quotes) to you autoexec.bat to get rid of HoM.

If there's a lot of sky, that will get in the way also. Too bad there's not an option to turn off drawing of the sky.

Hit the + (plus) key a few times to hide the staus bar, and type the command "r_drawviewmodel 0" to hide the player weapon. 
 
Also, if you have fog enabled it might look better in an overview screenshot if it's turned off. Like I didn't do here:

http://quaketastic.com/files/screen_shots/Wish13_0007.jpg 
Red Lettering For Messages 
Something I can't figure out:

How do you achieve the Red/Bold lettering on messages?

At the very least, in ad_swampy the textbook used to start the tome of power quest has an example.

I see that the message key has a value with/b The Rune Quest/b/ <--(Backslashes) but when I attempt that on my map it does not work which also uses AD by the way.

I have even directly copied MFX's textbook and it still does not display the lettering which leads me to believe I am missing an element here. Any help is appreciated!

While we are at it, are there other fancy lettering you can do? 
Bloughsburgh 
The colored lettering only works for server names and user names. I'm very sure messages are not affected by this. 
Speaking Of Color... 
How do you color lights? Is it in hexadecimal or something? 
 
It's a light entity key. I use 0-255 RGB

_color rrr ggg bbb

I don't know if it does hex, but I think you can use 0 to 1 if you want. 
SpecialBomb 
Thanks for replying.

That makes sense but ad_swampy uses this inside of an entity's message key. It just looks like a simple bold tag but it does nothing if I attempt to use it on my map. 
Well, At Least It Has As Many Colors As Hex 
Also, do I need that underscore for the key? It looks awkward. 
Bloughsburgh 
Hmm. I don't know. Were you using vanilla Quake when you were playing it? 
 
Yes, the underscore is required.

The Light program will generate a .lit file with the same name as your bsp. That's where the light color data is. The lit file be in the folder with the bsp or no color light will be seen when the map is played.

As far as I know, the lit file is unique to each bsp. Every time a new bsp is created, a new lit file is needed also. A non-matching lit file will cause some very weird lighting effects. 
Alright 
I'm going to light my new map soon, so thanks for that. 
 
hmm, backslash b should work, not sure how it wouldn't work for you unless the Tome of Power has special code to do it that isn't the same as trigger_once/func_door/etc. code. 
The Mystery Continues 
Thanks metlslime,

I will try it on a trigger_once to see if I get the desired effect...that will rule out if that is indeed the case. 
Masque Of The Red Text 
So using /bTEXT/b does not work even on something like a trigger_once. (Backslashes instead obviously)

I am at a loss here! 
 
what engine?

\bSome text\b does work. 
Bloughsburgh 
What On Earth! 
Where in the world does this gem come from??

That worked but I still am puzzled about how ad_swampy achieves the same with just /b. I am using Quakespasm as engine of choice.

Thanks negke for the link! 
Bloughsburgh 
Use my light tool and add the "-parse_escape_sequences" option, see:
http://ericwa.github.io/tyrutils-ericw/doc/light.html

I should probably just leave that on by default in the next version. It's also weird to do it in the light tool :P

necros: was this working in bjp's tools? or in qc strings? IIRC, If you use \b in qc code, the qc compiler is what parses the \b's and turns the text red. 
Lol 
copying mfx leads to hell in the most direct way. 
How To Extract Embedded Textures? 
I'm using Nemesis' BSP Viewer, but all the textures have their colors fucked up. 
Wow 
Well jeez, I admit I was not planning on looking at light.exe for the solution but that spells it out as clear as mud!

MFX, haha eh I am okay with hellish landscapes. ;) 
How To Extract Embedded Textures 
TexMex can create a wad file from the textures in a bsp. It doesn't even need to be "installed". Just unzip to a folder and run it. Best texture wad utility I've used. 
BSP Viewer? 
Is there a tool that lets you view a bsp file? 
BSP Viewer 
Is there a tool that lets you view a bsp file?

Quake? 
Yes There Is 
Blender 
 
Neato 
BSP Version Switcher? 
Is there a tool that lets you switch the version of a BSP to 29, the one that Quake uses? There was a tool called QVER, but it no longer works on modern systems. 
How To Make A Entity? 
Seriously now, I want to do a tech level with some few small spaceships shooting at a large one visible through one of the station's windows. It's merely aesthetic, but I want the spaceships to appear flying around and shooting the large spaceship. 
* Gets Popcorn * 
 
 
func_trains and lots of triggering. 
Gustavo6046 
You'll need to become rather proficient in QuakeC before you can start slicing that particular sausage.

I have no idea if there are any decent QC resource sites still online.

Leaving all the QC aside for a minute, you will find that you don't have much room in Quake's map bounds to have a very large scene like that, so you'll also need to do some tricks to fake perspective to make everything look bigger than it is.

The simplest way to make an object look arbitrarily large is to keep its displacement from the player constant.

A simple example - let's say you want to create the illusion of a planet or a huge spaceship - you create a small model that fits in a sky-textured room outside your window, but you will have to update the position of the model every frame so that its relative displacement from the player never changes - that way it will appear to never move in the player's view and will always seem very far away. 
WAD 
What wad editor is good today? 
TexMex! 
or Wally 
Wally 
can be used portable for a hard disk? 
TEXMEX 
Wally Is Portable 
 
Can I Use GIF Images For A Wad? 
 
 
No, not directly. They need to be changed to bitmaps and the colors converted to the Quake palette. That can be done in a graphics/image editing program such as PaintShopPro, Photoshop, GIMP, etc. After that you can copy and paste them into a wad with TexMex. 
I Have Wally Not Texmex :l 
 
Johnison 
Do Textures From A .wad File Compile Into A .bsp? 
I'm not sure if the textures are sourced from the game files, or if the textures are actually compiled into the map. I ask this, because you can extract textures from a .bsp, but if you don't own the full game, textures from the full game don't load. 
Yes 
The bsp compiler takes the .wad textures and embeds them into the .bsp

The .wad is not actually used by the game.

No idea why they decided to do it like that. Anyone know? 
 
Textures from wad get compiled into the bsp. The wad files did not ship with the game (except gfx.wad), it always loads textures from the bsp itself.

What sypmtoms are you seeing when you say "textures from the full game don't load" ? 
People On My Server Are Saying... 
That the maps I put on there that use full-game textures have invisible walls. When they come back after getting the full game, they can see the textures. I have no idea if it's just the client or my server. It's actually pretty weird. 
 
i assume it looks correct on your machine in your engine of choice.

does it look correct in a different engine?

how about in a clean quake folder with no other mods or content? 
Results 
Clean full Quake has no trouble. Both DP and FQ work fine as well. I am trying to get the Quake demo files to test with, which is honestly harder than getting the full game. 
 
what about registered quake but without any 3rd party content?

also, what engine do your other testers use?

and how do they get the map? Installed manually or auto-downloaded by their client? 
Demos Be Dumbos 
So, anytime I try to record a demo, it says "recording to dem01" in the console but I never can find my demo files. I'm using Fitz085. Where is it supposed to save them? 
Bimo's 
As soon as I record a demo it is in the directory I'm in at that moment.
Mostly I find my *.dem files in TmpQuarK.
When I'm in a mod than it's that one.
If you're not sure just type "path"in the console before you start recording.

Or you could go for "search demo01.dem". 
 
"Clean full Quake" refers to registered Quake with no 3rd party content.

I have no idea really, I host a DarkPlaces server, and it doesn't seem to work with any other Quake World clients. I'd assume that people joining my server are only using DarkPlaces.

And maps are auto downloaded. 
 
hmm, i guess the next thing to try would be to have a clean install of quake and use it as a client to connect to your server, and see if the download process works with the textures.

I wonder if this is some kind of engine bug, since all the ways you've tested so far work fine. 
Invisible Is Weird 
I've seen instances where surfaces didn't get drawn correctly and you could see through, but only very rarely and obviously some kind of bsp problem since the texture was drawn in other places. Every time I've had actual missing textures, Quake draws the checkerboard pattern instead. 
 
DarkPlaces lets you play maps as a client that you do not have.

Yes it's 100% true. It's part of DarkPlaces missing model support.

And DarkPlaces will not allow a connected client to download something from Quake pak1.pak, the registered Quake pak.

No E1M1 fine. It's shareware. No DM2. Out of luck, it's registered Quake. 
 
mystery solved, thanks Baker. 
Should I Use _deviance? 
Or are there other methods to get less chunky shadows? 
Soft Is Useful As Well 
-soft on light.exe will help with clunky-er shadows. 
Light Sidenote: 
How does light work in BSP anyway? Someone said that it would be almost impossible to add real-time lighting in quake map editors, so I would like to look into the process to see if it is feasible. Learning the mathematics to it too will definitely help me out. I mean, my computer can handle real time raytracing in Blender, it surely can realtime light a map using some method. 
Reccomended Soft Value? 
 
I Just Use The Paremeter -soft In NecrosGUI 
So....1? 
I Use 
Light.exe -extra4 -soft -softdist 8 -range 1.2 -gate 4 
 
But don't use -softdist with ericw's newer version of Light. It doesn't support it and may crash. 
Alright 
I'm going to mess with it later, the lighting I have now looks like shit. Without knowing what the light looks like before I compile, I have no idea how to fix artifacts (triangles, etc.). Plus, it just kinda looks weird. This needs a lot of trial and error, sheesh.

Any tips? 
Make A Test Map 
with different light styles and values to familiarize yourself with it. 
SpecialBomb 
Here are some lighting advice posts from Fifth and sock

In general I would start simple, build a test map with just a single light entity, and get a feel for what the different settings look like.

regarding "what is the math behind quake lighting".. The light tool generates a grid of sample points on all surfaces. To determine the light level at a sample point:
- every light in the map is tested for visibility from the sample point.
- if the light is visible, its light contribution is added to the sample point's light value. Factors that affect this contribution include the light entity settings (falloff style, brightness, etc.), the distance to the light, the angle between the light ray and the surface normal.

The main barrier to doing this in realtime in a map editor is that every change (resizing a brush, etc) could require recomputing the entire level's lighting. So you'd need a background thread constantly recomputing the map's lighting. 
Quake Map Compiling And Texture Authoring Tools ? 
I've been out of touch with Quake mapping scene (as far as making anything) for a long time.

Are there any modern'ish map compiling and texture authoring tools for Quake? (I am on Win 7 64bit)

Thanks. 
Hi-res Quake .wad Textures - Possible ? 
Is it possible to author higher resolution textures into .wad? I don't want to use TGA and such with modern engines, but I'd like to have higher quality textures made and keep them in .wad

Possible ? 
 
I did some experiments a while back using 256x256 textures in the .wad and scaling them by 0.25 in horizontal and vertical, but that's as far as I went. 
 
What Rick said... Though I believe this comes with it's own problems 
 
I made a whole level where every texture was scaled down to at least 0.5
The only problem I noticed was a larger file size. 
 
Yeah it will massively increase the file size because you're doubling up the lightmap detail. Plus you increase the amount of bsp cuts on a surface I think. 
 
yeah a scale of 0.5 would give you 4x memory usage and filesize for lightmaps, plus up to 4x marksurfaces (small surfaces probably won't be subdivided differently, but medium/large ones will.) 
Lightmap Memory Usage 
should this be concerning at all? It's my understanding that depending on the dimensions of the lightmaps, or any image, they will take up more vram than their actual file size... but we're still talking about mbs.

I ask because a project I have uses very high res lightmaps. 
Two Causes Of Overhead 
that apply to vanilla engines (GLQuake, Fitz/QS):

- lightmaps are animated on the cpu (blending the 4 lightstyles for stuff like torches, and shading in dlights like rocket trails etc.)

- more draw calls. the lightmaps for various faces are packed into atlases by the engine, at map load time. Higher-res lightmaps means more atlases being used to draw a given scene, which means more draw calls. 
Yep, Possible! 
If you have ever used blender cycles, you will know what I mean. Yes, the real-time doesn't look all that nice for the raytracing, but that's only because of how detailed it is. It's actually surprising that it can calculate that fast. Quake, without a doubt, is not very detailed with it's lighting, and this is because the lighting uses one-shot surface point lighting (I'm assuming there are no reflective properties). Simply go into the Light util code and see how it calculates the light. Then, use the math from this code to replicate it's lighting in a custom application that mimics the Quake engine's way of displaying light.

Not only this, but we have achieved surface point lighting in real-time in almost every modern game engine, so there is no denying it at this point. Someone just has to go and do it. I personally would try, but I'm not strongly experienced in code yet (working on it). As of your "recalculating the map every time" argument, this is true, but computers are simply fast enough to do this now. Quake's way of calculating light may also be a barrier due to probably not being optimized enough. I don't know if you messed with the lighting tool to have more efficient results, but if you did, tell me.

Finally, let me know if anything I just said is completely stupid. 
Sidenote: 
If from what you tell me does explain why it's impossible, then here's another idea:

We simply add a calculate light option or shortcut to a modified editor. It wouldn't be realtime, but it would show us how the lighting looks at that point so we can edit it before we compile the map. Easy way to check. 
Ericw 
interesting, thanks 
Hi-res Wad Textures 
The whole point, in my case, to have hi-res textures is for importing BSP into Blender. When importing, textures are pulled from BSP and if they are low res, well, that's what I will get in Blender.

Technically I could just replace them in Blender, but then I'd have to adjust UV maps, wouldn't I ? (which would be a royal pita)

With hi-res textures in .wad I'd be able to map in Trenchbroom, import it into Blender and be happy :) 
 
I don't use blender, though I think you are safe replacing textures in it to higher resolution ones.

I believe most 3d modeling packages store UV info in normalized float values (or whatever it is called) and not pixels. 
I'm Not Using Blender 
I'm only using it as an example of real time lighting that uses way more complex rules than Quake to prove that real-time lighting in a map editor is possible. Sorry if it wasn't clear. 
Oh, Wrong Person And Subject 
I thought that DeeDoubleU was saying not to use blender based off of what I was saying, but was based on motorsep's comment. Wish I could delete stuff. 
 
I wish I could reply to my original thread, but oh well :/ 
 
Actually you wouldnt have to mess w/uv's 
Hi-res Wad Textures 
@PyroGXPilot: So texture's resolution has no effect on how it will be aligned on the surface ?

If not, then the last few good excuses are that I wouldn't have to resize textures to be used in wad for mapping, and keep originals to be used in Blender. And I wouldn't have to replace anything manually :) 
Hi-res Wad Textures 
Btw, the resolution I need to have in wad is at least 1024^2. 
It Shouldn't Matter 
you can switch 16x16 to 8192x8192 and still have correct coordinates 
Vis Issues? 
Hey guys, in a map I'm working on 3/4 of the way through the map some of the mobs and geometry disappear. When you noclip the area, you get teleported back to info_player_start. Any idea what could be causing this?

No errors in the output, "check map for problems" in JH turns up nothing, using bsp2 format and tyrians version of vis. 
 
Did you build stuff outside of the +-4096 grid? 
 
are you more than 4096 units away from the world origin? If so, what protocol are you using? 
Yes 
It's big on one axis.

JH is set to HL map version, I'm using -bsp2 when I compile and quakespasm is defaulting to protocol 666.

What have I missed? 
 
666 doesn't support larger map bounds, you need a different protocol. I am not sure what the options are for that. 
Darkplaces Works Fine 
I was a little surprised normally it's my fail mapping skills that lets me down. 
Is There A Way To Convert UT2004 Maps To Quake? 
 
Stubborn Brush 
I was exploring a Q2 map which indicates it has too many brushes to compile.
So I converted all textures to Q1 and deleted the q2 functions.
While searching on the error I kept the warning: Invalid brush plane format on line 1692.

After deleting the brush the warning stayed on that line so it seemed not an invalid brush but a lame compiler message.
I went on deleting brushes untill I had only one brush that persist on invalid brush format.

It looks as if not a single brush, even on 64 grid won't pass the compiler.
What's wrong? 
About Scourge's Spawn Entity 
Continuing mapping using my mod that uses scourge's code, and when I use the "spawn entity" to spawn a monster when a player goes through a trigger brush, monsters appearing via those entities have a half-second delay before they react.
This is tricky because it makes ambushes kind of moot. I've heard it's because when entities spawn (also at the start of a map), monsters have a half-second delay before they're active.
Is there a way to counter this? 
Invisible, Non Working Button 
(Hope I get a response this time)
I'm pretty close of finishing that map, but I just hit a wierd wall yesterday:
See, I have this button: http://image.noelshack.com/fichiers/2016/16/1460979036-invisiblebuttontb.png
which targets a door in this door. In TB there doesn't seem to be a problem, but once I test it ingame: http://image.noelshack.com/fichiers/2016/16/1460978924-schlossherr20160418110429-00.jpg
The button's invisible, the collision mask is still there and it's not functionnal (e.g I can't trigger the push, no sound and no collision change).
Which is wierd because this button brush is the exact same I use for other buttons in the level, and they all work no problem, except for this one.
What gives? 
Pushing Buttons 
Couple of things to try to rule things out:

-Place the button somewhere else like on another wall in that room.

-Delete the button and create a new one from scratch.

See if the button still disappears. You could also try Developer 1 to see if any messages help bring light to the mystery. 
Err 
Sorry, but would have to do with the button being inside of that trigger_remove?

Not that familiar with hipnotic entities. 
The Brush Was Side To Side With The Button 
But then I changed it to be a full-heigth brush while putting it backwards. The button's now functional! 
Trigger_push Stucking The Player 
So this is the final thing that needs to be done before this map is officially done:

The map have a bell tower that can only be accessible in the top via a secret teleporter. In this is a Quad Damage, and taking it drops the player inside the tower, which is a narrow downwards tunnel. Once he reaches the bottom of the tower, a trigger_push is put to push him forward, which opens the tower's door in front of him, getting him out of the tower fast.

At least that's the idea on paper. Indeed, said trigger_push activates, but the push speed is next to none (when falling the player descends extremely slow), so much that I have to struggle moving forward to get out of the brush and finally make the push work at the intended speed.
First try was just having the downward tunnel and having said trigger_push made like a platform flat on the ground. Same thing happened when I made the brush thinner.
Then I tried to make a downward trigger_push in the downward tunnel, and then have the second (original) trigger_brush be a ramp, thinking it would do it, but no.
Then I tried to separate the vertical tunnel and the horizontal one and make a teleport brush at the bottom of the first one, and have the teleport_destination being inside a trigger_brush, but still no dice (see http://image.noelshack.com/fichiers/2016/16/1461155513-triiger-push-fuckery.png).

What should I do? 
Picture Link Broken 
Is that HOZ trigger_push at a diagonal? You have the angle key set so it pushes in the desired direction correct? Having the trigger_push slowly push the player down sounds like an angles issue. 
The Angle's Fine, It Points Towards The Exit. 
Also for the link just remove the period at the very end. Wierd how the website included it. 
Hard To Tell What I Am Looking At Here 
The shaft is a trigger_push? So you want to grab the quad, shoot down the tower via a downward push and then pushed out of the exit door?

Apologies for my confusion but if that is what you want then try making the down push brush stop at the entrance of the shaft. Have the HOZ push not be on the floor make it like 64 units high or something. Default push speeds should be more than enough to shoot the player out.

You shouldn't have to do a work around and make a teleport this can work. 
 
I can't tell exactly what's what in the picture, but I would make sure the down push ends above the horizontal push by at least 64 units.

The horizontal push doesn't need to be real tall. 32 units is probably enough and place it a bit above the floor, 16 - 32 units should be fine. 
Crazy Idea But 
Is the push angle at 0? If it is, set it to 1 or -359 instead. 
Went To The Quake Wiki 
And apparently putting 0 at the angle key doesn't work, somehow.
Anyway, I put it at 360 and now it works. Odd. 
Black Spots On The Skybox + Unfixable Grey World 
I was just a centimeter finished for doing this map when I have this stuff pop up on Quakespasm.

First off, at the start map I have a sky cieling where some parts are grey: http://image.noelshack.com/fichiers/2016/16/1461362247-spasm0002.png
At first I thought this was related to that "inside out grey world" bug where a map goes out of the game's boundaries, so I tried to put the whole map down to some units, but try as I might, the error's still there (Same thing happened even if I put -bsp2 in the compiler).
Same thing happened with the first actual map: on top of having parts of the sky greyed-out, in the final room, on its front side when you enter, and you get close to it, the inside out grey world bug happens, but usually when it happened in my maps it showed the world at its place, like if you were inside a brush, but here I have the duplicate of the map in front of me, like a pattern you'd see on a wallpaper, because it's the exact same axis: http://image.noelshack.com/fichiers/2016/16/1461362301-spasm0001.png
And still in there, as much as I try moving the map around, nothing changes. 
 
I've never seen patches of the skybox not drawing like that. Is there possibly a skip brush clipping away the sky there or something?
Check in other engines, and maybe try a different compiler.

It shouldn't be related to exceeding the +- 4096 bounds.

inside out grey world bug
For this, keep the player and all entities within +- 4096. It should be ok for inaccessible areas of the map (like the cliffs + skybox in your shot)

Enter 'viewpos' in the console to print your current position, or in quakespasm you can do "r_pos 1" to enable a continuous printout of the player's position. 
Edit: 
Does "r_novis 1" do anything to make the grey patches go away? (make sure to set it back to 0 afterwards.) 
Daya - Wild Guess 
Are your sky brushes textured sky on all sides? Those brushes can hickup when a normal texture is on one side. 
Fixed 
The grey patches was indeed because the sky brushes were clipping through other brushes. Fixing that also fixed the grey world bug, somehow. 
Good 
 
Backing 
Hello, Im back here to know if exist mapping guides talking about entities and keys, if be so much thanks. 
Spec And Bible 
WARNING: Reached Occupant At (592 96 -96) 
I know this is supposed to indicate a leak, but at specifically this error in the map is just a light. If I remove this light, the error will change to the next light. And if I remove all the lights it will go to a different entity like for example, a spawn point. But the weird part is, these entities all worked fine at one point. A .prt file could be created for it, everything worked, vis ran perfectly fine and I had a working map. I wasn't satisfied with the lighting and as soon as I changed even one light, it would all give me errors. I can go back of course, but I have made a lot of changes since then and don't want to lose everything so does anyone have an idea of what could be wrong? I have already tried several other QBSP versions and they all give me the same shit so I assume its possibly Trenchbroom. 
It's Not TrenchBroom. 
There is a leak in your map. Afaik, the point file trace always starts and / or ends in entities. The algorithm uses entities to determine what the inside of the map is. 
SleepwalkR 
Thanks for the hint, this may also be why some vanilla GPL maps gives the same error. I'll look into this. 
 
Load the map and enter the pointfile command in the console. Turn on noclip and go find the dashed line. The line will lead you through wherever the leak is on its way to whichever entity it reached first. 
Or 
Load the point file in TrenchBroom. Note that the file must be in the same directory as the map file and that the base name of both files must be identical. The next beta will allow you to load point files from any location. 
 
That was really fast, I fixed my problem immediately after you pointed that out, thank you a lot 
 
I've realized Jackhammer loads point files automatically, as rainbow-colored lines.

Also, after spending hours trying to understand how to fix the leak, I've figured out that the pointfile ends exactly where there's an empty BSP node that must be filled. Problem solved. 
Func_group 
Is there a way to use func_group in Trenchbroom? The option is there, but it doesn't seem to work. I tried it with two brushes, and all it did was group the brush's bounding boxes together, but I was still able to manipulate both brushes independently. 
Ruin 
To select the group you double click 
In TB2 That Is 
You can get the latest beta from http://kristianduske.com/trenchbroom under downloads. 
Thank You Both. 
 
 
Noob question. I'm having trouble getting the Zerstorer entities into Quakespasm. I can load the mod in the Mod tab but the entities don't populate. Looking at the documentation (I'm using TB 2.0.0) it seems like I need a DEF or FGD file, but I don't see one in the zer folder. I do see a list of "entity definitions" in the dev readme but I'm not sure what to do with it.

If anyone can help, or hell, better yet, post a DEF or FGD file with the models already set up to display in TrenchBroom, that would be very helpful! 
Def Files 
I'd try pasting those entity definitions into a text file, and saving it with the filename "zer.def". You won't get the models, because that's a 2015 feature in a 1997 defintion file, but it should be usable. 
 
Never mind, I actually found an FGD file put together by CZG in the Zerstorer Mapjam thread. Thanks anyway.

Ok, so now for my real question. I started putting together a map for Quoth using Trenchbroom 2 (not Quakespasm as I said above, lol), but my ultimate goal is to make a map using Quoth entities BUT ALSO the riot controller (SSG replacement) from Zerstorer--but nothing else from zer. Trenchbroom allows me to load multiple mods into my map, and I also copied everything relevant to the riot controller from the zer FGD file to a copy of the Quoth FGD that came with Trenchbroom. This seems to do what I want, since I can see everything Quoth in the entity panel, plus the riot controller.

So is it that simple or am I opening the door to all kinds of horrible conflicts between the two? (I'm not close to a point where I can compile it and test it out.) Also, how does using multiple mods for Trenchbroom actually work in terms of running the map? I've noticed that I can only select one set of entity definitions at a time, making me wonder how multiple mods fit in. This doesn't really seem to be detailed in the TB documentation. 
Multiple Mods 
Also, how does using multiple mods for Trenchbroom actually work in terms of running the map? I've noticed that I can only select one set of entity definitions at a time, making me wonder how multiple mods fit in. This doesn't really seem to be detailed in the TB documentation.

Although I have heard of an engine that tried to support this, in general there is no way to run more than one mod at once. Certainly for a first map I think that focusing on one would be the smart thing. 
 
Figured that would be the case. Thanks for taking the time anyway, cheers! 
That Isn't Going To Work 
You would need the source code for both mods and you would need to copy the relevant bits of code over to quoth and compile it. Not forgetting the assets like the model and sounds 
It's A Bit Misleading 
Mods actually just add more directories to search through for assets such as models. That's all. 
 
Well, that's on my wishlist for the next Quoth update then ;) 
Malformed Map File 
Haven't had that one in a while...
Tried to open map2 of my mod in TB, but I had this in red:
"Malformed map file: expected token of type opening parenthesis, or closing parenthesis, but found integer number at line 178, column 65"
I opened the map file in Sublime and went to the line, but it seems perfectly normal...
"( 32 2960 -48 ) ( 32 2960 224 ) ( 320 2960 -48 ) rock 6 0 0 0 1 1"
I tried to delete the line, but the error kept coming, so I deleted the paragraph, this time the error went to another line, which has the same "rock 6 0 0 0 1 1" in its paragraph.
I'm kind of afraid deleting all the paragraphs containing that line would delete an integrate cave I had to model, and TB didn't bat an eye to this. 
That Looks Like A Quake 2 Map File 
 
Fixed It 
Somehow the texture "rock6" from the first episode of Daikatana was changed to "rock 6". I wonder why. 
Need Some Help... 
All I need is some stats.

My question is what is the longest time it took you to compile a map with lighting on a modern machine? 
That Depends On 
Size of the map, how much detailed brushes...optimized design etc.

Anyway, about 5 or 10 minutes 
Show BSP Information Ingame 
Hi!

Is there a hidden console command or something else to display BSP information ingame? Like how the Map is divided, which sections etc.

Just like this picture here:
https://38leinad.files.wordpress.com/2013/08/bsp_no_struct.png 
R_drawflat 1 
 
Unknown Command R_DRAWFLAT 
I use darkplaces. Which Quake 1 engine do I need to use to get this to work? 
Any Quake 1 Engine 
Which DarkPlaces is pretty much only on paper. 
This One 
Thx Otp 
r_showtris 0/1

r_showbboxes 0/1

r_lightmap 0/1

can be helpful to. 
DP Uses Different Names 
r_showsurfaces (= r_drawflat)
gl_lightmaps (= r_lightmap) 
Other DP Stuff 
"r_drawportals 1" shows the BSP leafs/portals

Also for finding cvars in DP:
"apropos lightmap" will list all cvars with "lightmap" in the name 
Awesome, Thanks! 
 
 
Is there is a quick way to align textures on different brushes in TrenchBroom? I can easily tell which ones are not aligned in-game but it's hard to tell in the editor. 
Alignment 
For me is easiest when I turn off texture lock. That way textures are always grid aligned. 
Alignment 
For me is easiest when I turn off texture lock. That way textures are always grid aligned. 
Leaf/portals In Other Engines?? 
Or is it only DP? 
Does Ur Mum Take Three In The Pipe?? 
Or is it only DP? 
Map Compile Error. 
I'm getting an error when compiling a map. I am using trenchbroom to make the map and TyrUtils to compile, with a compiler GUI. I think the compiler is losing track of the .bsp after it converts it, but I'm not sure why. It was working one day, and the next day it was't.

Here's a link to a couple screen shots: http://imgur.com/a/P70o2

Also, I tried resinstalling TyrUtils and the GUI, but that didn't help.

Any help is appreciated! 
Mixing Liquid Faces? 
like water and sky/lava?

Avoid that by having a small gap between them. 
Windows 
Looks like it may have been a Windows issue for the above ^^

When he showed me the file, I noticed windows said some content was blocked because it came from another computer. I unblocked it and was able to compile with Quark, but it also had some errors. Very weird , but maybe he can explain better what actually stopped the errors. 
Another Thing To Note Regarding Liquif Brushes 
You have to avoid clipping them out to the void, compensate that by putting worldspawn brushes on/around said liquid brushes. 
 
Mfx and daya have it; mixed contents error stops the bsp from being created and then vis says no file found. :( 
Arcane Dimension Spider Jumping Through Ceiling 
Hello!

I made box that is 4 pixels higher and 8 wider than spider entity, but for some odd reason it jumps, stucks, then jumps, starts to slowly get through the ceiling. Like what am I doing wrong? Is there any updates or fixes for that issue*

Here is some screenshots:

In Trenchbroom Editor view:
https://drive.google.com/file/d/0BwxYkKdSD855cGdBZ0h0STdGYWM/view?usp=sharing

Running map in Quakespasm engine:
https://drive.google.com/file/d/0BwxYkKdSD855clRiWUVyc3NDaGM/view?usp=sharing 
Spider 
I had this problem and it was just a matter of fine tuning the position. Either push the spider out a bit or raise the ceiling even higher and test until the thing behaves! 
Thanks For Replying "Spider" 
Ah, yeah it seems to be the case here. Even the main entities like grunts for example needs more or less 80 high and 64 pixels wide because it starts even consider coming out of door. I don't know how does it differ when comparing to other mods, but in "AD" mod enemies AI needs more pixels to work well.

Reason why I'm spending so much time with this is, because I want to make really narrow hallways or put the ceiling really low to create some claustrophobic feelings especially in tech bases.

Another Question: what is the highest angle enemies can run over? 15? 30? 45? I know I should test it by myself - but if someone has already figured that out, why not sharing it here? Also I'm new to this site's interface, don't even know how these topics work. It seems like everyone is stacking replies over the existing ones. 
How Clips Should Work? 
Clips are invisible brushes, right? Should it block player not to stuck on details/geometry? If so, it's simple is not doing that. I placed the clip brush match the detailed brushes, when I run it it didn't block player and player walk between bars etc. and get stuck.

I'm using Quakespasm endige & mod Arcane Dimension. 
make sure all faces of brush are clip texture 
And Also 
And also all faces of brush are clip texture, but it's not working for some reasons. 
Angles 
Well slopes are just a bit finicky in general for Quake/Brush based so a clip brush would help.

If you have some sort of slope, make some clip brushes in the form of stair steps where the slope "joints" are. that way. 
 
I want to make really narrow hallways or put the ceiling really low to create some claustrophobic feelings especially in tech bases.

It's not the best idea for quake 
Claustrophobia 
Can you use non-solid details like cables, wire mesh ceilings or thin func_illusionary pipes to make the space appear more claustrophobic that it actually is? 
Reply "Claustrophobia" 
Of course I can use, everything that would replace some hard geometry, because the gameplay is more important. And by claustrophobic spaces I mean actually 80pxl high & 64 wide or more, nothing crazy really. Though it would be nice to make something like "Beyond Belief" did in one map, where it felt like players head touched the ceiling but didn't get stuck.

I really well know that player doesn't move that smoothly if there is so much corners, doorways with details and so on. That's why I thought using clips would make it feel much smoother to move around, even in larger areas when it comes to moving near the walls if there is pillars, pipes or something a bit detailed work.

That clipping bug might be Trencbroom 2's fault, because it's still in beta. 
I Don't Think It's A Bug In TB 
 
Reply 'I Don't Think It's A Bug In TB' 
There is something with the placing entities, it seems like in the last stable version of TB1 everything is fine, but in TB2 some entities doesn't seem to appear exactly in those positions I placed them.

Thankfully there is couple transparent textures, and there is even invisible texture in wad "rmq_trans" hopefully that will work out* 
When Using Arcane Dimensions 
try setting no_item_offset 1 in worldspawn. 
Or It's A Problem With The Def Or FGD? 
 
Reply 'When Using Arcane Dimensions' 
Thank you very much*

More questions.. is there possible to set brushes be solid for player/enemies collission box detection, but you can shoot through it bullets/projectiles? For example if I use transparent chain-link fence textures in my brushes, it looks silly that enemies can't see you or you can't shoot or allow them shoot through it. It should only block/blow up physical projectiles like grenades/rockets... that might be too much to ask when starting to think about it. Unless it's possible to code into game's logic.

I know about coding a bit, so it shouldn't be to hard for me to understand quake's logic. But haven't been touching those files at all, dare I even look into that's a better question* 
Reply 'Or It's A Problem With The Def Or FGD?' 
It sure can be* I remember having no issues if I can recall when I used Quoth quake mod for example.. but I have to be sure about that first, it should be quite easy to test out. 
Re #16457 
did the no_item_offset key work?

For fence-textured stuff, make this func_illusionary, and cover it later with clip brushes (those are brushes textured with the "clip" texture on ALL sides)

Should block player/monster movements and be still shot through. 
Reply 'Angles' 
Thanks, what an nice idea - I will use it totally sooner or later* 
Re #16459 
Yes it did.. clipping seems to work now.. I don't what I did work but now player moves smoothly near the iron bars.. what a relief ^^ 
Re #16459 Sorry Grammar Mistakes 
Yes clipping works now.

I don't know what I did, but it works now and player moves smoothly near the iron bars.. what a relief ^^ 
Netradiant Compiling/Linux Question... 
Don't know if this counts as a mapping question, but there's no Netradiant/general editor thread from what I can see...

I want to set up Netradiant from xonotic's git as an alternative to use alongside TB (xaGe kindly suggested it to me a lifetime ago, but other things got in the way in the mean time). Compiling things from source and using git etc. always tends to make my brain melt and once again I'm running into trouble and need help.

I've consulted the compiling instructions, according to which I need the following on Linux:
environment:
27 - gcc >= version 3.1 (preferably)
28 - GNU make
29 - svn >= 1.1 (some build steps use svn)
30
31 dependencies:
32 - gtk+ >= 2.4.0 (requires glib, atk, pango, iconv, etc)
33 - gtkglext >= 1.0.0 (requires opengl)
34 - libxml2 >= 2.0.0
35 - zlib >= 1.2.0 (for archivezip module)
36 - libpng >= 1.2.0 (for imagepng module)


This was already a bit puzzling to me, as these things seem to have slightly different names when I try to look for them in Synaptic Package Manager, but I think I now have everything in that list installed (plus possibly a few extra things).

I've done git clone git://git.icculus.org/divverent/netradiant.git and went into the "netradiant" directory, but now when I run "make" I get this output:

checking that the build tools exist
Checking for /bin/sh (bash (or another shell))... found.
Checking for echo (coreutils)... found.
Checking for echo -n (coreutils)... found.
Checking for cat (coreutils)... found.
Checking for mkdir -p (coreutils)... found.
Checking for cp (coreutils)... found.
Checking for cp -r (coreutils)... found.
Checking for rm -f (coreutils)... found.
Checking for rm -f -r (coreutils)... found.
Checking for mv (coreutils)... found.
Checking for echo test | tee /dev/stderr (coreutils)... found.
Checking for sed (sed)... found.
Checking for find (findutils)... found.
Checking for diff (diff)... found.
Checking for cc (gcc)... found.
Checking for g++ (g++)... found.
Checking for ranlib (binutils)... found.
Checking for ar (binutils)... found.
Checking for pkg-config (pkg-config)... found.
Checking for unzip (unzip)... found.
Checking for git (git-core)... found.
Checking for svn (subversion)... found.
Checking for wget (wget)... found.
Checking for ldd (libc6)... found.
All required tools have been found!

checking that the dependencies exist
Checking for glib/gutils.h (libglib2.0-dev)... not found, please install it or set PKG_CONFIG_PATH right!
To see the failed commands, set DEPENDENCIES_CHECK=verbose
To proceed anyway, set DEPENDENCIES_CHECK=off
Checking for libxml/xpath.h (libxml2-dev)... not found, please install it or set PKG_CONFIG_PATH right!
To see the failed commands, set DEPENDENCIES_CHECK=verbose
To proceed anyway, set DEPENDENCIES_CHECK=off
Checking for png.h (libpng12-dev)... not found, please install it or set PKG_CONFIG_PATH right!
To see the failed commands, set DEPENDENCIES_CHECK=verbose
To proceed anyway, set DEPENDENCIES_CHECK=off
Checking for GL/gl.h (mesa-common-dev (or another OpenGL library))... not found, please install it or set PKG_CONFIG_PATH right!
To see the failed commands, set DEPENDENCIES_CHECK=verbose
To proceed anyway, set DEPENDENCIES_CHECK=off
Checking for gtk/gtkdialog.h (libgtk2.0-dev)... not found, please install it or set PKG_CONFIG_PATH right!
To see the failed commands, set DEPENDENCIES_CHECK=verbose
To proceed anyway, set DEPENDENCIES_CHECK=off
Checking for pango/pangoft2.h (libpango1.0-dev)... not found, please install it or set PKG_CONFIG_PATH right!
To see the failed commands, set DEPENDENCIES_CHECK=verbose
To proceed anyway, set DEPENDENCIES_CHECK=off
Checking for gtk/gtkglwidget.h (libgtkglext1-dev)... not found, please install it or set PKG_CONFIG_PATH right!
To see the failed commands, set DEPENDENCIES_CHECK=verbose
To proceed anyway, set DEPENDENCIES_CHECK=off
Checking for dlfcn.h (libc6-dev)... found and links.
Checking for zlib.h (zlib1g-dev)... found and links.
make: *** [dependencies-check] Error 1


I've checked again, and the "not found" items are things I have installed, so I'm stumped. Should I "set PKG_CONFIG_PATH right!"? What does that mean? 
 
Ok, so maybe I'm just an idiot and didn't install all the dependencies although I thought I had ...

Just installed a bunch more stuff, but "make" still gives me an error message. It's miles long and ends with
make: *** [contrib/bobtoolz/DPatch.o] Error 1


Anyone?

(I didn't post the full terminal output here since it's really, really long and I don't know which parts of it are relevant.) 
 
(I didn't post the full terminal output here since it's really, really long and I don't know which parts of it are relevant.)
use pastebin.com or similar :)

The make error 1 line doesn't tell anything useful, unfortunately. 
 
also I think this is the latest netradiant: https://gitlab.com/xonotic/netradiant

From looking at that readme, it looks like they've switched to CMake.

Yeah, the main trick is finding the debian package names.. which can take a bit of guesswork. e.g. the readme says you need GTK2, the corresponding debian package is "libgtk2.0-dev". Just use google when in doubt I guess. 
Thanks For Responding, Ericw! 
Oh, never used pastebin before. And the output seemed a lot longer the first time around; now there doesn't seem to be that much of it. Anyway, here it is: http://pastebin.com/mPHdbjDv 
 
From looking at that readme, it looks like they've switched to CMake.

Ah, so I've been following outdated instructions...

So I did cmake -H. -Bbuild -G "Unix Makefiles", and that did something, but now I don't know what I'm supposed to do next, or whether I was supposed to something else first... the readme doesn't make that much sense to me. 
Hmm 
Seems the code is written for C++11 but the compiler is not expecting that version of C++.

you can try running: CXXFLAGS="-std=c++11" make
instead of just make

I would report it as an issue to the netradient devs though. Also, what is the output of: g++ --version
Cmake 
After doing
cmake -H. -Bbuild -G "Unix Makefiles"

you should do this:
cd build
make


CMake generates the Makefile for building radiant in the "build" subdirectory. (when you run "make", it looks for a file called Makefile in the current directory). 
 
g++ (Ubuntu 4.8.4-2ubuntu1~14.04.3) 4.8.4
Copyright (C) 2013 Free Software Foundation, Inc.
This is free software; see the source for copying conditions. There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.


I'm doing
cd build
make

and something is happening... 
Success! 
Thank you, ericw! 
Great :) 
 
Help For Mac 
 
Weird Compile Error 
http://pastebin.com/4HZR5ycC

Not very sure how to find those bad faces in TB2. Anyone care to help? 
 
Hm, the error message got a bit distorted from multiple threads printing at once.

The verts listed in the error will show you where the face is.. what I always do is create some point entity like a light, and paste in one of the verts from the error message. e.g. check out "1512.000 1300.000 488.000".

You should just need to reset the texture alignment on these faces, and that should fix the problem 
@Johnison Boa 
copy the "qbsp" executable in your quake/id1/maps folder.

Open Terminal, and enter:
cd ~/Desktop/quake/id1/maps
./qbsp mymap.map

assuming your quake directory is on your desktop, adjust as needed. 
BSP (or Not). 
Working with Jackhammer on my new laptop, but I can't seem to get any compile progs to create a .bsp file (even tho the compile window says they are):

---- WriteBSPFile ----
17 planes 340
22 vertexes 264
6 nodes 144
16 texinfo 640
16 faces 320
12 clipnodes 96
2 leafs 56
16 marksurfaces 32
72 surfedges 288
37 edges 148
4 textures 38260
lightdata 0
visdata 0
entdata 323

1 warning

Elapsed time : 0:00

Peak memory used : 0.1 MB


** Executing...
** Command: C:/Program Files/Jackhammer/quake/vis.exe
** Parameters: "C:Program Files (x86)QuakeId1mapstestes"
Quake VIS Compiler (build Dec 11 2013)
------------ vis ------------
************ ERROR ************
Error opening C:Program Files (x86)QuakeId1mapstestes.bsp: No such file or directory

Any ideas? 
BTW. 
The proper slash grammar for the file (C:\Program Files (x86)\Quake\Id1\maps\testes) wasn't retained for some reason when I pasted that last post in. 
Oh Jesus God. 
It's still not doing it -- well, that's not a factor, in any case ;D 
Maybe It's Because Of The Spaces In The Path? 
 
Spaces? 
What, you mean with "Program Files", and whatnot? I didn't have a problem with that before. 
@ericw 
Oops, sorry for later answer. Thanks for help 
Were You Also Using Jackhammer Before? 
 
When Portal Prt Files Go Wrong 
Any idea why, on a ridiculously large map using bsp2, the map won't do vis properly saying there is a leak and drawing a portal line right through a solid face?

I tried the ol trick of a box around the whole level but it says there's too many verts.

Jackhammer
Txqbsp
Tyrvis
Tyrlight
Darkplaces 
Hrm 
Sorry, using Tyrbsp for bsp2. 
Sleepy 
Yeah, I was using Jackhammer. Guess I could try compiling directly from the C: drive to see if that's the culprit in this case. 
Qmaster 
Which hull is the leak in? If in hull 2, there is a good chance a clip brush over that brush (where the pointfile goes right through) will do the trick.

Else, rebuild that brush or change brushorder in the .map file(put it first), or or or.. 
My Qbsp 
In terminal I put mycd~/desktop/quake%folder/qspasm/Quake/MapID/maps/qbsp qf1m1.map and then not works :(

what I skipped? 
Johnison Boa 
Looks like you put the two commands ericw gave you together by accident, maybe?

First, you need to type
cd ~/wherever/you/put/your/mapfiles

(this just means that you go to the directory where your maps are; "cd" stands for change directory. Don't forget the space after "cd")

and then

./qbsp thenameofyourmap

(This is to run the qbsp executable.)

All of the above is assuming you have the qbsp executable and .map file in the same directory. 
 
If there's a space in the directory name you need to escape it with a backslash like:
cd ~/Desktop/quake\ maps/
or surround the path with quotes. Tab completion should do that automatically. 
Woot. 
Apparently relocating Quake to the base C drive took care of things. Odd that I had to do that, but as long as it works... 
I've Always 
Have QUAKE directory directly under C to avoid "Windows cannot find directory C:\Program" during compile since because Windoze. 
 
I've had issues with maps not compiling using Ericw's tools as well, and I've found that putting the .map itself in the C drive fixes the issue right away.

Anyway, I'm having an issue with the vorelings in Quoth. They're tiny little critters, so I figured they'd be fine getting stuffed into a small hole and jumping out at the player as they walk by. No such luck, as they get stuck. The only workaround I've been able to figure out myself is to make a bunch of func_illusionaries around them so they can actually get out of the hole.

http://oi68.tinypic.com/m800n7.jpg

In that pic you can see the two small holes. The brush between them, as well as brushes sixteen units to either side of them and about 32 units above them are all func_illusionaries. This "works," as far as the vorelings' intended behavior goes, but it's far, far from ideal because shots and grenades go right through the illusionaries as well, and I could fit Quakeguy's entire body up there with a rocket jump. Is there a better way to pull this off. 
R_showbboxes 1 Is Your Friend. 
 
Sizes 
 
Also 
you could use func_illusionary to make the holes appear smaller than they actually are, and allow the vorelings through. 
Lol 
nevermind I totally didn't read your post properly 
 
@onetruepuple - Very useful, thanks!

@Preach - That is very good to know. 
Why 
I tryed enter:

/Users/usuario/Desktop/QuakeFolder/MapID/maps./"qbsp" Qf1m1.map

/Users/usuario/Desktop/Quakefolder/Quake/MapID/maps./"qbsp" Qf1m1.map

cd ~/Users/usuario/Desktop/Quakefolder/Quake/MapID/maps./qbsp Qf1m1.map

cd ~/Users/usuario/Desktop/Quakefolder/Quake/MapID/maps/qbsp Qf1m1.map

and more.

I can`t qbsp, vis, light with tyran utils in mac, the binnaries are recognized as unix file... 
 
Where is the file "Qf1m1.map", and where is the qbsp executable? Are they both in
/Users/usuario/Desktop/Quakefolder/Quake/MapID/maps? Are you sure this is the correct path? If so, what you need to do is open a Terminal and type:

cd ~/Desktop/Quakefolder/Quake/MapID/maps

Press the "enter" key, and then type

./qbsp Qf1m1.map

and press the "enter" key again. 
Http://prntscr.com/bafryw 
I have qbsp in maps folder, but this action too I was done 
 
Do doors not block light? 
No 
all func_* (b_models) do not block lights.
you can set a key on them, shadow 1. with this they will cast shadows, but no dynamic shadows.
So a door that is closed will have a shadow, but opening it wont remove the shadow drawn.
Can look strange and all. 
Dont`t Care More My Qbsp :) 
I downloaded ericw/tyrutils and now it works perfectly ;D 
 
@mfx That's also good to no. Fortunately I didn't need to implement shadow 1 after messing with the troublesome lighting. Lighting is hard! 
Help :O 
I added the "centroid" to quake.fgd, next I put scor.mdl and h_scourge.mdl to directory(obviously tested), next I added it to TB map, but when I test the bsp of this, the centroid not exists...

I need some other file? 
Johnison 
you're missing the centroid code my friend. I'm not sure if Scourge of Armagon's source has been released for you to compile a new progs.dat.

The next best bet is to map for a mod with it included. I think the Drake mod has it but I'm not sure any others do. 
5th Elephant 
Ok, when release my game obligated to make a .pak. 
What I Put For Look In Intermission? 
 
No Reply, I Found It... 
 
The Eye Of Hurricane In My Map 
func_plat starts in up floor, I want to stop it when be down, but I also want the plat up when player leaves it... 
Johnison Boa 
Not sure I understand what you want to do, but keep in mind that you can use a func_door (or even func_door_secret) to create a lift in a map.

A func_plat always starts at the bottom and moves up, but with a func_door you can create a lift that starts at the top and moves downwards (which sounds like what you are trying to do).

This might help a little:

http://www.quakewiki.net/archives/worldcraft/entity/standard/std2.shtm#9

http://www.quakewiki.net/archives/worldcraft/entity/standard/std2.shtm#5

http://www.quakewiki.net/archives/worldcraft/entity/standard/std2.shtm#6 
Ok 
I forget that I watched it in the map source 
Undoing Func Brushes? 
I've been trying to make a first test for my map but vis can't get compiled because of lots of func_wall that I used on a group of brushes so I could select them easier (TB1).
Is there a way to turn them back to worldspawn brushes? Just putting "worldspawn in their classname doesn't seem to do anything. 
Right Click On Brush(es) Add To World 
Or something similar.

I think that is what you are looking for? 
Yes It Is, Thank You! 
 
Visiblity Problems 
In vis appears "couldn't read Qf1m1.prt" and is not there in "maps". Also when I test my map some boxes are not existing in the place I put and when I put "noclip" I look the same box in back floor or simply was not reached in game, with the most of the items it happens.

I want to know if is problem of the .prt file or another thing I don't considered.
Thanks&#10025; 
#16522 
Actually I never hit such issue, so, maybe it is just a path declaration problem when runing the tool (I would look for the prt file and try to figure out whether it exists... and if yes, where it is located first)

Also, is it happening with fast vis or full vis ? 
#16523 
Fast & full? (?)
http://prntscr.com/behjj0
I have vis in "Quake/MapID/maps" for a custom mod, but when is time to vis the Qf1m1.bsp "couldn't read Qf1m1.prt"

I don't know if the .prt file is generated by qbsp or light, and also I don't know if .prt file has an important rol 
@Johnison Boa 
Your map probably has a leak. The PRT is generated by QBSP, but only if the map is sealed.

TrenchBroom has a "Load Point file" command that usually shows where the leak is. 
@ericw 
thanks, the leak was deleted 
Details 
Is necessary that the cd audio be 16 bits old?
I'm planing to make one for my mod... 
#16527 
igonre "old" 
Two Bits More 
and he will be able to vote! 
Fast Vs Full Vis... No I Am Not "crazy" 
You can try to add a -fast option in your vis tool: this allow to have a faster processing, than a full vis as explained here below

fastvis - Performs a bsp and a quick version of the vis process. The entire world is made into a single bsp partition. It's fast, but when you look in a particular direction, you see every single detail in that direction. Nothing is blocked. A light map is created. This mode was used for space maps.

fullvis - the world is subdivided and broken up into smaller chunks so you can see only what is logically in your view. A light map is created. This is what is used to check polygon-in-view counts. Combined with light extra, it is the final compile for all maps.
 
I want use Rubicon2 for my new map. But I want to change palette. How is this possible? I planned to make a separate directory. I tried to run

quake.exe -basedir rubikon2 -game mygame

But rubikon2 not a separate game. His requires ID1. Are there any ideas? 
 
Make a copy of rubicon2 and put your palette in there. 
Onetruepurple 
Interesting idea. Thanks! 
Humble Suggestion 
Why not make a copy of RRP instead? It's got all of Rubicon2 with a couple of extra tools and enemies, and is documented.

The only change to the original entities is the spawn, which has lower health and jumps less - although the reception was positive for this change.

It's not endorsed by Metslime of course, so if you want a clean Rubicon2 experience then maybe just stick with that. 
Ijed 
As far as I can remember, I played a little in the RRP, but I liked him. I will soon be playing again. And if it is more appropriate for my ideas, then I'll take it. Thanks for the idea 
Lighting Question 
I'm a situation that has left me rather stumped. Instead of explaining it, I have provided an illustration of the effect I wish to accomplish:

https://i.sli.mg/1KtqKC.png

What would be the easiest, or most efficient way to achieve this, other than a huge number of anti-lights? 
Best Guess 
A big invisible brick in the sky that blocks the sunlight. With that texture name that makes it not be seen, whatever it's called. 
Illusionary 
shadow 1
skip textured 
Negative Lighting 
You can also make a big light at the bottom which has a negative light value. 
Antilight 
would be my choice for this also. Try different falloff and wait values and see what works. Using a brush to block the sunlight would make a very harsh cutoff to the light which it doesn't look like you want judging from the pic 
Was Thinking With 
The fancy new sunlight tools and dirtmapping. 
 
Looks like anti-lights are the way to go in this case. It will take longer, but will yield the best results. Thanks for the suggestions. 
Stupid Question: 
What are anti-lights? Are they just light entities with a negative "light" value? 
Yep, Antilights = Negative Light Values 
 
Thanks! 
 
Gibberish In The Centre Of The World 
 
 
I don't know if this is similar or not, but using Netradient weird things can happen with brush based entities like func_walls. Sometimes the brushes get removed but the entity remains and it's location gets set to 0, 0, 0.

I would periodically have go to the entity list to track them down and delete them because they'd be unselectable from any of the map views. 
Thanks For Responding, Rick 
TrenchBroom doesn't seem to have an "Entity list", but what I've done based on what you've written is to have a look at the map in a text editor and also to open it in Netradiant (which I've recently installed but not really used; can't quite seem to grasp how it works).

In the text editor I can't see any brushes or entities that have 0, 0, 0 as their location.

The Entity list in Netradiant doesn't give me any coordinates: https://i.imgur.com/krNU15r.jpg Is that normal? Is not particularly helpful in this instance... 
Looks Like A Bug 
 
 
A bug in Netradiant, you mean? 
How I Make A Counter Without Message 
Because are 2 scourges, when they get death activates a door for an ambush. 
Me Noob #16551 
I found it. No reply :P 
 
In Netradiant, it's definitely a bug. I managed to figure out how it happens at one point but now I've forgotten. I use an older version of Netradiant, so it may be fixed now. 
Crossed Wires 
Looks Like A Bug

In Netradiant, it's definitely a bug.

Hang on -- are we talking about the weird gibberish label I asked about initially (#16546), or the absence of coordinates in the Entity list sub-menu (#16548)? 
I Was Talking About TB 
 
 
Ah, ok. If you don't mind, I'd like to try and clean up my map a little first and/or see if I can figure out how to reproduce it before I report it as a bug on github. So far it's happening only in this one map, and as I wrote earlier, I'm embarrassed to share it publicly -- and without it, I'm guessing you'd have too little to go on anyway... 
Problems With A Portal And The Reasons Of A Leak 
"Reached occupant at (1152 576 -256), no filling performed.
Leak file written to Qf1m1.pts"

Is needed that the teleport and the teleport_destination are together in the same air area?

I got make a room closed, no windows and any type of hole. It's Down of the main floor and beside the portal teleport, separated by a wall.
I don't know if is by the cause of the point file.

If you don't understand, I make a copy of my map if you can look it
https://drive.google.com/file/d/0B_cXcnPByRp5aXE2T2prYVNrMDg/view?pref=2&pli=1 
You Can Also Send The Map Via Email 
I probably won't even look at it, only the source. 
SleepwalkR 
Ok, thanks. I'll get back to you on that; I want to try and clean up the map a little in the mean time (I know it's not necessary, but I'd feel better about it). Is the e-mail listed in your func_msgboard user profile the one I should use? 
Netradiant Question(s) 
Might as well ask this now as well, while I'm here: can someone perhaps tell me how I can add texture wads to Netradiant? I can't for the life of me figure it out.

And on the topic of Netradiant, does anyone know of any decent tutorials for beginners, preferably focusing on Quake mapping? 
Kristian.duske@gmail.com 
Also if you switch to Netradiant for Quake editing, I'd be super grateful if you write down your reasons why. That would certainly help me tremendously in improving TB. 
 
Not planning to switch, although I would like to learn Netradiant at some point just so as to know a second (more traditional?) editor. TrenchBroom is the first level editor I've ever used, and I feel I'd understand the process better if I get to know it from a second, different perspective too (kind of like how when you learn an additional language, it helps you grasp the underlying structure of languages in general better).

I also think I'd be able to give you better feedback on TB if I have something to compare it to -- e.g. "x is easier to do in Netradiant, can you implement that in TB?" (like with the grid coordinates).

In any case, that's a medium-term goal; the short-term goal is just to at least be able to look at my maps in Netradiant for comparison.

If -- hypothetically -- I should switch in the future, then yes, I will let you know why. 
Right On 
 
 
To add texture wads in Netradiant, just put them in the ID1 folder (where pak0.pak and pak1.pak are). It should find them automatically. 
Rick 
Ah, thanks! That did it. 
Doors Are Driving Me Up The Wall 
Ugh, I always have trouble with doors. I can never get two door brushes to slide in opposite directions. It always takes me forever to figure out what the angle value should be and it seems impossible to set two different angles (so that they don't just move together like one brush). Every time I edit one func_door's properties the other one changes automatically too.

My apologies for asking something that's probably been asked a million times before (it probably doesn't help that I'm really tired), but what are the correct values to give two func_doors to make them slide apart in opposite directions? Using TrenchBroom 2 Beta. 
"angle" "0" And "angle" "180" Respectively 
 
Thank You, Czg 
 
Progs.dat 
Is easy add new content to the progs.dat?
example: "progs/g_laserg.mdlLaser Cannonweapon_laser_gun" more or less this.

Also I Can add progs2.dat to directory? 
Johnison Boa 
you can only have one progs.dat (in normal engines at least) so you'll have to add the new content as new quakec files and then recompile all the quakec into a single new progs.dat. 
Door Angles, Cont. 
Could someone please tell me what the correct angle is to let a door move directly downwards?

(Sorry for these questions, but I don't get what the frame of reference is for door angles -- I mean, if it's a 360 degree circle, I don't know on which axis that circle is. And I've seen negative and positive values as door angles as well, and I just find it all utterly confusing.) 
Up = -1, Down = -2 
The 360 circle is always laying on the floor, 0 points to the east. -1 and -2 are special cases that are converted to straight up and down. 
Thank You Once Again, Czg :) 
I'm bookmarking this for future reference.

How does one know where east is in a map (apart from trial and error)? 
 
jackhammer has an up or down option. 
 
Think of the top down view as an actual paper map of the world hanging on the wall.
North is always up towards the ceiling, south is down towards the floor. East is always to your right and west is always to your left. 
Thanks, Czg 
You've made things so much clearer. 
One Bonus Comment 
Sometimes when you have a pair of doors they keep moving in the same direction, even though you've set different directions on each one. This is where you need to use the DONT_LINK spawnflag on the doors. You may also need to add a trigger_multiple to operate them to best effect. 
 
Thanks, Preach.

To use the DONT_LINK spawnflag, do I literally type "DONT_LINK" in the "spawnflags" field, or is there a number that I should use? (TrenchBroom doesn't let you select it from a set of options as far as I can see; the "spawnflags" field is simply empty, so one would need to know exactly what to type there). 
 
"spawnflags" is always a single number, it's the sum of the numbers corresponding to the flags you want. DONT_LINK=4

There are checkboxes in TB to set spawnflags (in both tb1 and tb2). Just under the key/value table. 
Oh, There It Is! 
It appears once you click on "spawnflags". Thanks, ericw, I could've sworn I'd seen those checkboxes before, but thought they might have disappeared since the alpha builds or since TB1.

Thank you for also explaining about spawnflags being the sum of the numbers you want. Always good to understand what's happening even when you're simply clicking checkboxes. 
The Lava Weapons... 
I added a "v_lava" to .fgd file, next I refresh the .fgd to TrrB, and the lava weapon looks weird; because appears with a lava nail in backside. When tested the map

I need to edit the model or something like that? 
Design Question 
I feel like the only way I've been making levels so far is by making interconnected rooms with monsters in it, a la Painkiller/D44M, and it's no fun both as a mapper and player.
Any ideas on how to make more organic-looking maps while having interesting level-design? Is there something like a tutorial around Doom/Quake-like level design?
I know the basic gist of it is making loops back to the main path for keys and others but for the real meat of things I have no real ideas on how to make a map interesting gameplay-wise. 
Door Angles, Part 3 
Think of the top down view as an actual paper map of the world hanging on the wall.
North is always up towards the ceiling


That would make north-east 315 degrees, wouldn't it? I tried to make a func_door move directly north-east when viewed from the top, like this: https://i.imgur.com/NipUnja.jpg (that's not the func_door in question, of course; that's the default TB brush and is just for illustrative purposes).

So I set the angle at 315 degrees. However, in-game it moved north-west (at what I would have assumed to be 225 degrees).

So after some experimentation I stumbled across the angle that made the func_door move where I wanted it to move, which was 45 degrees.

Does that mean that in TrenchBroom, up is east? Or have I misunderstood something? 
The 360 Degree Circle Goes Counter Clockwise 
 
Daya 
While mapping I discovered it looks good when
an eight shaped looped interconnection is changed with lifts at both ends make some a kind of moebius ring.

Now I'm trying an escher map relativity
and I can't see in nor outside anymore. 
Czg: Aaa, Ok. Thank You. 
And another question (sorry!), about setting the correct "lip" value:

I assume that if your func_door is made up of just one cuboid brush next to (or partly inside) another cuboid world brush, then "lip" is the number of Quake units of the func_door that sticks out of the world brush after it has opened. Is that correct?

Or is it calculated according to the size of your brush, so that e.g. a 32-unit-long brush with a "lip" value of eight will move 24 units?

What happens when the func_door moves diagonally? 
 
Or is it calculated according to the size of your brush, so that e.g. a 32-unit-long brush with a "lip" value of eight will move 24 units?
This is correct.

What happens when the func_door moves diagonally?
It tries to do the same thing, but it has some undefined behaviour that I don't really understand:
self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
fabs is supposed to only operate on a single a float, but the result of vec3*vec3 is a vec3 I think? It does a per component multiply? Preach or someone will have to weigh in on this. I'm guessing it does the per component multiply, but fabs only returns the first non-zero component? This seems strange as hell to me.

Either way, the behavior with lip and diagonal movement is unpredictable, and I don't know anything except to just try different values until it looks right-ish. 
Thanks! 
Either way, the behavior with lip and diagonal movement is unpredictable, and I don't know anything except to just try different values until it looks right-ish.

That's what I'll do in the mean time, then. 
Sv_startsound: Not Precached 
Hi, this is probably an amateur mistake but I was having trouble finding solutions with the ol' Google.
http://puu.sh/pHkys/9f1da3acc7.jpg

I'm trying to make it so that when a monster dies in my map, a light turns on and reveals the location of a key needed to unlock a door. Everything works smoothly (monster dies, light turns on, pick up key, light turns off) except that the sound doesn't play!

http://puu.sh/pHkF2/8b308bd560.jpg Here's my entity setup in TrenchBroom.

As shown in the first picture, the game attempts to play the sound but fails because it isn't precached.

Does anyone here have any ideas as to how I might go about convincing the game to cache the sound, or if there's an error with my entity setup that's causing it to not cache?

Thanks! 
 
The easy solution is to map for a mod like AD that contains an entity designed for playing arbitrary sounds when triggered, these will handle precaching the sound for you.

You're using a so-called "map hack" method; I'm not too familiar with them but there is a thread here about the topic: http://celephais.net/board/view_thread.php?id=37116

It sounds like the fix may be to include some entity that normally plays misc/trigger1.wav, and make sure it is above the info_notnull in the .map file order (may require checking with a text editor) 
Hackin' 
Thanks for the quick response! I am indeed using a "map hack", specifically an attempt at this one: https://quakewiki.org/wiki/Map_based_hacks#Triggered_sounds

My map is very small and simple (it's my first map) and so I don't really want to expand its scope to include a mod like AD, but the solution of including an entity to convince the game to cache my sound was something I had in mind already.

Problem is, I have no idea what usually plays that sound! I mean, I'm familiar with the sound from my time playing quake, but i'm not sure which entity to use that will cache the sound.

At this point I am thinking of moving towards a different solution, having the game post a message to the player when the light turns on, but it would be nice to have a solution to this issue for future users of this forum... 
 
Yeah totally understand not wanting to expand the scope to a mod like AD.

Best bet is do a "find in files" on the QuakeC source for that wav. Here is a download link.

Turns out a trigger_multiple with "sounds" "3" set will precache misc/trigger1.wav. In fact, I think you can just create a trigger_multiple as a point entity with "sounds" "3" and a targetname, and triggering it will play the sound? If that works you can avoid the complexity of the map hack :) 
Thanks! 
I decided to go with the "show a message to the player" route with this particular challenge, but thanks for helping to solve my problem all the same!
:) 
Back So Soon? 
Well, I had hoped I wouldn't be the very next person to come asking for help again, but here I am...

This time, it seems i've run into a bona-fide bug.
Here's the breakdown:

I'm trying to create an encounter with a shambler for the end of my map, and part of that involves having the lights black out for a moment as the shambler is revealed.
The first issue I had was that the textures I wanted to use for the lights were still "lit" when I switched the actual entities:
http://puu.sh/pHDkv/139eddb1e5.jpg

After a bit of headscratching, I came up with the solution of using two very fast door entities (99999 speed) to "switch" the brushes that had the lit and unlit versions of the texture on them.
This works great!

Except it doesn't.
Here's a breakdown of the two func_doors: http://puu.sh/pHDqA/67b33ae3ab.png

Normally, they're occupying the exact same space, but I split them up for that picture. Anyway, only SOME of them work properly!

Here's what happens ingame:
http://puu.sh/pHDxm/3fc7fcd6da.jpg (lights off)
http://puu.sh/pHDyw/c82a8bda12.jpg (lights on)

As far as I know, all of my brushes are identical, save for position in the map. But there are two of them that consistently don't appear with their lit versions!

I'm completely stumped on this, so any advice would be greatly appreciated. I can post the .map file if necessary. 
Never Mind... 
Despite spending a good half hour agonizing over the problem, I never thought to check the console in-game.

It turned out that the doors were coming up with an error about being "cross-linked" or something, so I set the "don't link" spawnflag and now...

Everything is fine.

Sorry for posting without checking something so obvious before! D: 
Vector Algebra 
 
Clarification 
When it's any other angle, you can guarantee the following: if one corner of the object bbox exactly touches the wall when the door is closed, the other corner of the bbox will protrude from the wall by exactly lip units after the door opens. 
 
vec3*vec3 in quake performs the dot product.
Holy shit I had no idea. I thought dot product just plain didn't exist in qc. 
Going Dotty 
Yeah, it's really neat. You have to do the cross product by hand though...

One handy trick you can do with the dot product is skip calls to vlen in some cases. For example, if you want to know whether the vector offset is greater than 70, you can use the test

offset * offset > 70 * 70

This works because the dot product of a vector with itself equals it's length squared, and the inequality still holds if you square both sides.

You can't use it everywhere - radius damage from an explosion uses the exact length of the vector in the damage calculation, so vlen is necessary. But where you just need to test if the length is bigger or smaller than a target value, then this trick works well. 
#16585 
...what? 
Ok, I Need Some More Help 
I seem to be doing everything right, and yet the results are still not what they should be.

I've made four func_door brushes, with angles set at 45, 135, 225 and 315 respectively, following the counterclockwise circle with 0 degrees = east and north being up like in a real-world map. Everything looks correct in-editor; when I select the individual brushes, they have little arrows that all point in the appropriate direction:
TB2 screenshot

When I compile and run the map, though, the 45 degree door and the 225 degree door do what they should, but the 135 and 315 degree doors move TOWARDS one another, and only by a few units.

I've tried so many different things and I keep getting bizarre results.

I've uploaded both the map file and the compiled bsp to quaketastic (I hope it's ok that I used it for this?). It's just a simple test map with only a box room, an info_player_start and four simple func_door brushes, as I wanted just to show the problem. If one or some of you could have a look at it and help me diagnose the problem I'd be very grateful...

It's at http://www.quaketastic.com/index.php?dir=files/single_player/maps and it's called "angles.zip" -- for some reason when I try to link to it directly like so:
http://www.quaketastic.com/index.php?dir=files/single_player/maps/angles.zip
it doesn't seem to work... 
 
That's very strange. I don't see why it would do that. I played around with it a bit also, but found no fix. One thing I did was set the angles to 0, 90, 180, and 270 and that worked exactly as you would expect. 
Some Math Explains It 
http://i.imgur.com/AISSXiE.png

Basically, the 45/225 doors calculate their movement lenght fairly correct, because their movement is parallell to the vector that stores the doors size, and when you adjust it with the lip it kinda looks correct.

The 135/315 doors though, their movement is perpendicular to the size vector, so the resulting dot product is zero. Subtract the lip and you get a net movement in the opposite direction of what you want!

The upside is then that you can use the lip to specify exactly how far you want it to move as long as you use a negative value.
Some simple trigonometry will let you calculate what distance it should move. (square root of width*width + height*height) 
#16600 
design answer? 
Yup 
Listen to Madfox. 
Czg 
Thank you, that explains it very clearly. I have to admit that I find it hard to wrap my head around all of the maths, but it'll hopefully sink in at some point. And in the mean time I think I understand enough to (more or less) know what's going on with those doors and how to deal with it.

Rick, thanks for looking at it too.

And Preach, thank you for the earlier post (#16596), which I've read a few times by now and still don't fully understand, but it's certainly explained very clearly on your part. Those links also help a lot for someone like me who doesn't know what things like "dot product" are. As with czg's post, at some point it'll hopefully sink in. :) 
CZG 
Nice pictures, what did you make 'em in? I was thinking of putting something up on my blog about this, but I didn't have a good way of making the diagrams.

I tried to think of a way round the problem with the perpendicular case. One idea would be to try a "size" vector going between a different pair of bbox corners. I think if you play around with it enough you discover that you need to negate the component of the size vector wherever the movedir component is negative. The following should be equivalent:

fabs(size_x * movedir_x) + fabs(size_y * movedir_y) + fabs(size_z * movedir_z)

Sadly we don't get to use the dot product feature in this version. 
Hmm 
If you did a fabs on each component of the movedir and size vectors you could just dot them and use that to multiply movedir with to get the final result.
We're just using the fabs of the result in the original algorithm as well, so doing abs before dot should work. I think? Ideally there should be a vabs function?

As for the pics, I first tried photoshop, but then I realized I don't know how to use photoshop, so I did it in Modo. Making the figures took like four minutes, then fifteen minutes for figuring out how to add the text in photoshop, and then another 20 minutes figuring out how to do the vertical lines between the series. I hate photoshop. 
I Hate MicroStation! 
Just FYI. 
More Door Trouble 
Is there something I'm missing here? I'm this close to finishing my map, but this one showstopper is really annoying me.

Here's a visual demonstration: https://gfycat.com/WaryRichEyas

See how the columns don't raise up until the shambler is almost entirely revealed? That's not what they're supposed to do. They share a targetname with the big door, shown in these two images:
http://puu.sh/pLd9y/35c6517ed9.jpg
http://puu.sh/pLda7/2d4b27959e.jpg

but as you can see in that short clip, they don't start moving at the same time as it.

To me, the worst part is the fact that at an earlier stage, before that area became quite as "scripted", they worked perfectly.

Now, it certainly seems like they're responding to the same targetname as the light textures (working well now, at least. The same ones I posted about earlier!), but they really shouldn't be.
Here's my setup for entities:

the super nailgun targets two trigger_relays
trigger_relay one has a 3.5 delay that is used to switch the lights and the column topper textures at the appropriate time
trigger_relay two has no delay and is used to start the descent of the big door and the ascent of the two columns.

Seems simple enough, but alas, it remains nonfunctional. At one point the doors were simply targeted directly by the supernailgun but I changed it to see if it made a difference (it didn't).

So, any advice? At this point, i'm starting to consider giving up and just letting players stand on the columns and get squished if they want... 
 
Door don't link? 
 
I swore I had tried that.

Why is door linking the bane of my existence?
And can someone please explain how the damn thing works? It's given me no end of trouble... 
Chat? 
I've been wondering, is there an IRC or other chat service room/channel that I can join for getting help with Quake mapping? I keep coming up with questions I want to ask, but I don't really want to clog up this thread with them. 
Ask Them Here. 
 
IRC 
#terrafusion on quakenet
For TB questions come to #trenchbroom 
#terrafusion Is Really Not Mapping Help Though. 
 
Pritchard 
It'll link doors if their bounding boxes touch.
Thing is, it is not smart enough to recognize anything other than doors that open in opposite directions and it 'fixes' doors it thinks are not opening in the right direction.

whenever you're working with doors in close proximity, just put door_dont_link on anyway. in some ways, it's better even for doors that would normally link because then both doors will emit a sound instead of just one. 
Can I Find A Source For Scor.qc, Grem.qc, Etc? 
I Need to make a new progs.dat with DOE & SOA features... 
#16619 
Doors, Doors Doors... 
At this point I think it's safe to say that func_door is my favorite func_... except for func_msgboard!

This question's probably been asked before, but searching this thread is a real pain. It's also really short:

How do I suppress/replace the message that a door that requires a key shows?

Hopefully this is possible... 
Changing A Cvar Using A Trigger. 
I want to have a low gravity map like Ziggurat Vertigo, but unlike that map, I want it to be self contained. How do I change sv_gravity using a trigger? 
Only With A Mod 
Like hipnotic, Quoth or AD. 
Pritchard 
Func_door has a message code that you can fill in as soon as the player reaches the door. It goes something like:

"classname" "func_door"
"message" "stop calling that key funtion"
 
.qc Files 
Can I put the .qc files directly to the progs.scr for combine mods in a progs.dat?

example: I add hipscor.qc and wrath.qc to a same progs.scr.

Also in monsters.qc is need to add their respective info? 
MadFox 
I have already tried that, all it seems to achieve is that both messages are sent to the player, with the custom one only visible in the console. :( 
 
The message key/string works for any door that requires external activation. However, you probably can't remove the default message for doors that require a key. It's part of doors.qc

http://www.gamers.org/dEngine/quake/Qc/doors.htm

It would be easy enough to change if you didn't mind having a custom progs.dat 
 
Oh, how I love hardcoded messages like that. I guess i'll just ditch keys and trigger the doors instead. Pity, really... 
Qc Files 
you can add several qc files to the prog.scr but chance will be there are strings that relay on eachother that prohibit the outcome of a progs.dat.

the compiler will send an error.txt or maybe in case if you're lucky not.
the missin pack qc are rather complex, I allready stumble in the usual one. 
Problem With Corrupted .MAP File In Trenchbrook 
I was building a house in Trenchbroom, and it became corrupted somehow. I'm wondering if there is a way to recover it? I've tried running the file in other map programs to no avail. Link to the map file is here:

http://s000.tinyupload.com/?file_id=32718139104686950661 
Nthrilla 
yeah you got a bunch of "nans" on some texcoords for some reason - grab a fixed file here (i've just zeroed the nans, so you have to redo the texcoords on the affected brushes)

https://drive.google.com/open?id=0B74rZcw0hvZpa3U4dTEwLXk1WkE 
Nthrilla 
I'm pretty sure SleepwalkR would be grateful if you reported it as an issue on the TrenchBroom github page: https://github.com/kduske/TrenchBroom/issues

By the way, were you using Valve format (I can't tell from the map file you uploaded)? I ran into an issue with "nan" unexpectedly appearing in my texture coordinates; sounds like it may be the same issue:
https://github.com/kduske/TrenchBroom/issues/1069 
Madfox 
Ok, I get try to do it with careful.
In my case I using kurok, The files for the Progs.scr Needs to be in the same directory? Adding for example duck.qc to qc directory. 
Re: Problem With Corrupted Map File 
Thank you! SleepwalkR also provided me with a clean file. The problems seem to have occurred when I duplicated some brushes. I'll have to do some experiments to see why it did that. 
Qc 's 
The simplest way would be to add things like objects before the misc.qc and monsters after the ogre.qc. That's for the compiler you're using. Not had much trouble with it as long as the objects you're placing are standalone.

As soon as they become related to eachother, let's say the monster needs a weapon.qc tribute that isn't there you have to add it seperately.

I'm placing trees so I add a tree.qc just before the misc.qc and make sure ther's a tree.qc with the message for the corresponding tree.mdl.
Then it goes fine. 
 
But I edit the misc and weapons qc's for seperately? Or it creates the defintion in weapons.qc by default? 
Http://prnt.sc/bowdn6 
I lost some ammo, I just need to study about qc? 
Qc'ss 
I add hipscor.qc and wrath.qc to a same progs.scr.

While doing that there are defs in both qc files that won't fit with eachother.

org duplicate definition ignored
Here you have a def of two shotgun types that can't go along with eachother so you have to hussle wich one does fit.
You can click on the green definition to show you where both definition misargue.

In this case you'll need to define new arguments for the TE_Explosion, ammu_shells1 rockets cells.

It's rather kinky stuff because as soon as you find the string another one starts calling.
I spend months to seek the head type the gremlin uses for the weapon change trick.
Couldn't find it as it is integrated throughout whole the code. 
 
which mod is wrath.qc from? 
Rogue AKA Shit 
 
Derp :P 
thanks 
Qc'ss MF 
ok 
Hipmodel.qc Progs.scr Location 
in side of defs.qc or the side of items, world, misc.qc? 
Watch 
Watching 
Is not in progs.scr, so not... 
Then What Are You Watching? 
you downlaoded the hipnotic zip,
you unzip the qc.zip,
you'll find the package with the progs.scr
if you read it with an editor it ends up with the hipnotics.qc entities.

That is if you have the hipnotics.zip 
Yes I Have It 
My progs.scr looks like this, but is not finished yet

../progs.dat

defs.qc
hipdefs.qc

frikbot/bot.qc
frikbot/bot_way.qc
frikbot/bot_fight.qc
frikbot/bot_ai.qc
frikbot/bot_misc.qc
frikbot/bot_phys.qc
frikbot/bot_move.qc
frikbot/bot_ed.qc

subs.qc
fight.qc
ai.qc
combat.qc
items.qc
hipitems.qc
weapons.qc
world.qc
client.qc
player.qc
monsters.qc
doors.qc
buttons.qc
triggers.qc
plats.qc
misc.qc
hipmisc.qc

ogre.qc
demon.qc
shambler.qc
knight.qc
soldier.qc
wizard.qc
dog.qc
zombie.qc
boss.qc
hipgrem.qc
hipscrge.qc


tarbaby.qc // registered
hknight.qc // registered
fish.qc // registered
shalrath.qc // registered
enforcer.qc // registered
oldone.qc // registered2



Where I put the hipmodels.qc? 
You Already Did Half 
Be aware that the progs.scr is only the script that the compiler reads before starting compiling.

What I see is that you made a sommon of the qc files before knowing if they even will compare.

If you ask me where to put the hipmodels.qc you're already going with the hipgrem,hipscrge,hipsmisc,hipitems.

As you're not common with the qc files I would suggest first to compile the SoA progs.dat to see if the outcome goes well.
From there you can add new qc files to see what will happen. 
Shoot The Button Which Lowers "door/wall"? 
How do I do that?

What trigger type the button has to be, and what type the wall/door brush has to be. Door acts like platform/elevator but it lowers only ones and stays there (wait -1). I haven't figured it out yet. Hopefully someone is more experience with this subject? 
Toggle The Door 
The best option is to use a func_button, because it lets you use the button textures which change when the button is shot. func_button is quite simple to set up, you just need to set "target" with the same value as the "targetname" on the destination entity.

You got it right using a func_door for the moving wall. If you want it to move back up when you shoot the button again, Try applying the TOGGLE spawnflag to the func_door, and see if that helps. If you want it to close automatically after some time then set "wait" to a positive value. 
 
And for the button to be shootable it needs to have "health" set to some amount. Setting it to 1 is usually good unless you want the player to have to use a lot of ammo to "kill" it. 
Light Tool Crash 
Tragedy!

I sealed my map to test vis times and so on, and suddenly my light tool started to crash!
I'm using ericw's tyrutils v0.15.5, I tested with the original tyrutils and there was no crash.

Here's some evidence, if it helps anyone:
http://puu.sh/pXDTr/40c285c6ce.zip
http://pastebin.com/L7Vtx2m7

The zip file includes two versions of my .map, one which is unsealed and doesn't crash, and one which is, and does crash. There are also pictures showing what I changed.

The pastebin is an example of my console output when running qbsp.exe and then light.exe. When it reaches the "2." point, light.exe crashes, as shown in that log.

Does anyone have any advice on how to fix this? I've tried sealing the map in various different ways around there, which has lead me to believe it is not that specific spot that causes the crash, but rather some issue with the sealed bsp as a whole. 
Once Again ... 
... we have found a lost soul.. So repent sinner, repent !! And read the Holy Quake Mapping Bible...

http://web.comhem.se/bjp/tooltips.txt

Hoped it helped :) 
 
I don't think that covers a complete crash of the light.exe 
 
For what it's worth, it worked for me. I'm not using the latest and greatest compiling programs on this computer though.

The 10 warnings from BSP are way more than I'd want to see.

TxQBSP 1.13 ( XT build 260513 ) -- Modified by Bengt Jardrup
-- Further mods by Baker, mh, rebb
-- Original Detail/Hint code by Alexander Malmberg <alexander@malmberg.org>

Inputfile: bad.map
Outputfile: bad.bsp

------ LoadMapFile ------
17422 faces
2633 brushes (0 detail)

325 entities
102 miptex
2261 texinfo
WARNING: No valid wadfiles in worldmodel

Building hulls sequentially...
Processing hull 0...

<snipped>

------ MergeAll ------
5576 mergefaces

------ FinishBSPFile ------
WriteBSPFile: bad.bsp
6930 planes 138600
17617 vertexes 211404
8593 nodes 206232
2261 texinfo 90440
15092 faces 301840
11659 clipnodes 93272
4631 leafs 129668
19642 marksurfaces 39284
68937 surfedges 275748
35710 edges 142840
0 textures 0
lightdata 0
visdata 0
entdata 36592

Skipped 0 surfaces
10 warnings
Elapsed time : 0:23.87
Peak memory used : 21.0 MB
_____________________________________________


---- light / TyrUtils ericw-v0.15.1 ----
running with 2 threads
BSP is version 29
Colored light entities detected: .lit output enabled.
325 entities read, 144 are lights.
0....1....2....3....4....5....6....7....8....9....
Lighting Completed.

lightdatasize: 470313
7 switchable light styles
Writing BSP version 29
19.0 seconds elapsed 
It's Sorted Out 
Pritchard emailed me the bsp, it was indeed a crash bug in light.exe (tyrutils-ericw 0.15.5), will fix in the next update. 
Warnings 
I do wonder about those warnings. I ended up switching to the tyrutils qbsp rather than txqbsp, which a) makes the map compile a lot faster and b) gets rid of all of those errors.
Are they being suppressed, or is the tyrutils set just better at handling my shoddy brushwork?

Also, thanks again to ericw! He was really quick in replying to my emails. :) 
Encounters 
Anyone got any good resources for designing good monster fights? It can be hard to come up with something unique each time. 
Look At Good Maps 
With careful monster placement.

Anything by CZG is a good starting point. 
Although... 
Start with Terra. 
Although... 
Start with Terra. 
Sluggy Maps 
Seconding ijed. Sluggy's maps have the best combat pacing of anything I've seen in quake. 'Honey' being the high point imo. 
Honey Was Very Polished 
But Terra had more experiments I think - more weird stuff just being tried out for the hell of it.

Thinking some more, Negke's speedmaps are full of oddities as well that might help get you thinking about placement differently. 
 
Be sure to not forget a big final arena battle with at least three waves of monsters porting in because that's not been done to death yet. 
#16666... 
... the comment of the Beast! 
Help Me With Lights And Shadows? (Want To Get Proper Results**) 
Hey!

Any good source information for advanced lighting and making shadows? I want to make really dramatic lighting to a iron bars, that shadows of bars shows really clearly on the other side.. simply just placing light entities right behind them doesn't do anything.. then I tried to capsule it inside two wall brushes that where attached to close to bar I wanted to focus on.. Light was weak and it wasn't long sharp, instead it tried to always be square (ball shape) maybe because it is spotlight and spotlights works that way.

What is the origin of the spotlight, is it the in middle of the entity box? Angle of the entity describes the direction where the light goes? What about light from top or bottom?

If I want to light get some help from temporary brushes I place around lights to give some wierd/interesting results.. is it possible to disable those brushes when the map starts? Does the effect of those brushes still exist, or will it not count them if using func_wall Toggle off for example?

Sky_texture reflects the light? If it possible to make it invisible too? How to actually use sky box to make shadows?

I'm really noob when it comes to quake lighting & shadows.. and I really want to learn how to make my upcomming map look good* I prefer using really dark/dramatic lights and dark corners but still having some contrast between scary/dark and playable/lighter areas without using too strong spotlights. I want to make lighting feel.. some what natural. 
Scourge Of Armagon 
Where can I download .ent file for Scourge of Armagon? 
NewHouse 
First of all you need to specify which light compiler you are using as this greatly affects the type of lighting you can create in Quake. I think everywhere here would not hesitate in recommending EricW's tools ( http://ericwa.github.io/tyrutils-ericw/ ) as they can create fantastic results.

Most of the questions you are asking are answered in the docs for the tools above, and you can see visual examples on the page as well.

As for creating some cool shadows on vertical bars, a good starting point would be simply raising the light value of the light entity so that the shadows cast will reach further. Then for more advanced and natural looking effects you can start messing with the wait and delay values (combined with reducing the light value) to get the desired effect. 
Digs 
hope here is what you need. 
Oops 
fgd is no ent file 
MadFox 
yes :) need ent 
Func_door With Elevator Move Sound 
Hello,

just wanted to make an elevator moving downwards - so i had to do it with a func_door moving down. No problem.

But func_door uses different sounds than the elevator. I selected the default sound for an elevator in the func_door. This works, but Quake says that the sound isn't precached and an error message occurs.

Is there a way to eleminate the error message and to precache the sound file while map loading? 
Just Place A Regular Func_plat Somewhere Else. 
 
Func_door With Elevator Move Sound *solved* 
... just so easy ;D

Thank you! 
(Thanks For Previous Answers + More Questions) 
Hi. Thanks for answering on those light/shadow and func_door/func_train questions.

Now I'm figuring out is there any way to set monsters tell the near monster that "I saw player, you wanna join the party?" & the answer is "yeah, sure!". Can monster give the other monster target or something?

Monster's that are flagged as "Ambush" doesn't receive that call but every other monster do, maybe? 
 
Twenty years making Quake maps and I actually don't know for certain how ambush works. I think it's all sight based.

"Ambush" means the monster must actually see the player for itself before it will begin attacking.

If not set as "Ambush" then the monster will begin attacking if it sees another monster has noticed the player.

Also, you can use "target" > "targetname" linking to activate a monster by the death of another monster. This also works with other entities such as buttons, items, triggers, etc. 
Reply #16677 
What are these attributes on enemy class:
deathtarget, angrytarget & target?

Is it possible to set "player" itself as a target, by giving it targetname or just using some certain name. I found only Quake 2 related article talking about combattarget/point_combat, not yet related to Q1.

I'm going to teleport enemies from the other location to the "combat area" but I want to be sure they attack the player immediate without seeing him. So is it possible to set attack player immediate? I'm using arcade dimension mod, but not sure about specs yet. 
Reply #16677 + More 
Also it's been a while now, and I haven't seen figured out how to make monsters teleportation without sound. Even if I check set trigger_teleport's flag "2" on aka. silent, then I set "noise" 0 and "volume" 0, I can still hear that whoosh~ sound effect from the info_teleport_destination's location where monster switched. In Trenchbroom's editor's entity interface info_teleport_destination doesn't have special attributes for sounds.

Especially when trying to make it surprise, that sound kind of ruins it totally. 
 
"What are these attributes on enemy class:
deathtarget, angrytarget & target? "


Those must be mod specific keys, because Quake only has "target". The names seem fairly self-explanatory, but you'll probably have to read the mod documentation for details. 
NewHouse 
You want to set the following spawnflags on your monsters (from the AD readme):

spawnflag SPAWN_NOGFX = 32; // No spawn effect or sound
spawnflag SPAWN_DELAY = 64; // Will wait for trigger before spawning
spawnflag SPAWN_ANGRY = 128; // When spawning will be angry at the player

Also set a "targetname" and have something trigger the monster when you want it spawn in. 
Common Misconception 
Even if I check set trigger_teleport's flag "2" on aka. silent, then I set "noise" 0 and "volume" 0, I can still hear that whoosh~ sound effect from the info_teleport_destination's location where monster switched.

This is a common misconception, in fact almost everyone thinks this is what it does first time. ericw has explained how to get the effect you want, but I thought I'd explain what the trigger_teleport flag is for. It disables the ambient (looping) sound that you hear when you are getting near a teleporter pad. 
Big Thanks~ 
Thanks for letting me know about those common features and now everything seems working just fine* it is good thing that the interface in TB2 also has hint messages when hovering those flags. 
 
From reading ericw's post it sounds like AD can simply spawn monsters on demand. If so, this may be a better option for what you want to do instead of teleporting them in from somewhere else. 
So... 
How are the cool kids capturing for youtube upload nowadays?

Fraps? 
Qc Details 
Look the screenshot

What I need to change in the value "other.items2"? In general what I need to change with the unknown values in the compiler?

(If qc is so hard to me, who knows about who can help me to doing a HUGE progs.dat 
Ijed 
I use Nvidia Shadowplay to capture game screens. I would probably use Bandicam, OBS, or the like if I used ATI.

Fraps always works but I find it to be so resource heavy. 
Qc Details 
you have to define/declare other.items2

there is no hipdefs.qc on your progs.src screens

or just put this
// have to use a new items flag because we ran out of bits in the original
.float items2;

inside your defs.qc (to the very bottom of the file) 
Textures In-The-Raw 
Much as I love a good google search, my efforts are proving fruitless for what I am hunting for. Does anyone know of a place to download all quake textures in a raw portable format such as png, jpg, tga, etc. 
TexMex Can Export To Jpg And Tga 
Just open wad, select all textures, then file -> export 
Ah, Great 
Easy sneezy 
#16690 
oops, I removed that hipdefs.qc 
Digs 
A small search for how to create ent files for quake ended here
Why Enemies Didn't Get Hurt By Gas/poison/fire, If They're Not Angry? 
I use Arcade Dimension mod, using quakespasm engine. I made gas trap and placed the enemy near to it, let assume it is fixing it or something. I use button to activate it, trap starts shooting its gas/poison/fire but enemy doesn't get hurt, how to deal in this situation? I also used button that can be fired by shooting it, enemy reacts to a noise and turns around and dies to that trap. 
Big Problem 
I've found that MHColouredLight(light.exe) does NOT work under win98se ! @#gulp#@

error: light.exe requires newer Windows version

Other light.exe(with colour) ?

thank 
 
Really you are gonna post that?

And if your only computer is a Windows 98 computer ... don't you think you have more pressing problems than whether or not MHColorLight will run on it. 
Sv_touchlinks: Next != L-Next 
What?

Fitzquake only problem? 
Hmm.. 
Sv_touchlinks: Next != L-Next

Well, I had to go back five revisions before I found a copy of the map where that odd message doesn't pop up.

It looks like it started when a specific door was added or the direction it opened was changed. What's really strange is that the message appears when I touch the trigger for a completely different door which has been in the map and working fine for years.

Another funny thing is that it doesn't happen every time. I can reload the map and go through the exact the same way and about half the time there's no message.

I'm pretty sure I've never run across this before. If it actually is just a Fitzquake bug, I wonder if I should just ignore it. 
Sv_touchlinks 
I think it's an engine bug; there are some details here (sounds like you can trigger it in vanilla quake):
http://forums.insideqc.com/viewtopic.php?f=3&t=4920&p=45279&hilit=SV_TouchLinks#p45279 
Hmm 
If I recall, that error occurs whenever you have two touching doors with one checked to "Don't link" and the other not. 
 
After more checking it looks like it was changing the direction the new door moved that caused the sv_touchlinks message. I can live with that door moving up/down instead of sideways if necessary. It isn't really needed at all, it was only added to make an encounter a bit more interesting.

If I recall, that error occurs whenever you have two touching doors with one checked to "Don't link" and the other not.

I'll go back and look at this. The door that was added does indeed touch the pre-existing door which now causes the message when triggered. I normally check "door don't link" without thinking, but maybe I left one unchecked. The new door needs to move, but the older one just needs to go away. It could easily be a func_wall that gets killed. 
 
Btw this might be a Fitzquake 0.85 only bug, or at least you might get a different message in other engines. I would at least check quakespasm to compare 
 
Though a question: aside from the message do you get any broken behavior? 
 
Okay, I was wrong. Changed the older door to a func wall and gave it a new name and brand new trigger_once killtarget. Now neither of those doors have a connection to the trigger that's generating the sv_touchlinks message. And the message is still appearing. 
About Win98 
<BAKER> Obviously I have a "modern" pc too but I usually map on my Pentium2 at least for Quake.

So I really don't understand why mh-light.exe does not run on win98.. some ideas ?

Are there any colored-light.exe that could work ? 
 
It probably has a trivial dependency on the Windows API that wasn't available in Windows 98 or requires a .dll that isn't available/can't be available on Windows 98.

It is really hard to compile something to ensure it works on an old platform that isn't used by an appreciable number of people.

I don't know when mh-light was compiled, probably in 2010 or 2011, but even 10 years ago Windows 98 was pretty scarce.

It is almost impossible to compile an executable today that would work on Windows 98 unless someone used tools of that era (i.e. Visual Studio 6) and tested it specifically on Windows 98 and almost no developer is going to have a such an old machine. 
Sv_touchlinks 
I'm pretty certain I've found the problem.

This:

// entity 2025
{
"classname" "info_notnull"
"targetname" "NoMoreDoors"
"target" "SewerGate"
"use" "trigger_once"
// brush 0
...
}


Since it wasn't either of the doors, I looked at the other things fired by the trigger that was causing the message. The one above was added about the same time as the doors.

It's one of those "triggerable triggers" made from an info_notnull brush. I have no idea why it causes the problem. I have three more of those that have been in the map for years and they never did it.

I deleted it and was then able to start and restart Fitzquake and the map and reload the map multiple times and could not get the trigger to give that message.

Now I just have to figure out some other way of doing what the info_notnull trigger was doing. 
 
That makes sense now. FYI, the engine keeps a list of touchable entities. The bug you're seeing comes when the list is changed at an unexpected time. Creating a new trigger (using trigger_once spawn function) probably causes it to be added to the list. Not sure if there's a better or different way to do what you're trying to do. 
 
Well, I haven't totally given up on it, but I'll leave it out for now. After all, there are three other "triggerable triggers" made from info_notnulls in the map that don't fire that message.

I was using it to open a door. The door is accessible very early, but not openable. After the player travels a long path around the map they would eventually pass the door again, at which time the trigger would fire and the door would open.

I can probably do something similar with a spikeshooter logic gate or a hidden button that's revealed just before the player arrives from their trip around the map. 
 
I got the door working just the way I wanted using a simple logic gate. I was able to use an existing func_wall as the blocker, so all I had to add was the shooter and a button.

That leaves 2 models I could add before Fitzquake will complain that 256 models exceeds the standard limit of 256 (lol). 
Off By 1 
That leaves 2 models I could add before Fitzquake will complain that 256 models exceeds the standard limit of 256 (lol).

That's an off-by-one error, but the incorrect part is the standard limit, which should be 255 models. A single byte can store 256 values, but the value 0 represents "no model", so one less slot for actual models.

It's also important to remember that the world itself occupies a model slot, so you're down to 254 useful model precaches. If you want to see some tricks on how to reduce the number of models you use, drop me an e-mail and we can work something out. 
 
I figured as much, but I didn't actually count the models.

In an out of the way area of the map, not visible to the player, I added tiny func_walls until I hit the limit, then removed one.

Every time I add a real model, I remove one of the dummies.

I don't think I'll be needing to reduce the current model count. The map is better than 99% done and I'm just about sick and tired of looking at it.

Considering that I want the map to stay within the standard Quake engine limits, there's really not much more I can do at this point. Lighting, monster placement, and texture tweaks is about all I'll be doing from this point on. 
Qc Sad 
I don't know how to fix and do strings an all about qc, so my second plan is do a barter.
Which forum can I visit to do a barter? 
Music For A Map <=> Custom Progs.dat 
 
Thanks Bloughsburgh 
 
Anybody Seen Any Good Wood Textures Lately? 
I have a lot of wood floors in my map. The id textures are okay, but don't look that great when tiled over large areas. I tried to make my own, but I'm not real happy with the result. 
Rtex112 
From Hexen 2 
 
I done 4 buttons, all 4 targets a trigger_counter that activates a secret, but when I tested the map with message the counter just worked with 2 of the 4 buttons.
I lost a value or something? Or is the hipnotic progs.dat?... 
I Love To Count 
Yeah, you need to specify how many times the trigger_counter must be activated by setting the "count" value - in this case set it to 4. If you forget to set it then it defaults to 2, explaining what you saw in your map. 
Thanks, Preach 
very useful for now and the future 
 
Well, I was looking for something like wizwood1_8 except 128x128. About that color and about that simple. I've found a few that could probably be made to work, but that's something I was hoping to avoid. 
What I Did 
Was take a stock ID texture and duplicate it four times, then add a bit of variation to break up the tile in the middle of the 128 texture. Clone stamp and offset tools in CS3 :D

Even ended up doing quite a few blends and platform game style tiles of paths and stuff. 
What I Did 
Was take a stock ID texture and duplicate it four times, then add a bit of variation to break up the tile in the middle of the 128 texture. Clone stamp and offset tools in CS3 :D

Even ended up doing quite a few blends and platform game style tiles of paths and stuff. 
What Ijed Did 
Was take a post and duplicate it. 
Thats What I Did 
 
What I Did Indeed Do 
 
Warning 19 
Hello Guys I just started a map for the Jam 7 but I'm getting a warning, and I want to understand it.

the warning is:
"No entities in empty space -- no filling performed"

and online I found this explanation for it:
" Normally caused by not having at least one entity that is positioned far enough from solid
brushes. Move one of the entities further away from all walls. "

but I don't understand why would I need a entity in empty space.

Also hope I can finish a map this time, last jam I got too busy and gave up, this time I will try to finish the map even if I go over the deadline. 
 
Do you have at least one entity somewhere inside the map? 
 
I have lights, player, items. 
 
qbsp deletes parts of your map that are in the void, that's the "filling" step. It uses entities to know which side of your map is in the void and which is the interior, and also so if there's a leak, it can give you a pointfile showing the path from the void to an entity.

Move one of the entities further away from all walls.
The filling also happens on hull1 and hull2 (the expanded collision hulls), so after brushes are expanded, if all entities are covered up you'll get that warning. 
 
ok so, let me see if I understand, I dont need anything outside on the void? this warning is basically saying "nothing is leaking".

when I put something outside then I get the warning

"WARNING 10: Reached occupant at (288 288 1260), no filling performed."

thanks 
 
Right, you don't want entities in the void.. the "Reached occupant" message means "you have a leak".

Still weird that you were getting that other warning in the first place. The "empty space" in the other warning is referring to the playable area of the map. Is it possible all entities were near walls? Try adding a light in the center of a room maybe. 
 
Ok, the room I made is kinda small and crowded so yes everything was near a wall.

So I made a very large box around the room and placed a light somewhere far from a wall, and the warning did went away :)

interesting so it got confused by everything being closed to a wall or its actually bad that I made everything close to a wall?

thanks 
 
Entities are either points or models. The ones that are models have a "bounding box". The editor should show the box, which varies in size but most are 32x32x64. The outsides of the boxes need to be spaced away from walls, floors and ceilings. Usually 8 to 16 units are enough. 
 
Just raise your info_player_start up a bit until it doesn't get gobbled up by hull expansions.

I've never had this issue and typically I'll be mapping for a long time with literally nothing but an info_player_start in the map. 
 
The player was the only one touching the ground everything else is very near a wall, but not touching it.

I raised the info player just a little bit and the warning went away... So the info player should not touch the ground...

thanks :) 
 
the enemy I have on the room is touching the ground and no warning but if the info player touches the ground I get the warning. hummm I will give every entity some space.

Thanks this was really helpful !!! 
 
Even if the enemy causes no warning, it could be stuck in the ground or wall and unable to move when the map is played. Also, items can "fall out of the map" if too close to the floor. 
 
yeah thats a good reason, I will give everything some space to avoid bugs and stuff, with other things like doors thats pretty much impossible but with every entity that I can I will do it.

Thanks for the tips :) 
(Quoth Mod) Misc_boxes "no Spawn Function For" 
Hey.

I'm having issues when trying to place some bio/plasma/normal exploding boxes. None of them seems to have spawnflags attribute, so that must be the reason why my quakespasm console says that "No Spawn Function For:" for every explo box.

Maybe Quoth places them differently? 
Map Freezes To One Door 
https://drive.google.com/drive/folders/0BwxYkKdSD855bmUwSVltWlJaZm8

What to do? Do I really always need to make geometry from the very beginning? 
No Spawn Function 
That's basically Quakespasm saying it doesn't know what those entities are. Make sure you're starting it with the correct command line -game switch:

quakespasm.exe -game quoth

...or whatever the mod makers say to use. 
Also 
Also make sure that the classname is spelt correctly, and that it's all in lower-case.

The quoth specific ones are:

misc_biobox_s
misc_biobox_l
misc_plasmabox_s
misc_plasmabox_l

The standard ones haven't changed name:

misc_explobox
misc_explobox2

Try one of the standard ones, and even if you don't load the Quoth mod they should work. 
Trigger_once 
can I add a "target" and a "killtarget" to a same trigger? 
 
i don't think so, due to a bug in the original progs.dat 
Both Target And Killtarget 
It's on my mental list of things to not do when editing Quake, so at some time I must have been unsuccessful trying it. What I do is add a trigger_relay with the same targetname and have it do the killtarget. 
Ok 
 
Fun Fact 
If you fix that bug, then e4m2 starts getting glitchy behaviour. Nothing game-breaking, but you get a message that you've leaving without an important weapon...at the very point that you pick it up! Ah, compatibility issues. 
This Is Starting To Get Really Annoying.. 
https://drive.google.com/file/d/0BwxYkKdSD855Z1hnT2JTcWU1VWs/view?usp=sharing

I was like normally shooting inside in almost perfect cube and this happened. And that happened when using Quakespasm engine (the latest one also).

I tried to try out fitzquake but it didn't run on my windows 10 computer or something "this application stopped working"

I had darkplaces downloaded and tried that one, and it played out without this wierd stuck on floor bug/issue. But the gun kept shivering while moving, and I don't know why.

I'm using quoth mod for this specific jam map.

I tried out also map without quoth mod and using quakespasm.. and it seems that because there is no enemies "executioner (plasma gun soldier) or bob" I haven't been able to redo that bug.

Does it have to do something with physics? Because level layout is as solid as it could be and I'm sure about that. Because I have made more complex maps during my free-time and using AD mod having no such issues. I really hope there is something I could do to make this never happen or be possible. 
Newhouse 
Two questions:

1) Which editor are you using to make the map?

2) Can you save the game after the bug occurs and upload the save file somewhere?

Using the latter I can check if you still have a trigger which is removing all the entities. 
Preach 
I send you mail, I'm having still issues with that spawn bug. 
Replied 
We need a plan b for the attachments... 
NewHouse 
Are you still having trouble with all the entities getting removed? I sent you an e-mail yesterday but not heard back... 
Preach 
After a while I couldn't reproduce that bug. Right when I removed killtarget fields and even replaced enemies by new ones - I received that same issue.

I switched to Ad mod and mapped about 2-3 days, and just a moment ago switched to quoth mod and couldn't get that bug anymore. So it seems everything works fine now.

Thank you for helping me to get over this issue. 
Preach 
What is the right way to start with Axe only?
"info_command_spawn" with "give s 0" is ok? Or there is a more elegant way? 
Item Control 
Quoth doesn't specifically add support for changing the starting items on the player. What you've discovered there does have the desired effect most of the time, but it is a cheat command. Some engines (e.g. darkplaces) don't allow cheats unless "sv_cheats 1" is set before the map starts.

That's non-trivial to work around; because "sv_cheats 1" needs to be set prior to the map loading you can't just add it to the info_command_spawn string. If there's a skill select map before your map, then you could replace the trigger_changelevel trigger to your map with an trigger_command which performs "sv_cheats 1;map jam7_khreathor".

Bit of a shame it has this complication. Otherwise it is a neat way of doing it, and it would generalise to giving the player any combination of starting weapons/ammo without having to drop them on the spawn point which we saw before was perilous
Bummer... 
Maybe it's safer to use "BackpackTouch" with ammo_shells -25? I just don't know if there is an option to disable a pickup sound. Secondly you always advise to not use hacks in Quoth for future compatibility, that's why I wanted to get some "legit" way :) 
That's Worse 
Already had some backpack hacks that broke, much less safe. Some things just aren't supported...

Is there really a need to remove those 25 shells? If you give the player a hammer and don't give them any more ammo or weapons, most of them will see it as the better option... 
 
I will rethink this. I have few enemies at the beginning and I want to kill them with enviro. That means player should not be able to kill them. But I can always place invisible walls, func_togglewall or something.
I like info_logic_inopen/insolid. Already used it for more complex doors and I have another crazy idea :D Just want to make sure everything is "hackless" and 100% legit with Quoth. 
Sounds Exciting 
You'll think of something khreathor, looking forward to playing! 
Spawning Health And Ammo 
There is no option to spawn health and ammo, like you can do with enemies? I just want to be sure, I have some workaround already ;)
I know you can respawn health/ammo in Quoth, but it would be cool to have this items invisible until triggered.

Btw. It would be cool to have info_multispawn generating enemies dynamically. Now when you set count to 100, it will add them to final monster count, so if you spawn only 5, rest of them will count as a not killed enemies. I guess it's not a trivial task to program. 
You Can Probably Do A Notnull Hack 
Preach, you've shown before how any info_notnull could be turned into a custom ammo/health/armor. Can it be combined with the triggerable trigger hack to create spawnable goodies? 
Qmaster 
Ahh you probably don't follow our conversation :) I want to make hackles map, with entities supported by Quoth. In Quoth you can set health/ammo to respawn in MP-like style. What I would need is spawning on demand.
I did few ammo hacks, for example stealing ammo from a player. I think spawning ammo should be doable through notnull, but as I said, I'm looking for some legit solution :)
Now I'm just using invisible lift with quoth's respawn option :P 
Invisible lift with health on top, to be precise. 
It's Possible 
The current accepted way to do it in Quoth is to use an <a href="https://tomeofpreach.wordpress.com/quoth/tutorial/info_groupspawn/2>info_hordespawn</a>. Set both "spawnclassname" and "spawnfunction" to the classname of the item you want to spawn. This will be supported in future versions of Quoth.

And yes, we know it's a bit clunky, the next version of Quoth will have much better support. 
That Should Have Been... 
The current accepted way to do it in Quoth is to use an info_hordespawn 
It Works! 
I totally didn't thought too put there other classname than enemy ones. 
New Portal Was Clipped Away In CutNodePortals_r Near 
What is the technical reason behind this warning?

I suspect it is this, though perhaps Tyrann, ericw, Baker, or Preach (the coding gurus I know of on here) could correct me. When the map is portalized, it gets sliced into 3d volumes called leaves (leafs?). Each leaf is then used for the vis calculation to know what gets drawn. I suspect that this warning occurs when you have the intersection of multiple generated leaves such that the intersection forms a new leaf out in the middle of empty space with nothing in it.

Is this correct? 
Leafs 
First time I saw this warning was when I used a polygon to clip out another one.
I think it has to do with the way the map is divided into leafs.
I'm not a binair but I think it is a warning one of the vertices is openend for another space. 
Dangflabbit 
I've been googling the past hour off n on and can't find the engine console code to do that. 
 
Whenever I see that error I usually just move or change some brushes near the error message coordinates. Usually that will fix it. But not always. Sometimes with complex brushwork I've had to convert parts into a func_wall.

On the other hand, it's just a warning. Most of the time it's hard to find any actual problems that it's causing. 
 
@madfox, that sreenshot doesn't show the leafs, that's just "r_showtris 1". To see the leafs you need to use darkplaces and "r_drawportals 1", or some editors can load the .PRT files.

When the map is portalized, it gets sliced into 3d volumes called leaves (leafs?).

Portalization is about reconstructing polygons that are the "portals" between adjacent leafs. This happens after the BSP tree is built, so the map is already sliced into leafs at that point.

My understanding of that warning is, the BSP tree structure indicates that there should be a portal here, but the clipping process (which is not exact) used to reconstruct the portal ends up clipping away the entire thing. So it probably is a very small scale error that you can ignore. I'm not totally sure though. 
The Biggest Trouble 
In fte quakec development suite I'm compiling my famous progs.dat, I almost so ignorant about that theme, so my first solution was delete all qc's than I'm not using, as grapple.qc, hipdecoy.qc, holes.qc, etc. But every time compiling with hipitems.qc, mult_wpn.qc and more qc's, the holy TE_EXPLOSION have an error I don't know how to solve... 
Clipped Portal 
As I remember it's pretty much what Eric says - a portal somehow ended up inside a leaf and therefore got removed. It's similar to 'leaf portals saw into leaf' and has no or marginal negative consequences.

Probably shouldn't even be a warning, just an 'info'.

Jonison - the files you deleted are still being told to compile by the list in progs.src.

Even if you remove them from there, most likely there are references in the rest of the code as well - see what the compiler complains about and then comment out /* */ the references one by one. 
It Worked! 
I am adding /* */ to all errors, but to ALL qc fails of the progs.scr? 
Well 
You could, but you're removing lots of code there - things will stop working.

I meant remove the files you deleted from src (so it doesn't try and compile things that don't exist) and then comment within the qc files anything that has dependencies elsewhere.

It's a surgical job - you can comment out entire files, or just odds and sods within them. 
Yes 
there are a lot of console calls, I'm just thinking of developemode. Is there a start before other console notes work? 
Ok Ijed 
 
Teleports When Falling 
Is there a way around this?

I had "safety nets" as trigger_teleports at the bottom of the map in case of player falls. The ranger just falls right through the trigger. Everything is linked as it should. Is this a known issue or is there a workaround for this? 
Okay 
Having said trigger_teleports with targetnames renders them to only shoot off when triggered. I was hoping I could kill them off as map progress happened. Oh well! 
Suggestion 
How about adding an overlapping trigger_multiple which activates the teleporter when the player touches it? 
Quoth-based Suggestion 
Alternatively, if you're using Quoth, you could use the targetname2 field to name the trigger_teleport, which won't change the behaviour of the trigger but will enable you to killtarget it. 
Preach Strikes Again 
That is exactly what I did last night, I just didn't want to triple post haha. That is what happens after "jamming" for many hours in one sitting I guess! The trigger_multiple works perfectly and since they area already in place, I'll just keep it that way.

It is nice to know someone would have came up with the solution if my brain didn't' attempt one final push last night! 
Another One 
Any way to killtarget a func_illusionary?

Want to pass through a transparent field that "turns off". I have the transparent field as a func_illusionary so I can pass through it.

I have a work around that uses a func_wall and the kill trigger is just a few units before passing through the field. At this point, I am just curious. 
Method In Quoth 
In Quoth, you can change the classname to mapobject_custom and it should work the same but with the ability to killtarget it. 
You Monster 
Again, works...no questions asked. Thank you, it is much easier than to do the func_wall hack.

Okay, on a roll another one:

Kill a play_sound? I searched and found to toggle a sound by playing a null.wav on the same channel, but what about flat out ending the sound.

Example:

Object emits a sound, if you pass through it the sound will stop. There would be multiple instances of this object throughout the map. If this can't be done it is not a big to do, I can work without it. 
Undocumented Feature 
What you need is a feature of play_sound_triggered which wasn't written up in the tutorial (until just now!). You need to set spawnflag 1 to make the sound toggle. You also need to set a wait value, so note the workaround in the article if you are using a sound file which loops by itself. 
Great 
Thanks Preach, that worked. Another hurdle I found is I need to trigger those sounds when semi-close to the source or it will cease to play. I remember that issue with the waterfalls way back when.

Easily done though. 
Fitzquakez Issue 
Hoping it fits in this topic.. I have to say that all Fitzquakes do not work with Minigl 3dfx drivers .
I need that because I play Quake on a rather old pc and need those extra-frames ! 
N00b Question 
Hey there, I'm currently finally learning how to map thanks to the awesomely user-friendly program that is Trenchbroom and I'm having trouble using Necros' compiling GUI. I've set my working folder to trenchbroom\maps and my output folder to quakespasm\id1\maps but when I compile a map, it stays in my working folder and isn't copied to my output folder, which prevents me from testing it right away. I have to copy the bsp into my game folder, run the game and then load the map all manually, which hampers my productivity and makes trial-and-error quite a chore. What am I missing? 
Map 
Did you specify your map file in the working folder? I don't have the program open right now but you need to tell the GUI the actual map file you are using as well...not just the path to where the map is located. 
Source Map 
It is under the source map section of the GUI, below the LIGHT section. 
 
Yes, the map name is specified in the source map section. 
Hmm 
Maybe check permissions on the map path?

Could you share a screenshot of your GUI setup? I can't pinpoint an obvious issue. 
 
Check permissions on the map path? I don't quite get what that means or where to look. I'm no computer whiz and I need things to be user-friendly. Also, currently my only internet is on my phone so it would be difficult to share screenshots. 
 
I think since Quake writes save games into its own folder that pretty much anything else should have access also. 
 
Also, could you just use the maps folder for the .map files in the first place? That's how I've always done it. Well, sort of. 
Maybe It's Not Copying It Because It Fails Vis Or Light? 
Copying to output destination is final step, maybe when it fails one of the previous steps, it never executes copy command and bsp stays in working directory?
Just a guess... 
 
No, no step failed AFAIK. Anyway, I uninstalled Trenchbroom, cleaned my registry of all TB entries, made another clean install of Quakespasm at the system root with only the engine and the pak files, reinstalled TB, Tyrutils and the GUI and now it works like a charm. Don't know exactly what happened but I'm suspecting that a mod screwed my previous QS install because I was also getting odd crashes when playing. Now on to mapping! Thank you guys for your replies. 
If On Windows 
Run as admin. J.A.C.K is known for not compiling properly without admin rights set. 
Wait I've Got It 
J.A.C.K. = Juicy Arsed Cock Knights ? 
Mugwump 
If you run into the issue again, and can reproduce it, I would appreciate a bug report. The compilation feature is still new and I wouldn't be surprised if there are problems with it.

Thanks for using TB. 
 
@Qmaster Thanks but I'm using Trenchbroom, not J.A.C.K. (boy, this new name for Jackhammer is really way too reminiscent of Contract J.A.C.K. - to the point that one has to wonder if it's on purpose). Plus I'm still on good ol' WinXP so I don't have this admin issue.

@SleepwalkR Will do, but I'm fairly positive it was a mod issue. Also, as I said I've used Tyrutils & Necros' GUI to compile. I wasn't aware you had implemented a built-in compiler. I'm using an old version of TB that's been sitting on my HD for a while. Yeah I know, I should upgrade...

I did encounter a strange bug though: I've tried to tweak a light with a color parameter but I didn't know my shit and I input a value without knowing if it was valid or not. It didn't work so I deleted that light but it must have done something to my map because after that, each time I compiled in Necros' GUI it created a .lit file along with the .bsp that wrecked my lighting in the whole map. I had to go back to a previous autosave (thanks for this feature BTW, I didn't feel like starting this map over from scratch) to get things in order again.

Besides that, your program rocks, it's just awesome! I've tried using WC or Radiant back in the day but I was put off by the complexity of the tools. TB is really super intuitive and after 20 years, I'm finally making a map that contains more than one empty room! One thing though: as others have noted, I'd really like to be able to use traditional FPS controls to move around in my map, using mouse scroll is pretty weird and just not as handy. Speaking of mouse scroll, it would be cool if we could use the mouse wheel when in the texture manager instead of having to drag the scroll bar. BTW, is there a way to export my prefabs for later use? I didn't see any option for that in the menus.

@everyone here: is there somewhere on the net some kind of repository of usable prefabs under CC/GPL? Stuff like doors, teleporters, staircases etc... that I could use and/or modify without having to build them from scratch? Especially doors since I'm still getting used to building architecture and haven't wrapped my head around using triggers yet. 
 
Also, how do I make a directional spotlight? All my light sources are diffuse by default and I don't know the variable parameters. I've been looking for a comprehensive Trenchbroom tutorial but to no avail. Even the official documentation is more of a beginner's guide than anything, it doesn't delve into the specifics. 
You Should Really Upgrade 
 
That's The Plan 
Yeah, I've just DL'ed the latest build. I was actually using the "last stable build", v1.16. I remember picking that one precisely because of "last stable"... I've always been wary of betas. Judging by your reply, I guess the new version will answer most of my questions. Do I need to uninstall the previous first or can I overwrite?

What about the prefab repository? I did find one with pretty cool stuff over at Quaddicted but the links to the files seem to be dead... 
Don't Overwrite It 
And no support for prefabs atm. 
AAAAAAAAARRRGGHHHHH!!!!! 
So I couldn't wait for your reply and installed the latest build (and before you ask, I did NOT overwrite) but it doesn't work. Something about TB not being able to find a GetThreadId entry point in kernel32.dll (not sure if the wording is accurate, I translated the error message from french). This version DOES support WinXP, right? That's what your website says.

@the anonymous person above who thinks an IP makes a good alias Yes, than you very much, that's really helpful. Jeez... That's how I found the page with non-functioning links BTW. Asking you guys is not about laziness to do the research myself, it's about getting valuable advice from the masters of the trade. I guess I won't get that from you. Anybody else? 
Also... 
And you had to post that twice? Wow, that's dedication in uselessness! 
Mug 
Those 2 posts were spam posts, not someone telling you to use Google.

We get them from time to time. 
 
Oh, OK, my bad then. They weren't flagged as spam and I've noticed people here sometimes reply with titles only. 
XP 
It should work, but it's no longer officially supported since it's discontinued by MS. I test all releases under Windows 7. 
Please File A Bug On Github. 
If it's easy to bring back XP support I'll do it. But I doubt it. 
 
Is there some reason why you can't just switch to Windows 7? It's really the only decent version of Windows. 
 
@SleepwalkR Will do but if it's too much work you don't need to go the extra mile for little ol' me. It's a matter of weeks anyway before I upgrade to 7. I've been waiting to get a new HDD (or possibly a SSD) to make the switch. In the meantime, I'll test earlier builds. Worst case scenario, I'll have to make do with v1.16 until then. No biggie, I can still get acquainted to the methodology of mapping.

@Rick Like I was just saying to SleepwalkR, I will have to eventually, and soon. It's not like M$ are giving me a choice recently, anyway... But though 7 is good, so has XP been for a loooong time. I was perfectly fine with it and thanks to the continuous support of the OS by the developers concurrently to 7, I didn't feel the need to learn a new one just because. Why change what works, right? 
By The Way... 
"And no support for prefabs atm." This means it's gonna come eventually? How soon do you think it will be?

Oh well, I suppose it's still possible to kinda save/load prefabs if I store them in a .map, make copies of it and load one to build a new map, and when I'm done I can delete the prefabs from the map to leave only the actual map. 
When I Get To It 
Can't get any more specific than that. 
Fair Enough 
A quick question regarding some acrobatics I'm setting in the map I'm working on: how high can the player jump? I've tried googling the info but all I get are references to rocket/strafe jumping and that's not what I need. 
Really Quick And Bad Test 
I just made some quick tests in Trenchbroom and I could jump up to a pillar that was 43 units high, starting pressed right up against it and holding W.
Very scientific, I know. 
Hah! 
Thanks Pritchard. There should be some sort of list gathering this kind of info, very useful for game design. 
Mug 
It is true there isn't a one stop place in terms of documentation but I will share with you some places I used to learn a lot of stuff:

https://quakewiki.org/wiki/Entity_guide

http://www.bspquakeeditor.com/tutorials.php

And honestly, click "ALL" for this mapping thread...wait for it to load and then do a "find" on the topic you are asking about. Chances are, it has already been asked at some point!

Good luck! 
 
Thanks Bloughsburg. It can be a tough job sorting through all the bits and pieces scattered here and there to find THE thing that you need. Sometimes it's a lot easier and faster to just ask straight up. Kudos for the links, I'm sure they're gonna be tons of help. 
Understand 
I understand what you mean, I was intially frustrated by the scavenger hunt one has to follow. At the same time, future mods and such are updated quite well.

In terms of AD or Quoth one just has to look at the entity definition file or a dedicated website tutorial for the latter.

If you need assistance, don't hesitate to ask and we will try to help you. Always nice to see new potential mappers! 
Time For A Question Of My Own... 
I'm not very hopeful with this one, to be honest. It seems like everything in Quake obscures monster vision.

Basically, is there a way to make the quoth func_breakable "invisible" to monsters? I want an eddie to be able to shoot at the player through the windows of a room he's in, but of course he won't since he thinks they're solid walls.

I'm pretty confident this can't be helped, but I'd love to be proven otherwise. 
Make A Func_illusionary 
 
You're Out Of Luck 
AD can do this just fine, but then you don't have an Eddie. 
Just Try It. 
with func illusionaries/trigger_once and health set on them/killtargeting alpha func_walls and some clever scripting which is prone to breaking for speedrunners and the like.
But i'm sure it can be done even in quoth. 
 
What's with everybody and their aunts adding Edies in their maps? The dude belongs in Q2, he doesn't fit at all in Q1 IMHO, not even in base maps. Quoth's lovecraftian monsters do, but they seriously need to be better animated. 
Edward 
I like to use him as a mini-boss or key guardian. He fits well if you imagine the enforcer's and grunts engineering a secret weapon or so. Anything can fit if you build the story.

What I like about Eddie is that he can fit not only in Base but also otherworldly maps. 
Inspiration 
Eddie 
is a weird enemy, can't say I am too fond of him. 
 
It's true he's a tough opponent, I just wish he got a more suitable design that doesn't make me think I'm suddenly fighting Stroggs. BTW, it's Edie with one D, like the character in Iron Maiden cover artworks - his red optical device comes straight from Stranger in a Strange Land.

@Preach Yeah, I don't feel like these two look very quakey either. I'm more for full-on lovecraftian. If I get good enough at mapping, I'm thinking about making a full mod that would go this way rather than cyber. 
 
I'll admit that Ol' Ed is more "strogg" than many Quake monsters, but to me that seems preferable to including Shamblers or other enemies of that kind when making a base or otherwise "futuristic" map.

Besides, gore/horror is not exactly new to that theme. The Grunt is not obviously mutilated, but his texture has a decent amount of blood spatter and his lore claims that he's a mind-controlled drone of sorts.

Anyway, about that func_illusionary... 
Yeah 
The thing is that Quake's a very broad church, and if you have very specific ideas about what you like, you shouldn't be surprised if people fail to conform to it. 
Huh. 
Well, i guess my other post beforehand vanished into the ether.

I'll simplify it anyway. Is there any way to remove a func_illusionary? I tried giving it a targetname and killtargeting or targetting it, to no avail... 
 
func_illusionary is converted to a static entity when the map loads, so it can't be killtargeted. 
 
Yet another roadblock :( are there any other brushes that monsters can see through? 
 
"that seems preferable to including Shamblers or other enemies of that kind when making a base or otherwise "futuristic" map." I beg to differ. Since base maps are overrun by Shub's forces who teleported in, all of the Quake bestiary can fit in. Granted, Shamblers are supposed to be some kind of high ranking officers in Shub's army and generals usually send cannon fodder on the frontline instead of going themselves, but base theme was designed to be used only as the starting point of an episode. We should move this discussion elsewhere, we're cluttering the thread with off-topic. 
Pritchard 
You can use a func_illusionary and then change its classname to mapobject_custom. This allows it to be killtargeted.

Sage words from Preach the almighty.

I used this very trick on the jam 7 entry! 
Quothhacks Are The New Maphacks 
Thanks for the tip! I'm away from my development PC at the moment, but i'll test and report back when I can.

Mugwump, I'll post in General Abuse I suppose. 
Bloughsburgh (or Anyone Else Around) 
I've found plenty of useful info thanks to your links but this one eludes me: how do I set a brush to nodraw in TB 1.16? 
Almost... 
Well, it's almost there. The monster sees the player through the mapobject_custom, but they don't seem interested in shooting them. They just try and path to them, which involves essentially rubbing their face up against the glass pitifully.

How did monsters handle your trick Bloughsburgh? I'd be interested to hear if they were more functional than mine. 
 
It seems to be caused by the trigger_once, if I move/remove it the monster will behave properly. :( 
Close Enough? 
I have committed the mortal sin... Maphacks in a mod. But hey, i'll take anything at this point.

My solution to my own issue was to use this wonderful guide (which I am sure everyone is already familiar with) to build a trigger which activates whenever it's touched by anything, such as a nail from the monster or any other projectile, as well as when it's physically touched by the player.

This allowed me to work without the health value, which was what was making the trigger stop monsters from shooting.

Sadly, the trigger isn't activated by hitscan weapons such as the shotgun or lightning gun. I don't suppose anyone has any advice on fixing this, or will i have to settle for this in my map? I could bear it, it's already mostly working after all... 
No Draw 
Mug, are you referring to the SKIP texture perhaps?
Any face with the SKIP texture will not be drawn. 
 
No. I built a flight of stairs of 16 units tall each, but climbing/descending them results in a choppy movement, so I wanted to build a slope over it and make it invisible to smooth it. I've read that you can do that by setting a brush to nodraw. Besides, I don't seem to have a skip texture in my wad (I'm using Q.wad). 
Clip Brush 
Invisible solid brush?

8 unit stairs are smoother for ascending but I figured you intentionally want them beefy steps. 
Yes, Invisible Solid 
Well, they were my first stairs and I wasn't sure about the proportions. I built one step and thought it looked good, so I went on with the whole staircase. Only after finishing did I realize the movement was choppy. I don't want to discard the whole thing because I spent quite some time on it and I really like how it looks with the texture I used, so I need an invisible slope over it. I'll build them steps 8 units tall next time. 
Clip 
Yes, use a Clip brush that is paint the CLIP texture on your stair slope and it will be invisible yet solid.

Clip brushes are also handy to prevent the player from getting stuck on strange angles like pointy corners and such. Also, big stairs are fine I was just presenting an alternate form of them. :) 
 
Clip. Found it. OK thanks, also for the tip about getting stuck. It might come in handy for a future map I have in mind full of pointy things and weird angles. 
I Found Interesting Thing About Quakespasm Vs Darkplaces 
I compiled my map with a player accidentally intersecting with the ground. It works fine in a QS but in DP player is stuck. Additionally my map in DP is broken, health is stuck in the Vending Machine and walls flicker like crazy in a few places.

Player in a ground is my fault, but I wonder if there is a way to fix other shit. 
Bloughsburgh 
OK, built the clip brush and placed it. It works fine and the movement is super smooth, except... when I stand still on the slope, it makes me slowly slip downstairs. Is this normal and can I make the slope not slippery? 
 
Clip brushes are incredibly important, imo. It can be tough to notice at first, especially in quake with its janky movement code, but being able to move smoothly along a wall goes a long way to improving the feel of a map.

If you've got any small detailing or slight curves on your walls, it's advisable to clip it all off into a flat surface. Be careful, though. You don't want it to feel like an invisible wall. 
 
Try splitting the difference? Move the slope of the clip brush 8 units down. Bouncing will be less and the part of the step that sticks out will stop the sliding. 
Slippery Slope 
As far as I know, this isn't something you can fix. With a gentle incline (i.e. stairs) it tends to not be very noticeable. Every slope has it, even the slightest one, to varying degrees of severity. 
Slope Trope 
Slopes will do that, Ranger slides on slopes.

You could create 8 unit clip steps in between the visible stairs as a work around. This way you still have your desired textured steps. Ascending and descending stairs is always choppy in some form. 
Rick 
I tried that but I still slip down on the portions of the slope remaining above the stairs. Plus it makes the chopiness return. 
Pritchard 
Man, that's a stumper. At least you got reasonably close to your desired effect.

In order for hitscan weapons to hit that custom trigger...I have no idea. 
Pritchard 
My stairs are 32*16, so it makes, what, a 22.5 degrees angle? Anyway, there's gonna be action in that room so the player will be on the move and there's not much else to do on those stairs, so I doubt it's gonna be an issue 99% of the time. Thanks for the tip about walls. 
 
Well, the "chopiness" is supposed to be there. Gliding up and down steps without it will seem weird in Quake. It's not a flight simulator.

You can change to 8 unit steps or just use a ramp, either will work as players expect in Quake. 
Bloughsburgh 
I'll try that too, see which solution is best. Thanks again.

@Pritchard Who's gonna have the hitscan weapon, the monsters or player? If the latter, maybe you can add a shootable trigger that will activate the custom trigger? 
Circles 
It truly does have me stumped. At the moment i'm thinking of various methods to steer the player away from using a shotgun, but obviously nothing can be perfect here either (giving them a weapon/ammo that uses projectiles so that people with game sense or autoswitch will probably be using it, but nothing to stop them switching back mid fight...)

Mugwump, unfortunately we've already tried regular shootable triggers. The issue with those is that, despite the name, monsters don't like to shot them.

A light has appeared at the end of the tunnel, although it is a weak and meager one. I might end up redesigning the playspace to put less emphasis on engaging through the glass, switching back to the traditional triggers perhaps and keeping the glass from being between the player and the enemy. It feels like admitting defeat, but at this point I think i'm ready for it. 
Pritchard 
Use a Fiend, he jumps like crazy and has melee attack. Will break glass for sure :D 
Sometime It Is Best To Move On 
Grinding over this particular engagement can lead to demoralizing and risk hurting the remainder of the map. Perhaps even come back to it later and see if anyone else can provide some insight! 
 
If your monsters don't use hitscans, there's no problem on their part. They can shoot directly the custom trigger. The shootable trigger would only be of use to the player if he uses the shotty.

OR... I know about a mod that turns the shotty into a projectile weapon. Added bonus, visible flying pellets. 
Bloughburgh 
The extra clip stairs did the trick. Movement is as fluid as with the slope AND I don't slide one bit. Awesome, thanks a lot! 
Uhhhh... 
Seems like I've spoken too fast! Apparently I tested the sloped version by mistake, so of course it was fluid. It's weird: even with the extra steps, it's as choppy as without. I also sometimes get momentarily halted by a step if I don't look up the stairs. I'm thinking it might be because I cropped 1 unit on the edge of my stairs at a 45 degree angle. 
 
The placebo effect in action with those stairs, I guess. I wouldn't worry about it too much, it's important to not get hung up on small imperfections like that. Massive time sink.

The issue with the hitscan-shootable trigger is that when it's between the monster and the player, the monster won't attack. At all. So having the custom trigger would be useless in that situation, as it would never get used.
I don't know about fiends, but I assume the same goes for them.

The projectile shotgun would be nice, but working that into Quoth sounds difficult, if only because I have no knowledge at all in that area of quake content. Would it even be possible?

Anyway, I reworked the entire area. The glass plays a much less important role now, but it plays it much better! I was able to switch back to regular func_breakable brushes, which was better than the hacky mess I had that would crash the game if it wasn't killtargeted as soon as it was triggered...

Now I have a new issue! Does anyone have a .fgd file for Trenchbroom that includes the definitions for the info_logic_* entities? The built in one doesn't seem to have them, and although it's possible to add the keys manually, it's a lot easier to get wrong and I'd feel better having a complete file regardless... 
Choppy 
As far as steps go, you are going to get that "step" feedback...that's just how Ranger's bounding box works. A ramp, as Rick suggested would be the ideal way to have that smooth feedback but then you got the sliding effect.

As far as I know, it is a case of this or that. 
Pritchard 
This is EndsWithTen's FGD file. I used it for my base map so it has all of the goodies...plus models!

https://gist.github.com/ItEndsWithTens/200c881f2522af324767be1433c4391e 
 
Yeah, I think I'm gonna give up and go with the slope. As I said, there's gonna be action here so the player probably won't stand still... I still wish I'd understand why the momentary halts happen though.

Bloughsburgh, yes I know there's bound to be some chopiness, I've been playing Quake since it came out. But the 16-unit steps make it super choppy, with a side dish of getting stuck. Fuck that, it's a slope. Uiiiiii! 
Quoth Transparent Water & Trenchbroom Point Files 
I'm about 90% done with the layout of the Quoth map I'm working on (minus tweaks) but there are a couple issues I want to address since my last compile.

1. Running the map in Quoth seems to make all liquids transparent, which doesn't happen when I run it in vanilla Quake. I was wondering if this is something weird I'm doing or if it's a normal behavior I can turn off, because I don't like the way it looks in my map. The Quoth mapping tutorial doesn't mention this.

2. How do I use a point file in Trenchbroom to find a leak? Nothing in the Help file says how. 
 
re: 1. I did find the leak (it happened when I raised a floor that I also happened to be using as a ceiling for a room below... probably shouldn't do that), but still, it would be good to know how to use point files. 
Point File 
In TB 1.16 I go in the File menu and click Load Point File. I assume it'd be the same in v2. 
Point File Use 
It shows a yellow line running through your map and you'll find the leak on that line. 
 
Some editors can display the pointfile, others can't. Just load your map in Quake. open the console and type pointfile.

It helps to turn on notarget and noclip when looking for the leak.

The line of points will start out in the void and zig zag its way to an entity through the leak. 
Persistence 
1. Running the map in Quoth seems to make all liquids transparent, which doesn't happen when I run it in vanilla Quake. I was wondering if this is something weird I'm doing or if it's a normal behavior I can turn off, because I don't like the way it looks in my map. The Quoth mapping tutorial doesn't mention this.

It's probably that a map you've previously played in Quoth set the water transparent, and the last setting gets saved by the engine. Add an info_command_spawn to the map, and give it a "message" key of "r_wateralpha 1". This will force all the water in your map opaque.

If you wanted to make some water transparent, and other parts opaque, that's a different trick which I can share on request. 
 
I'd be interested in hearing the trick, just out of curiosity to see how it compares to the method I usevin my maps with func_illusionary brushes... 
Bingo 
That's pretty much it, you use func_illusionary combined with *waterskip for the portions that should be opaque, and regular water brushes for the transparent parts. 
 
Pointfile thing was a big no duh. Whoops.

As for the liquids, that did it Preach, thanks!

Now I just have to figure out how to make the lighting look passable. Time to take a peak at some map sources and see how it's done I guess. 
 
So I downloaded the JACK fgd, it's a pity it doesn't show the correct models for some entities (all armors look the same, etc.) but it does actually have all the entities, so that's a fair trade.

In other news, i'm jumping from one issue to another with this room. I'm trying to set up some reinforcements to spawn in when the player presses a button, and i want them to at random intervals. I set up a simple gate with a trap, a func_wall and a trigger_multiple to fire an info_logic_random, which is supposed to pick a spawner at random to fire.

Well, it certainly picks something! Using 'developer 8' I found out than when the info_logic_random picks a set to target (it's in branch mode) it also decides to killtarget '', the player. Bit of a showstopper.

Here's the entity setup:

// entity 494
{
"classname" "info_logic_random"
"origin" "3720 808 296"
"angle" "-0"
"spawnflags" "1"
"target" "monspawn2_a"
"targetname" "monspawn2_1"
"chance" "0.5"
"target3" "monspawn2_b"
}


Trust me, I hate the target naming scheme too.

So, any advice? Is this entity just bugged? 
Question 
how does one make the waterfall (from dissolution) texture behave like water while still being animated? 
 
I suspect you would have to make 2 brushes. The animated texture a func_illusionary and a water volume with a waterskip texture? I'm not 100% sure though if having a completely skipped face water volume would work. 
Slime No Longer Damaging Player 
Just throwing this out there.

*waterskip is ONLY for water. Adding *waterskip to any face of an otherwise *slime brush will cause it to be treated as pure water.

As an aside, you could create a secret path through lava.

Does anyone know if there is support for *slimeskip or *lavaskip in Tyrutils? 
 
As an aside, you could create a secret path through lava

Ooh, that's nifty! 
Qmaster 
heh that's actually relevant to what I'm doing. I'm not fussed about the slime damage though, it's only a small area.

here are the textures I'm using, they're the waterfall textures recoloured for slime.

https://dl.dropboxusercontent.com/u/108695968/slimefall.wad 
I Have A Semi-solution 
In the same area as your water texture, make a trigger_hurt.
Add a property to the trigger_hurt titled "self.solid" with a value of "SOLID_NOT"
(quotation marks unnecessary)

The downside is that envirosuits won't protect you from the damage using this hack.

You can also mimic the death message of the slime using this method. 
Scratch That. 
it already has that property.

/me reinvents the wheel. 
Random Toggle 
So, any advice? Is this entity just bugged?

Yup! Good catch. Interestingly, this is a variation on the issue that NewHouse was experiencing with empty killtarget fields a few weeks back. Only trouble is that the progs is setting the blank killtarget field, and there's no way around it.

For now, you might have to stick to using it without the toggle spawnflag (which was added as an afterthought and not tested well enough). There is a way to emulate the toggle behaviour with a few additional entities:

Have the info_logic_random target a func_togglewall on and off. Place an info_logic_inopen inside the togglewall with target "monspawn2_a", and an info_logic_insolid inside with target "monspawn2_b". Then, when you want to make a random branch, trigger the info_logic_random, followed by both the info_logic_inopen and info_logic_insolid. To trigger things in a specific order, simply target the first one using the "target" field of the instigator, and the second using "target2". 
 
Thanks for the confirmation and advice for a solution. Hopefully people will find it in the future when searching the thread!

Unfortunately the issue is no longer relevant for me, I ended up trying a few different options and settled on the monsters targetting their spawner when they died instead. But in between that, I experimented with using the min and max damage range of the info_trap and different health values for the trigger_multiple, which had a similar effect to what I wanted if I set one up for each spawner. Sadly it made the encounter either too spammy or too full of dead space and so I dropped randomness entirely. 
Lighting Techniques (using Tyrutils-ericw) 
Is it possible to make the core of light different color by placing multiple light entities in same spot? I'm using delay 2 in this case, and was thinking of using 450 - 300 light value, but putting different wait values for each entities that are in exact same position. But so far I haven't anything like that, maybe the intensity of other lights will wash off what I'm thinking, or maybe that's not even possible. I'm was thinking of nice a bit cyan color as a light core, and then it gets milder yet changes color more to steel blue and last 3rd would be almost white color. That way I could make colors pleasant to look at but not making basic gameplay harder.

Just wondering, because I know you guys are better with technical knowledge and stuff. I will continue testing, not sure will it lead anything. 
Yep 
you can stack multiple lights, just be aware that they will both add together in the central core. 
Thanks 
There seems to be also different kind of light entities.. globe, light, marsh, fluoro.. best way to see results, might be just trying each of them how they look. Is it fine to try out multiple types, or are there limitation or error from using too many types and so on? 
 
I guess those are almost the same as normal Light, light seems to act same way.. maybe those has different attributes or something then.. globe seems to have a sprite ball or something, and marsh has bubbles effect. 
Light Entities 
The various light entities mentioned above are all just the same as a regular light, except that they also have something else attached to them, like a model, particle effect or sprite. You won't be able to achieve any different visual effects in regards to color or attenuation/dynamic properties with them. 
 
Is there a way to get multiple sky textures into a certain map? I want to use a regular sky texture once but also have some void bits. So far I'm just using a non-sky black texture for the void, but it doesn't absorb shots like a sky texture does.

I do know a partial solution for Quoth only: a trigger_void brush seems to absorb projectiles, but does *not* absorb shotgun blasts for some reason. 
 
Something did just occur to me: just put black func_illusionaries in front of the actual edge brushes. Bullets would disappear through them.

Carry on (though it wouldn't hurt to hear other ideas!). 
 
As far as I know, it's not possible for most (all?) quake engines to load multiple skyboxes/textures at the same time; which one is used will be determined by whichever was defined last. 
 
There might possibly be some trickery (QC code or hack) to get the sky to change, but in standard Quake you can only have one.

To get an all black sky just use TexMex to add a new all black sky to your texture wad. It has to be 256x128 pixels and the name has to start with sky 
 
Quoth allows you to change the skybox through trigger_command. In most cases this is unfeasible, because skyboxes are larger files and can take a couple seconds to load, which would break immersion. However, the void skybox included with Quoth is tiny (it's literally six 16x16 images), and loading it through trigger_command is instant and seamless.

You can also use trigger_command to switch back to the regular sky texture by passing this command:

sky "" 
Cool 
I did not know Quoth could do this...

You could go through a sky sight blocking tunnel or elevator to mask a sky change. I know that's a trick with changing fog for AD at least. Damn, that's a pretty nifty feature! 
Multiple Skyboxes 
I construckted large spheres to turn as static entity. They're a bit wobbling, but create an option for more than one skybox
 
you could make them rotate using the same model flag that rotates weapons, this way there is no wobble. 
Didn't Think Of That, 
but I suspect the speed will be too high, concerning the weapon rotate.
I don't know of a way to slow it down.

The mdl tree goes to 240 frames, almost the maximum.
Slowing down the rotation with
{self.nextthink = time + 0.99;};
didn't haver the desired effeckt, only the decimal work, not the 0.01.
I could get no better result available than the youtube version. 
Rotate Flag 
Is there a method for slowing down the flag that rotates weapons, or is it hard coded? 
Get In Here Preach. 
I tried ages to get something that works, be best I could do was change the initial angle.

But really, we all know who the person is to ask. 
Be = The 
apparently 
Allah Djin 
I think it is hard coded, otherwise another dude had come up earlier with the idea. 
Anybody Know How To Make Infinite Telefrags? 
I'm trying to make a mockup teleporter appear as if players are continually porting though it and being telefragged. I'm having some trouble with some bits.

I can use an info_(not)null to execute a PlayerDie command, which gibs when the entity has less than -40 health. Which is fine, but doesn't reset it's initial coordinates, the second triggering occurs where the head landed. At the moment I've boxed it in with skip brushes to keep it contained. I could kill target it, but I'd like the entity to disappear and respawn at the origin that it was placed.

Is there a way to execute two functions on a single entity? SUB_regen looks promising, but doesn't appear to work as a "think" value, unless I'm doing something wrong. SUB_Remove seems to work (or it just breaks it) when it is set to the think value, but it doesn't retrigger. I assume that this does the same as killtarget.

I'm also using the spawn_tfog function, to give the teleporter effect, but this only spawns at coords 0,0,0.

Any ideas? 
Multiple Functions 
There are several "slots" that you can use for a function on a hacked entity, but each one runs for a different reason, so it can be tricky. Quick summary of the main ones:

use: Runs when the entity is used
think: Runs when the entity's nextthink time is reached, in general only useful for a one off activation
th_die: Runs when the entity's health is reduced to zero
th_pain: Runs when the entity's health drops, but doesn't hit zero
classname: Runs on the first frame of the game
touch: Runs when another entity collides with the entity in question
think1: Runs when the entity runs SUB_CalcMoveDone

Complicated hacks often involve different functions in two or three slots, and finding a way to get all the functions you need is a balancing act.

Luckily today we can exploit the weirdest one on the list, think1. Put PlayerDie in think1, set use to SUB_CalcMoveDone, and set finaldest to the coordinates that you want the gibs to spawn from.

How does it work? SUB_CalcMoveDone is a function which does three things, any of which might be useful, and then lets you run another function. The three things are setting the origin of the entity, setting the velocity of the entity to zero, and setting its nextthink time to -1. Today, the first one is useful and the last two are harmless, so we get away with it. 
Thanks Man 
 
Interested 
I am interested in use the lava shambler of "Source of evil" for my project, I need permission of author? 
#16910 
@madfox 
The rotation speed for EF_ROTATE appears to be hardcoded in the engine :( 
So 
it stays allahdjin. 
 
NewHouse 
Read the documentation of the light compilers you're using. Light in quake is pretty simple, and all of the light entities do the same job. Luckily, a number of clever people have done stuff to make the lightmap process more maleable. First off, you should be using EricW's version of the Tyr compilers.

Then, read what Tyrann has to say on the subject:

phttp://disenchant.net/blog/2013/0307/TyrUtils_v0.6/

And Eric:

https://ericwa.github.io/tyrutils-ericw/

And if you want to get really arcane, Aguirre;

http://web.comhem.se/bjp/

Although to be fair that's more of everything and not directly light related. 
Ijed 
Thanks, that last link seems new to me, let's see what does it concerns. 
EricW 
How does one set up GtkRadiant 1.6.5 for Quake editing? I couldn't for the life of me get it to work. The website mentions you as the maintainer of the Q1 gamepack. The files in the SVN certainly don't do it, they appear to be for 1.5> branch. 
Some Pointers 
All lights are additive to the lightmap, but you can use antilights to subtract from it.

Using too much coloured light at too high a saturation will cause clamping - resulting unexpected weird colours.

If you get dark triangles then there is probably a brush misalignment nearby, or the compilers just don't like the way you've built the area.

Setup your sun properly - experiment with different configurations in a box map to get it right for the skybox and mood you're after.

You can turn lights on and off.

Animated lights are best used sparingly, and will start provoking warnings and won't animate quite right if there are too many too close to each other. 
Ijed 
I have to keep those in mind.. what if I don't want to use sun as main light source, because you can not set different sun light colors for each section of map? 
Negke 
Argh, I dropped the ball on that.. I set up a gamepack for 1.6 a while ago but I need to bug the GTKR folks to add it to SVN and include it with the builds.

The gamepack is linked here along with some documentation on the Q1 support:
https://github.com/TTimo/GtkRadiant/pull/290

It should work if you download my Q1pack and put it in the "installs" directory of GTKR 1.6.

If you have trouble getting it to work, here is a build of 1.6 I made ~2 years ago that has the gamepack installed and supports quake out of the box. http://www.quaketastic.com/files/tools/windows/level_editors/gtkradiant-1.6-quake1-beta.zip

Also any feedback on the gamepack would be welcome, I haven't seriously used it tbh. I got the .def from gb, I think it's a standard .def that has func_detail added. 
Simple 
Just don't use sun - you can just place lights in the sky to get a similar effect. 
Cast Surface Lights From The Sky Texture 
 
Eric 
Thanks. It works. The def file is not very good compared to my old one from 1.5, incomplete or missing entity descriptons.

Showstopper for me is that the floating window layout is broken (still). Entity window is always on top. Similar to NetRadiant, the additional layout options never seem to get any attention from the developers. 
Waterfall Texture 
Looking for the waterfall texture used in maps such as Than's Subterranean Library or Lunaran's jam2 map. I am going through the wads directory and checking out previews but fail to see it! More specifically of the blood variety. 
 
Open TexMex

Click File
Click Open
Type "c:\quake\jam2\maps\yourmap.bsp"

You will be looking at the textures from the map. 
How To Control Enemies Navigation Area? 
I made not narrow walls and for some reason enemies tried to walk over it, is there any way to make enemies not try something like that? clip texture effect player as well but I would like to use something just specifically for enemies. 
 
I made narrow walls* 
 
Sorry again.. I mean crooked/twisted/tilted walls.. sure I use narrow hallways, but wasn't talking about them in this case* 
Ok 
@Baker I know was tronyn, I done bad the question, now I ask to he 
Negke 
Ah, too bad. Could I include your better-quality .def in the gamepack? 
I Don't Understand Colors 
So, I use multiple blue colors, and only value that changes is Lum (luminous value of color). I try to use same thing for different colors that are not main colors, for example blue violet. I separate to 2-3 different tints(dark -> light) of that color. As an result I get weird pink colors, if colors are close or in exact same position.. so I guess this works only for main colors, red, blue, green, when there is no mixed other colors.

This starts feeling like painting for real, but without seeing results as fast.

If someone is experienced user with colors, a little lecture would help me a lot. Simply answer "do not use mixed colors" is something I will ignore immediately, because I want to learn and use colored lights. I was watching color theory videos on youtube, and getting some nice ideas how to choose own color palettes, but many modern games uses multiple colors in same places and they blend together smoothly.. it is hard to explain why, because I'm not expert in those subjects, and I'm sure quake works a little differently (because it is old game) - but any lighting techniques/secrets that might make it feel like 'modern' would help a lot.

I have been playing around different delay settings, and when used together gives interesting results, just like what I wanted. For example using delay 2 to push our shiny color, then make it lighter and using 0 / 5. Shamefully something like that didn't worked quite well for color "blue violet". 
 
Multiple lights of different colors is probably going to make it harder instead of easier to do what you want. Quake's colored light is basic RGB 0-255. All 0 = black, all 255 = white.

For example, a light that's 0 0 255 is pure and saturated blue. To lighten or desaturate it, add equal amounts of red and green, such as 80 80 255. Boost or cut the amount or red or green slightly to change the tint toward purple or yellow.

Or you can go the other way. The center of the texture light3_8 is actually a pinkish color. Instead of pure white, set the light color to something like 255 240 224 
 
It only looked like it works but.. does this really works this way too?

If I add same about for both red and green, but at the beginning one of them has more than the other.

for example 100 80 255.. 120 100 255.. 140 120 255 and so on. I tried something like that and color changed but kept.. the same base color only more brighter. Or maybe it only just looked like it worked. 
Just Use A Colour Picker 
first hit on google:

http://www.colorpicker.com/ 
 
I use
http://www.color-hex.com/color-names.html and
http://paletton.com/

That looks neat too.. not sure how it works though. I was just wondering that idea of using same color but only brightness changes. First I had wierd problems with blue violet color and it turn into pinkish color. But doing it right.. I guess.. it keep in same color only brightness changed. So I guess what I was trying to ask was, what did I do wrong at the first place when it turn into pinkish colors.

So hopefully this thing never happens to me again. 
Can Func_door_secret Open Upwards? 
Can func_door_secret open upwards?

I have a func_door_secret with "angle" set to "-1" but it slides sideways to open. 
 
I think that http://www.colorpicker.com/ which Kinn provided the link to, will help you understand better what's going on. Hex codes and color schemes are for web page designers, so don't worry about that for now.

The boxes down the right side let you enter a color in two different ways or in a combination of both. HSL and RGB. Try changing the numbers in them and watch how the selector dot moves.

H Hue is color
S Saturation is basically how far from pure white
L Luminance or Brightness is how far from pure black

Try entering 0 0 255 for RGB. Look at the resulting numbers for S and B. Try changing S and B from 100 to 75, 50, 25, etc, watch how the picker dot moves and note the changes in the RGB numbers. 
Ubiquitos 
Just delete the "func_door_secret" option from the classname, make it a commen func_door and add a message for your secret door.

The door_secret code is only one way. 
JA 
 
Thanks,

"angles" "-90 90 0"

produced my desired effect. 
 
If I has button on the ceiling, is it possible to make it go up when shot by using that same idea? 
 
Yep, it's possible, you don't use "angles" though:

"classname" "func_button"
"angle" "-1" // -1=button goes up when pressed; -2 would go down
"health" "1" 
 
Thanks, that will help so much now that I know how to do it in a right way.. was using func_train ealier* 
 
https://drive.google.com/file/d/0BwxYkKdSD855V0RmZHBFNENRRms/view?usp=sharing

So I started using brighter blue/yellow/orange colors, and trying to figure out whether or not focus points are easy to spot. I put screen brightness very low. But I'm pretty sure there will be a lot of people who can't see even focus points or everything is unpleasantly dark.

So let me know, should I put lighting from 300 to even 450 when using delay 5. I removed even colors so I can see which colors are actually brighter and of course it seemed like yellow/orange is a bit brighter which is good thing, because it works as a main goal color. 
 
Or should I put bright colors in middle of rooms/hallways to add that overall visibility? And not try to increase the actual light sources.. but focus on "fake" lighting. 
Taste Of Choice 
I'm attracted to colour lights, but I make sure the white light stays dominate.
In that way the colours blend in at the background without destroying the texture. 
 
Yeah, you're right.. unless it is meant to be disturbing and texture breaking like in silent hill, if you know what I mean*

But overall I want to try to keep colors under control, everything is still quite new to me. I will try adding this white color more by placing them in middle of hallways/room/areas, and let's see what happens. I looked up some map files by other people and they were placing light sources in middle of rooms etc. For some reasons I tried to avoid using those, because I wanted to light comes from "real" light sources like lamps, torches etc. but it seems like that is not enough always.. and if light value is too high everyone sees it, even if using delay 5 - but it doesn't light that much imo. 
Light 
I wanted to light comes from "real" light sources like lamps

That's a great mindset to have when it comes to lights so stick with that idea.

In terms of fill lights like you describe those are needed to but try out the new -bounce parameter in the latest Tyrutils. Check out a bounce demo here: http://ericwa.github.io/tyrutils-ericw

For my jam map, I used almost no fill lights and just played with bounce scale and such. I am pretty impressed so far!

Another thing to mess with:

Say you have a lamp...

Place a light entity with a high wait value (7-8.5) and place it directly at the source of a lamp. Then place your actually room filling light that the lamp would give off in front of that. This will give the lamp an intense bright source which makes it seem like a real light source.

Lots of experimentation when it comes to lights. 
 
Ah, fantastic.. I was only using bounce 0.1, because I wanted to keep it "horror" in one level.. I want to have actual 100% dark places too. I was afraid that bounce scale would make everything "too bright" in terms of mood I'm trying to capture.. but I'm sure I can increase the value a bit higher sure* 
 
And maybe playing around with those wait values more, I can control it somehow* 
Im Not Sure 
but i think bounce is either 1 or 0

1 being a single light bounce, 0 being off.
ericw could probably enlighten us further. 
 
Yeah, there is the on/off switch, plus 2 parameters:

-bounce n

Enables 1 bounce, 0=disable even if set in worldspawn. Available as a worldspawn key.

-bouncescale n

Scales brightness of bounce lighting, default 1. Available as a worldspawn key.

-bouncecolorscale n

Weight for bounce lighting to use texture colors from the map: 0=ignore map textures (default), 1=multiply bounce light color by texture color. Available as a worldspawn key.


The first screenshot on http://ericwa.github.io/tyrutils-ericw/ shows the effect of different values of -bouncescale, if you click on the buttons on the side.

I haven't mentioned "-bouncecolorscale" much, not sure if anyone is using it, but this is what makes white light bouncing off a red wall become red light (you have to turn it on; by default the map is treated as if all textures are solid gray.) 
 
Sorry I meant I used bouncescale 0.1 
 
Now I set it to default 1, and start working on lights again. Maybe after this my map is much more playable. 
2 Lights 
Here is an example of a

light 100 wait 0.3
and a colour light of
light 300 colour 112 132 256.

As they both are the same strength 300=100/wait0.3 the colour has the same glow as the withe, producing a rare effect. 
 
Does it mean.. if I use 450 it is.. 450=100/wait 0.45? 
 
My thoughts are that too much of your light is coming from highly saturated colored light. Try setting a wait value on the sourced colored lights (those that are supposed to look like they are emitted from a texture). Try around 1.5 - 3 or more and use delay 2 or 5. Try to confine the color to just the area near the source.

Then add some white or almost white area lighting out away from any surfaces. Give those a low light value but with a small wait, so they can reach for some distance, light around 150-200, wait 0.5 - 0.7 
 
Trying all this, and having bouncescale 1? 
 
I don't use a new enough light.exe to have bounce, but it shouldn't matter much if the colored light is not allowed to extend very far.

Here is part of my map. After I made this pic I realized it was actually not a great example. There is more colored light in that room than any other room in the map. I think there is 6, maybe 7 different colors in use.

http://quaketastic.com/files/screen_shots/coloredlights.jpg 
 
How do you make it show like this, is it some command you need to put on engine's console?

Anyway, thanks for your suggestion - I try to understand what it means, some of words are new to me and I might not understand it 100%.. but I sure try. 
 
sourced colored lights = original colors from quake's palette?

..they are emitted from a texture = same colors that are used mainly to make all of original textures?

..white or almost white area lighting out away from any surfaces = means I should place white light sources to walls, ceilings, even floors even though there is no visible any "real" light sources where that light comes from? 
#16967 
r_lightmap 1 
 
What is r_lightmap? it is not command or anything? 
 
Experimental options..
-lit2 -> write lit2. file
-lux -> write lux. file

what are those? 
 
Oh, thanks khreathor* nevermind it did that what I was asking earlier. 
 
So now I can actually see the lighting itself.. this will speed up the progress so much. 
 
lit2 allows much higher resolution lightmaps and lux probably does something similar but is designed specifically for FTE.

lit2 is not supported by many engines afaik 
Rick 
And indeed Rick, base color was too saturated in overall, I need to add more white there. 
 
r_lightmap is a console command.

r_lightmap 1
r_lightmap 0

You can actually add it to your autoexec.cfg file. The autoexec.cfg is a file with commands that are run automatically when you start the game. You might have to create it first if you've never had one before (it's just a simple text file). The "toggle" part makes it so pressing the key turns it on/off.

bind "l" "toggle r_lightmap"

I use the L key, but it can be whatever you want.

Some other useful commands to put in autoexec.cfg are:

bind "?" "toggle r_fullbright"
bind "?" "toggle r_showtris"
bind "?" "toggle r_showbboxes"

noclip and notarget don't need "toggle"

bind "?" "noclip"
bind "?" "notarget"

Just replace the ? with whatever key you want to use. 
 
I forgot to say, autoexec.cfg goes in the Quake/ID1 folder

If you play other game types such as Quoth and AD, you have to put a copy in their folder also. 
 
Thanks, Rick. Now it is super fast to toggle between different views. 
 
Sourced lights are when the light has an obvious point of origin. It is coming from something. That could be a flame or torch entity, but most often is a texture which has an image or picture of some kind of lighting fixture on it.

http://quaketastic.com/files/screen_shots/sourced_lights1.jpg

Notice how the source light is concentrated near the source and falls off quickly. The areas between are still lit, but not as much. And the light there has much less color. That is what I use fill/area lights for.

Keep in mind that I'm just offering some generalized examples here. I'm not at all trying to tell you exactly what to do. 
 
Thanks, wasn't really sure what "sourced light" meant, I used 'real light source' on my posts. But yeah, that is the problem what light doesn't lit that much, and if value is much higher origin of light is too bright. Especially when using delay 2, then if I put delay 5 to give some of that white color it pretty much blend together with colored light, and in some cases leaves weird color print on surface (which is ugly looking).

This image is not exactly what I'm trying to do, but it is better than nothing: http://www.eaglelight.com/media/img/ledinsider/W1936-H1296-Bffffff/bulbpar38/par38_e27_1542_par38_grow_light_bulb_led_blue_garden_light_bottom.jpg 
 
Is it possible to make faces/surfaces to receive color more? 
 
Is it possible to make some kind of start map, where have to press button to increase/decrease brightness of screen. Something like Amnesia and Outlast had at the very beginning. Turn up/down until you see some wall or something. 
 
In Quoth you can trigger console command, so you could set brightness like this. I don't know if this is possible in vanilla Quake. 
 
Instead of trying to force quake something impossible, this brightness selection start map would remove that problem people are having with maps that uses darker lights. I really hope this is the right way of thinking in this case? I have seen how quake tries to light up areas and it basically will kill the main goal I had, so if brightness is only issue.. why not try fix that first? 
 
I mean why not solve* this problem this way. 
 
Because maps that are too dark is not a player problem, it's a mapper problem. 
Monitor Configuration - 
http://www.lagom.nl/lcd-test/

Good way of configuring your monitor, if everyone did this then we'd be halfway to getting some parity/unification on custom map lighting.

Also a good test is to play through episode 1 to get a good idea of what kind of brightness your maps should be. 
 
Mappers can't be perfect in every aspect Kinn. And episode 1 is not my taste of coffee to be honest, episode 1 doesn't have darkness almost at all. I am not trying to please only older quake fans, but also people who love horror games nowadays such as Amnesia and Outlast, that in mind I try to find solutions how to balance these things. Screen brightness can be too dark for most users to be able to play horror games right away without setting screen brightness level inside game. 
Darkness 
The only thing I can say about that NewHouse is while darkness is good for horror games, Quake is a shooter. The player needs to see the environment and make decisions based on cookie crumbs (ideally indistinguishable and not obvious) by the mapper.

When said environment is just black and more black, the player can get confused and therefore frustrated...which is bad.

Darkness is fine in Quake, you can create deep and vivid shadows that really bring a scene to life and set a proper mood...but there needs to be a happy balance! 
Darkness 
The only thing I can say about that NewHouse is while darkness is good for horror games, Quake is a shooter. The player needs to see the environment and make decisions based on cookie crumbs (ideally indistinguishable and not obvious) by the mapper.

When said environment is just black and more black, the player can get confused and therefore frustrated...which is bad.

Darkness is fine in Quake, you can create deep and vivid shadows that really bring a scene to life and set a proper mood...but there needs to be a happy balance! 
 
Windows 7 (probably 8 and 10 also) has a simple, but decent built-in calibration. You can find it in the "Display" properties or just run dccw.exe

I've always thought most of the original Quake levels were pretty dark. I normally have the brightness slider set 2 or 3 steps from full left (gamma 0.90 - 0.85).

I am also one those who use the original levels as a "go by" for setting brightness in my own maps. 
 
Bloughsburgh did you read my latest comment? I don't like darkness if it ruins gameplay.. the thing is it does. Problem is not every people uses same settings as mappers (even if options are default or something). If I can see, and enjoy I know others can do, like some of them really did. I want to make it possible by adding options to set brightness. So I don't understand what is so wrong about this idea. 
 
The thing is it doesn't ruin.. only settings fail. 
 
It sounds like you deliberately want the map to be darker than normal then, which is fine. But there's dark as in "I can't see shit, anywhere" - which is bad obviously for Quake - and then there's dark in a sort of Episode 4 way, where you have large swathes of black, but you can still see what's going on because the light is applied to create areas of bright contrast amongst the blackness so you can always make out the structure of the environment.

Making the map too dark everywhere, and then relying on the player to yank it up to a playable level using r_gamma (or some in-game interface to r_gamma) is silly and totally defeats the point. 
 
The brightness sliders in engines aren't there to adapt to specific maps, they're for adapting to the room brightness you're playing in, whether you're playing windowed/fullscreen, how good your LCD's black level is, etc.

Dark/horror maps are fine but they should be built for the same gamma setting as, say, the dark maps in episode 4. 
 
What settings episode 4 then used? 
 
If something is silly, it is not stupid. But yeah episode 4 is my favorite episode. And also I like colors used like in old italian/france horror movies. So only way to make it pleasant for everyone is try as stupid as what I mentioned.

If someone doesn't like the result, at least I tried. But this is basically only thing that motivates me to do these maps. 
Newhouse 
Stick with it and don't get discouraged. Lighting in Quake isn't easy. I probably spend as much time on lighting as I do on everything else combined.

Try to avoid fighting with the engine as much as possible. Cool ideas which are difficult or nearly impossible to implement really aren't worth the time when making your first few maps.

Don't put 95% of your effort into 5% of the map that most players won't appreciate anyway. 
 
I have watched many playthroughs by several people, where people appreciate mood in maps.. just good map layout or idea isn't enough. This is also my hobby.. so I want to make maps I also like to play. Is it really worth making something mapper itself doesn't want to play. My goal is to make maps which I would play many many times and enjoy. For example I like challenge, so I make challenging maps, and hard has to be really hard even if I know the layout all the way through.

Darkness is important because enemies can hide in darkness, great way to set up ambushes. In jam map I used pulse lights very much because I wanted enemies to surprise player "mild jumpscare without awful noise". And many more things, which I need to learn how to do things properly.

In horror colors are the must, I cant capsule same mood using different or too bright colors.. that is why I have been spend 3-4 days in a row trying make blue color stay visible yet not let white color clear everything off. In my eyes quake is still horror action shooter no matter what others might say. 
 
I pretty much believe.. I can't see this map with different lighting:
https://drive.google.com/file/d/0BwxYkKdSD855STItZWF3VlNGcmM/view?usp=sharing

I was working horror fantasy theme before this jam suddenly started. I was lucky I spotted it on time. 
 
Wait a minute.. I could use blue fog to create that cold feeling*... now I will stupid. 
 
feel* 
Newhouse 
those screenshots look like an ok brightness to me anyway 
FifthElephant 
Maybe biggest reasons why this jam map (ice core) were so dark, wasn't because I didn't use enough intensity (light value), but because I used blue as a main light source and blue is quite dark color. If there is not enough intensity in shiny blue colors, there simply is no color then. Hopefully fog can add that extra boost to that mood, though I am not sure will that replace actual blue lights totally or not. 
NewHouse 
Ice Core? Is that the name of your MJ7 entry? It's called Untitled in the map pack. Anyway, I don't think it's too dark and it certainly isn't darker than Khreathor's map. I happen to love the dark blue color you used for your lighting, it gives your map a very distinctive atmosphere, something that is often lacking in base maps. 
Mugwump 
Stupid me was struggling to understand what people were talking "unfortunately untitled", I was that blind that I thought I changed the title, but nope. Welp, standalone version sure will have that name that is for sure.

It can be unclear to see why that name, because I cut off the whole 'ice core' section. Original vision was.. you need to turn power on in ice core, because pyros cut it off because they started fixing wires or something. Then elevators works, then you can go to security center where you find gold access key. Also after entering that last door in jam version, there was meant to be teleport room and one last battle, which teleports the player into fantasy world.. possible to this one map I was working before this jam map.

So those are things I'm working on. Lighting is still very important to keep in mind all the way through, because if I need to make changes to lighting.. even if I organize them to different layers it is not fast by any mean to make changes.

Mixed opinions about it doesn't make it any easier, other say that they like what they see and others say they can't see shit. And I just suggest something to fix lighting by giving a player options adjust brightness level, it seems like whether it is impossible in Quake or just silly(stupid).

In Quake, people are used to this kind of skill selection map thing, so obviously same logic "would" go on other specific settings too, that is only reason why I suggested something like that (having an options inside map). I could write something on readme, but who read them anyway - even I jump right into game. 
 
So you're working on an expanded version, that's great! I suspected there was more to it when I saw "level 2" written above the exit door. If it's as good as the jam version, I look forward to playing it. As for fog, I think you should save it for the ice core once power is restored. You know, like cold produces condensation in cold storage equipments.

By the way, I noticed something odd in your map. In the LG room, there's some kind of flickering electric panel near the floor between the two doors. There's a neon flicker sound coming from the light on the left but this panel is strangely silent. You should add that sound there too, I think. 
 
Also, I played it on skill 1 and there was A LOT of ammo. Like, I used maybe only half of it. 
Mugwump 
" As for fog, I think you should save it for the ice core once power is restored. You know, like cold produces condensation in cold storage equipments."

- I will keep that in mind, it is a good idea.

"There's a neon flicker sound coming from the light on the left but this panel is strangely silent. You should add that sound there too, I think. "

- I just quickly added something weird there, because that left wall has secret door and it's texture is even misaligned on purpose. I assume you didn't spotted secret* Sound might have been wrong in this case, I need to experience more with ambient sounds. If you played fixed version.. I remember adding there broken lamp & that sound.. 
 
So that's the one secret I missed! Thanks for the tip. The thing with hinting at secrets with flickering light/sound is that these defective lamps are also used just for ambiance, without any secret, so I tend to overlook them. I think it's better if the hint feels more out of place, like a slightly misaligned, discolored or particular texture, or an odd architectural detail. I've just checked and you did put a misaligned texture, but I failed to notice it during my playthrough.

While on the subject of secrets, the rocket jump one had a cool message that made it feel like an "achievement", but as a rule you'll want to avoid secrets that aren't accessible by normal means. Another thing: In the control center, there's a shootable button that makes a block rise to reveal a secret with rocket ammo. The problem is that once you do this, the quad above becomes inaccessible because you can't jump on that block anymore.

Glad you like my idea about the fog. It just seems logical that there should be ground fog in there, and it wouldn't really make sense to have fog in the entire base. 
Mugwump 
Thanks for reminding me about that computer room secret, it indeed blocks way to up to get that quad damage. I haven't yet figured out how to make it, but one idea was to place another button inside that computer room secret, because I will make it lower after certain time so player can get quad damage*

I received same kind of feedback from couple people about that rocket jump secret.. so I made it so player can either find illusionary secret path or just rocket jump and message is "Illusionary/Rocket Jump secret". Hopefully that is good way to say it, so player knows that it is possible to access two ways, and naturally if player just rocket jumps, he/she will find also illusionary secret path.

Also I let my friend play play test my map, and I realize I need to move rocket launcher secret on same wall as megahealth secret, if you spotted these 2 secrets before yet near Rocket Jump secret. Basically when you jump from up to middle of boxes where that flashing red door is, there is red arrow shootable button, which opens secret door up where you jumped. Problem was because it wasn't 100% in player view, my friend missed it twice! So now I even placed that in front of face, if player misses it first time, at least when he comes back after picking that GK, he sees it in front of his eyes while walking/running up stairs.

So it kind of feels like I need to make "easy" secrets very very easy to spot. And leave only couple of them, quite hard to find. 
Mugwump 
After all, it is good to have many secret, but almost half of them should be quite easy to find, that will be my goal for each map. It is good to see from feedback/records what kind of secrets are easier to spot.

Computer room quad damage is weird one, it is not secret though.. though it should be in final version. But that one, even I forget that until I finished my map and saw intermission screen.. this moment of realization might comes to many players, which is only good thing. It is nice to hide something on intermission view, if player somehow misses it. I assume you didn't notice it on first play until intermission screen? 
 
I don't exactly get what you mean with that illusionary/rocket jump thing (language barrier I guess, I know english isn't your native tongue). Both secrets are not far apart but not in the same place and one doesn't lead to the other.

The timed block with the button inside would solve the problem, yes. Classic Quake way to deal with secret rooms.

I've played your map only once so far, so I did spot the quad all by myself. Honestly, it's not so hard to find, all you have to do is look around the room, and the way to access it is pretty obvious too. It really shouldn't count as a secret IMHO.

I don't think you need to make your secrets easier. They're already all easy to find if the player pays attention. I kinda suck at finding secrets but I found almost all of them. It took me a few seconds to figure out what that button behind the crates opened but it was really easy too. At any rate, you should make some secrets harder to find (but not too hard either). I missed the one in the LG room but I'm sure I would have spotted it another time. If there's no challenge in a secret, there's little satisfaction out of finding it.

If you need playtesters, a good way to find some would be to upload your map on this site as a work-in-progress. 
 
I mean I made another way to access this rocket jump secret, there will be illusionary path to it also, and that's why I changed its message text to "Illusionary/Rocket jump secret". Don't confuse it to silver key illusionary secret that is near the GK.

You're maybe right, maybe it's good to leave that quad damage on control center not secret, like it is now.

So you say, you even spotted last silver key behind that illusionary wall? I must be one of few who actually notice it (even though I made it very obvious, because that broken grate) and light coming through that wall a bit.

I will post shared link to my work-in-progress map, when there is more stuff than just one new area which consists one hallway and one smallish room. Also when map is starting to get bigger, there is more room for more intellectual secrets (harder secrets). I just needed to fill gaps in this smallish vision, so it felt bigger than what it really was. 
 
"I must be one of few who actually notice it..."
You must be*

sorry my typos >_> 
 
And that earlier was posted by me.. Time to go bed, let the tomorrow be better day for me. 
 
Oh, OK, you mean in the new version you're making.

The silver key is very easy to see, it literally shines through the grate! I think maybe you should put solid walls there instead of grates. The dark alcove surrounded by big red upward arrows is invitation enough to explore it, I believe. I don't know, can anyone else give some input on this? 
 
Ha ha, yeah, I think I'd remember if I had written this! OK, good night. 
 
So I woke up, and had awful headache* Maybe because of that Sauna.. but anyway. I have to make list of all these things needs to be done, otherwise I will forget something. Checklist: first priority -> make checklist. 
"Checklist: First Priority -> Make Checklist." 
Ha ha ha! 
 
At least your headache doesn't impair your sense of humor. 
 
In game business I have even experienced that sometimes when I even talk "seriously", everyone things I'm joking or something. That is the most embarrassing feeling to experience, when you don't even get it in that situation right away that they are laughing to what you said or did* But overall, I try to be humorous just because I can, and my language-barrier makes it even funnier for some people. 
Speaking Of, Where Are You From? 
 
 
From Finland, the country which nobody takes seriously. 
 
...And you wonder why people think you're funny even when you're serious! xD I take at least one of your fellow compatriots seriously: Olivia Merilahti, lead singer of french band The Do. If you like original pop-rock, you should check them out. Their first two albums are very good, the third one a little less. 
 
It might match with my taste, though personally I'm not into soft beats, unless it has some good melodies or meaning behind. It feels like many bands run out of ideas when it comes to writing songs. This is one of reasons why it is impossible for me to have only one favorite band. But I guess this went to off-topic* 
 
Well they do have ideas. Check their first two albums, I'm sure you won't regret it. But yeah, we better stop veering off-topic if we don't want to get trashed. The rules seem pretty strict on this board. 
N00b Question 
I'm guessing the answer is yes, but just to be sure: If I make a map in one editor, can I open it and modify it in other editors without issues? Until I switch to Windows 7 and TB 2.0, I might have to use Radiant or WC for some features lacking in TB 1.16. 
 
The only incompatibility is the Valve220 map format. TB2, WC, J.A.C.K, Quark support it. Radiant and TB1.x don't.

As far as I know WC/J.A.C.K can only save in 220 format so switching between those editors and TB2 should be fine, but you will probably have issues switching between WC/J.A.C.K and TB1. 
Thanks, Eric 
OK, I guess I'll go with Radiant if needed, then. Valve220 is for... Valve games, I suppose? I'm mapping for Q1 anyway, so it doesn't concern me. Wait, since when WC is Valve-exclusive? I remember it was once THE editor of reference for Quake. 
Mugwump 
I don't know will this help you, but I mostly make everything on Trenchbroom 2 beta, but cylinders, spiral stairs etc. I make in J.A.C.K, it's like a radiant. I haven't received any issues so far, so I would recommend something like that - if you prefer more working on TB's 3d view but need some complex brushes too, use J.A.C.K it is quite easy to use. 
Mugwump 
In Trenchbroom 2, there is couple bugs, but those are easy to avoid. One of bug, which might be already fixed, anyway - if you undo your events, it sometimes crashes, so remember save constantly. And also something weird happened me back then, when making brushes in J.A.C.K I have to open them in TB1 not TB2, then save it in TB1, and open it TB2. I said something wrong version.. but that way I made it to work. And again I'm not sure if these issues are already fixed. 
Let's Try Correct My Terrible Text 
..then save it in TB1, and finally open it TB2. TB's console said something invalid something.. but anyway it opened in TB1 and I was able to save it. 
I'd Like To Know Which Editor The More Prolific Mappers On Here Use 
I prefer radiant because I like the control, albeit at a cost of speed, but as a novice that doesn't seem to have too much of an impact. However, complex multi-vert manipulation, as seen in czg's curve tut, isn't very practical/possible, unless I'm missing something.

TB seems like a very nice editor but I just prefer ortho 90% of the time. 
 
J.A.C.K is pretty much like Radiant. TB2 beta has ortho view also, but doesn't have much functionality - just about that grid snapping when it comes to those top, down, side views. 
 
I use TB 1.16 because I'm still under WinXP and apparently TB 2 doesn't like XP (I've tried).
I remember trying WC and Radiant back in the day but I quit because these programs weren't user-friendly enough for me. TB is, so I'm finally getting to it after 20 years. And now that I'm getting acquainted with the tools, I might be able to get used to Radiant. 
Killpixel 
Isn't it written in the readmes? Which editor they build their maps on? 
Mugwump 
"Nobody reads readmes"
~NewHouse 
From CZG07.txt 
* Construction *

Base : Scratch
Editor(s) : WorldCraft, Paint Shop Pro 6, WALly, Maketex.exe, Tex-Mex, CoolEdit, Notepad, Proqcc. 
From DOPA_readme.txt 
Editor used: WorldCraft 3.3 
From 768_spirit.txt 
Editor(s) used: QuArK 
From SKSP2.txt 
Editor: TrenchBroom 1.1.1 Build 368 / Hammer 3.5 
Etc... 
 
Plenty... 
...of other useful information in those readmes, it's a shame to miss it. 
Derp 
Isn't it written in the readmes? Which editor they build their maps on?

I can't remember the last time I read a readme. I suppose that's my problem right there.

Interesting lack of radiant use... 
Func_detail 
Is func_detail recognized by every modern compiler? or is it Tyrutils only feature? I never used other compilers, so I don't know if they have this "feature" implemented.

p.s.
Guys you should consider combining all your thoughts into one post instead of multiple one-sentence posts every 5 minutes. And keep debates about headache and being funny in PM messages.
It looks like chat now, it's hard to search through this thread later, when you need specific information but you face wall of text instead...

I'm not ranting, just an idea how to make life easier ;) 
Khreathor 
func_detail is also in rebb's (http://www.voidspark.net/projects/bjptools_xt/) 
 
And keep debates about headache and being funny in PM messages.

Do you mean you're not enjoying the PooHouse and Cumdump show??? It's so good it brought me out of retirement! 
 
I know I'm not. I find the stream of near useless 2 sentence posts that have appeared in multiple threads highly distracting.

I'm not at all in favor of banning people, but I don't think a posts per day limitation on new users would bother me. 
 
Quite honestly the forum should just be moderated. If it's obvious that drivel/chat posts will get deleted, then the perpetrators might learn to stay on-topic and put some fucking effort in maybe. 
 
So now on I will immediately suggest using my email for these conversations. Unfortunately the best feedback comes(after some time) when people can talk freely. So I apologise that my language-barrier or wall of text doesn't mean anything to you guys, mostly because it really wasn't targeted to you. I know myself that well, that now on I will jump right into email and will stop responding to messages in here. 
 
Ps. Watch your mouth Kinn. Some new here just wanted to be talkative. Why not talk about this like adults with them. I know people can learn from mistakes, anyway your way of speaking is in many cases quite negative or at least it sounds like it. 
"Interesting Lack Of Radiant Use" 
Well that was just a few examples, I'm sure we can find maps made using Radiant. Not every readme has this kind of details, though. 
 
But yeah, Mugwump if you want to chat more about something here is my one email mikkou9 ( at ) gmail ( dot ) com 
Max Efrags 
 
Found It 
caused by having entities (typically torches) too close to oreven partly inside solid walls. 
NewHouse 
Noted. I wouldn't give my e-mail openly over the internet like that but I'll send you a mail. 
 
Alright, so here's a weird one.

Basically, there's a point (really, a whole vertical plane) in my map that sends you into the void--whether you're "in" the map or not.

It's kind of hard to describe so I uploaded a video:

https://drive.google.com/open?id=0B5ubevjSCiEYZFZlX2VUQzZnN1E

As you can see, if you move away from the blue bridge structure towards the blackness, you pass into the grey void without actually reaching the end of the box--and as I demonstrate later, this happens outside of the map bounds as well. Actually, you're technically taken to the *other* side of the map--as if you'd gone so far in one direction that you looped around to the other (like what happens when you fall through a hole in an unsealed map).

I *don't* think it's because I exceeded normal map size limits (that's what those colored lines are supposed to represent in TrenchBroom, right?). I've already ruled out holes, at least those that BSP can detect, having tracked them all down with pointfiles and removed them. Any ideas? 
 
That really does look like hitting up against the hard limits of map size, actually. I'm not aware of any coloured lines in TrenchBroom that represent the bounds of the map, either, just the set that extends out from the origin along the various axes. My advice would be to spawn an entity out there and check its "origin" key values, or use the viewpos command to check the player's own coordinates.

If you're not actually outside the map bounds, i'm totally stumped. 
 
I had this issue when I exceeded the 4000 from origin limit 
 
That might be it, although those flames are just past 4000 units from origin (e.g. one of them is at -224 4048 460 according to TB).

The colored lines are visible here:
https://drive.google.com/open?id=0B5ubevjSCiEYT1JfRF9SODBjZG8
I thought I read somewhere they extend as far as some (extended) limit but I guess they're just the axes. To be honest, I thought the map size was a bit bigger.

There are bigger maps though, like ORL's Zeangala... how does that work? 
Might Leave It In As An "easter Egg" 
cause it's a super secret area that I doubt many of the ten whole people who will play the map will get to, and they'd fall to their deaths if they jumped from there anyway. :P 
Lane 
You could Select ALL and drift the entire map's contents a bit away from the boundary limit. 
 
4096 is the actual limit, not 4000. 
Arcane Dimensions & Func_rotates 
I have been reading ad docs, especially trying to figure out how to make door open in a way.. I can specify origin where door rotates 90 degrees, and probably will just stay open after triggering, because if it spins back after some time "wait", it should notice if it touches players or enemies so it goes back to open..

Noir thmemed map, wooden doors might look stupid if they just moves inside walls. 
Arcane Dimensions & Func_rotates.. 
Sorry typos.. anyway there is multiple options..
'func_rotate_door' + 'info_rotate' might be things I should use? 
Lpowell 
You can use sv_protocol 999 console command in the latest Quakespasm, 0.92.0. That expands the quake boundary limit from +-4096 to +-32678. There's no special compiling tools or commands to use either, just set sv_protocol to 999, restart the map, and you should be golden. 
 
Thanks ORL! I took Bloughsburgh's advice (thanks!), but that is good to know in case I ever get crazy enough to make a really huge map. (Btw, Cataractnacon/Zeangala is one of my top Quake releases ever! So thanks for that too!) 
Lpowell 
Thank you, it makes me happy to hear you enjoyed those maps. Don't be afraid to make some really huge background scenery for your own maps, now that you have the freedom to do so. :) 
Func_skip, Func_ignore 
Hey guys.

I need a brush entity that will be in the map file, but completely ignored by qbsp. Is there any already?

What about using the skip texture? If I cover a brush with "skip" completely, none of its planes will make it to BSP. But what are the side effects? Any unused remains of data in BSP structure?

Or better put: if I cover a brush with skip texture completely, BSP will be exactly the same as if that brush was never there? 
Nope 
Skip texture merely skips adding those faces to the visible world model. The brush will syill affect collision, leafs, portals, and brush splitting.

For instance, put a skip wall across a hallway and there will be a line with the hall of mirrors HOM where the brush touches the other walls. Also it will block the player, bullets, line of sight, etc.

Maybe you need func_detail. That makes it such that it ignores that brush for vis leaf generation in qbsp then lumps it in with the world as a normal brush.

Else maybe you need an info_null brush. It would help if you specified your goal. 
Confused 
I need a brush entity that will be in the map file, but completely ignored by qbsp. Is there any already?

Do you need a brush entity? If you have an entity with no brushes, isn't that a point entity? Why does it need to be a brush entity? 
Sorry, I Should Explain 
My goal is to use VMFII / ItEndWithTens' func_instance entity to make most of my level.

I created a modular greybox of the level. Each part will be replaced by a real asset: a corridor section, a junction, a 45 degree curve, etc.

The func_instance entity is a point entity. That would force me to have 80% of my level made of tiny pink boxes in the middle of nowhere.

So, I tried to turn each of my greybox blocks into a func_entity, to be replaced by the "production" corresponding prefabs. I changed func_entity's class from @PointClass to @SolidClass, but the code then positions the prefab at (0, 0, 0). I believe it's due to the absence of "origin" property in brush entities. I then tried to add an "origin" property by hand, but JackHammer keeps renaming it to origin#1, origin#2, ... seems that there is a hidden "origin" property on brush entities that I'm not allowed to manipulate.

So, I was considering a workaround: what if my greybox assets were some "func_skip" to stay in the source .MAP as a visual reference, but to be skipped by qbsp? I would use this func_skip along with func_instance.

This is, obviously, not the cleaner solution. If someone has any other idea...

Looks like func_instance was meant to be used for specific assets in a level, not most of its geometry. But that would be very handy. 
Actually Not So Bad Idea 
For example if I have a lot same kind of things like.. specific statues/pillars etc. , it would be so easy to just modify one and all others updates themselves at the same time. But I assume that is editor specific feature then.. There is already layers.. even groups in TB, but haven't figured out how much things you can do with them.. Are you using J.A.C.K? 
 
The Quake engine just isn't designed around this kind of map development. You would have a lot of trouble lighting, vising and in general would struggle with actually making a map in such a way.
Modern game engines can do a lot more "dynamic" computation at runtime, which is why they can use such techniques to build their levels from sets of prefab'd assets, and on top of that their compilers will work with that in mind as well and operate as if the objects were actually in place.

Besides, I can't see a good level coming out of this technique. Unless you build a unique prefab for every part of your level (which is the same as just building it the normal way) you will end up with a bland creation that looks copy-pasted and repetitive...
What NewHouse is talking about with easily duplicating detailed brushwork for small parts of an area is fine, but due to the technical issues I raised above is best done using something like TrenchBroom's group functionality or by turning all relevant brushes into some kind of func_ that can be selected all at once. 
Ok, But 
No guys, I'm using func_instance, developed for Half Life and modified by our buddy ItEndsWithTens here. It's a .map preprocessing, before compiling. It has the needed features, works great, it's tried and true.

Pritchard, it's all a matter of balance. I can compose a unique room out of prefab chunks, use a corridor section multiple times with different lighting, etc, the way it's done with modern engines. 
 
Hmm... I see. I still don't think it's a good idea, but it's really up to you and if done well it can come close to rivalling entirely hand-made maps.

Sadly i'm not sure how you could avoid the pink boxes issue, you might just have to live with it. I think that there would need to be significant changes to how entities and brushes work in Quake to make it possible to replace brushes like that, especially if the current pre-processor isn't meant to do that. 
Wider Solutions 
I worry that you might be trying to solve the problem in the wrong place. If you've having trouble in the editor seeing what a func_instance represents, perhaps that's something that the editor should provide support for.

Having said that, the .map file is a pretty straight-forward text format. So I'd imagine it would be possible to create a script in e.g. Python which removes the brushes from func_instance entities, and run it prior to qbsp. This might be a better solution for the specific problem at hand than a modification to qbsp itself. 
Preach 
Yes, it is.

And yes, that's what I'll end up trying to do, considering I don't know and don't care to know about C#. Python seems the right choice.

I just e-mailed Rob (aka ItEndWithTens) about his func_instance entity. More info and more brains on it doesn't hurt. 
 
The only place I've extensively used instances for major portions of a map is in Half-Life 2, where Hammer supports the display of instance contents in the editor (even though you need an external utility to compile the maps, since the singleplayer HL2 compilers don't support the entity). Building an entire map out of them when all you can see is little pink boxes is beyond my level of patience. :)

Support for instances would need to be added to editors for the idea to really work well. I know Xaerox has mentioned a passing interest in adding support to Jack for instances, "adding .map as another model format" or something to that effect, but I don't imagine it's a priority for him, or anyone else. Also, as Pritchard has said, you don't want to end up with that "snapped together from prefab 128-unit cubes" look so many games have; instances are useful for all sorts of things, but I wouldn't personally recommend making the whole map out of modular sections.

Nonetheless, I'm not looking to force a mapping philosophy on users by way of the tool, so I suppose I could add support for something like what you're describing. For example, and I'm just brainstorming here, maybe users could specify an entity type on the command line they'd like removed from their top-level map. Tie your placeholder geometry to a custom entity in your editor, say "func_greybox" for argument's sake, then run Quinstance with your usual parameters plus --remove_entity func_greybox and simply have it kept out of the final, collapsed .map file.

I need to get a couple of bug fixes released anyway, I could take a look at adding this at the same time. I'll give it a shot myself, but does this sound like an approach you'd find useful? 
Never Mind My Question! 
Whether you'll find it useful or not is a moot point, as I've just finished adding an entity removal option. :D I'll update the actual Quinstance thread later on, but for now the release is available for everyone to play with: Quinstance 0.3.0

Please do let me know how many things are horribly broken! 
Yay! 
Yes, very useful. I was getting ready to implement a new tool, but that's awesome, gonna try it right away.

Thanks, man. 
@Tens: Bug 
My func_greybox instances were removed, but there is a problem. This is how the prefab is supposed to look, but when I place func_instance like this it appears like this

Looks like intersection between the func_instance and another func_ is f..king the whole thing. 
Workaround 
- of course there is one. I positioned func_instance 32 units under the func_greybox and lifted the prefab 32 units in its .map

Intersection avoided, everything works. Bug reported. :) 
 
Damn it, that's disappointing. Would you be willing to send me the files so I could take a look? 
Sure 
Just sent you. 
Damn! 
Turns out I was screwing up. It works fine. Thanks, Tens. 
Ain't No Thang 
You're welcome, any time! As I mentioned in my email to Adib, the test map he sent along revealed by way of no harm another bug, unrelated to the issue at hand, so I'm throwing together version 0.3.1 for release sometime today. When it's done I'll go update my own thread, if anyone's interested. 
Adib 
Out of pure curiosity, what was the screw-up? 
Mugwump 
I used the -r switch on a test map but wasn't using on the real map. Greybox asset and production asset were clipping each other. 
Twilight Zone 
Something weird. If I travel in one direction inside my map, at some point everything disappear and I'm on the other end of the map's working area in JACK. I mean, outside the level, looking at the level from a distance, as if I'm teleported to zero or something.

Like I'm blowing a limit and being teleported around to the other side.

I already tried to use Arcane Dimensions settings (if it works for Swampy, gonna work for my level):

-heapsize 256000 -zone 4096

and even tried to increase zone to 8192. No luck.

Does anybody know what's happening? 
Obligatory 
Is it close to map boundaries regardless of the settings you are using? 
Adib 
You're moving more than 4096 units away from the centre of the world would be my guess, i.e. your map exceeds Quake's normal limits. The same thing would happen in any map if you were to move long enough in one direction using noclip.

If it just happens on one side of the map, it might mean that you simply need to centre your brushwork, i.e. select everything in-editor and move it to a more central position.

Unless I completely misunderstood what you meant. 
Bloughs And Total_Newbie 
Yes, it's close to map boundaries and it's close to 4096, but about these heapsize and zone settings, don't they take care of it? 
 
No, the only ways you can fix it are:

1) make sure you move your brushes away from the limit on all sides

or

2) if your map is too large and exceeds the limit in two opposite directions, you can use an engine that supports protocol 999 (like current versions of Quakespasm). 
 
*as far as I know, I should add. I could be talking utter nonsense.

I should perhaps have waited for a more experienced and knowledgeable person to answer, but I sometimes get all giddy when I actually (think I) know the answer to something (as opposed to just asking lots of basic questions, which is what I usually do around here). "Ooh, ooh! I know this one!"

But yeah, to the best of my knowledge, that was the point of adding protocol 999 to QS, because there's no other way a map that exceeds the +-4096 limit (like ORL's Zeangala) is going to be playable. 
Err 
Adib: just realised a very similar discussion took place just a few days ago:

http://www.celephais.net/board/view_thread.php?id=4&start=17062&end=17071

Sorry for posting thrice in a row. 
+sv_protocol 999 Or +protocol 999 Depending On Engine 
 
I'm Back 
I am opening fteqccgui.exe in mac with wine, but I don't know if my problem is this compiler or are the qc files I downloaded, I can't compile fine; because all qc files have string errors and using /**/ I cannot solve my problem.
H3LP 
Coding Issues Should Go In Coding Help But 
What is the error saying? 
Leak But Not A Leak? 
I just noticed today that an area of my map that I "finished" a while ago had a leak in it. Which is strange, because it's sealed, and I can run vis on it. Here's what I mean:
Exhibit A
And here's what it looks like in the editor:
Exhibit B

Now, like I said, the map is still considered sealed. It won't generate a pointfile, and although I haven't let vis finish because it takes a while now, that will start and complete the base vis without any issues.

So, I ended up fixing it by adding a new brush to cover the area over, but the whole thing made me curious as to what it was that caused this in the first place. Any ideas? Has anyone seen this before, any way to reliably reproduce?


As a side note, how concerned should I be about warnings about things such as efrags and marksurfaces? My map breaks both of those limits and gives warnings on developer 1. Same for missing textures; the console reports 20 missing textures, but I've never encountered them playing the map so it seems superfluous. 
#17106 
That happens reasonably often - bsp just sharts out a harmless random HOM for no real reason. Best solution is just to slightly change the brushwork in that location and see if it goes away. 
About Custom Wads 
If I create a custom wad for a map and later add more textures to that wad in order to enrich my map, will the map still use the wad's old textures correctly without glitches or errors? 
 
the only thing that matters are texture names, so you can add later as many textures as you want. 
 
I have a map in Tesseract. Not having to worry about breaking my map by adding textures anywhere other than the end of the list (so basically deciding everything you want to use at the start) is such a nice difference in Quake mapping. Only issue here is name conflicts but I'm pretty sure they're resolved based on the order they're in then which is fine... 
Thanks 
 
#17106 
Or just ignore and release anyway. Stupid steps in my terracity map never could get that missing tri to show up. It's like qbsp thinks the face is invalid.

It could be the .map exporter. I never have trusted it in any single bsp style editor I've used. Hammer/Source Engine, Worldcraft, J.A.C.K, all of them I distrust for providing accuracy of each vertex. Just create some wierd angle geometry, export to .map. Import the map, and you may notice some brushes are invalid or missing. 
Pritchard 
I similar thing happened to me at one point in making my map. No holes, but after I compiled the BSP there was a nice fat hole where a rock should have been. I just adjusted one of its vertices in the editor and it went away next compile. 
TexMex 
So, I've spent a few hours in PhotoShop, customizing colored textures into pure black and white versions without greys, Sin City style. But when I try to import them in TexMex, the program sends a "file type not supported" message. I've tried with jpg and tga versions but it refuses them both. Ideas? 
 
generally i do a ctrl-c from photoshop and then ctrl-v into texmex, for each image. 
 
I use gimp and export as tga.

There are some wonky ass tools out there for quake asset editing, mostly because of the age of the tools and the formats. 
#17105 
so much errors in my qc files, but I remember so much "not a name" 
Metlslime 
"generally i do a ctrl-c from photoshop and then ctrl-v into texmex, for each image." Yeah, that works, but it's tedious to say the least! I have several dozens of textures to import and TexMex is supposed to support batch import. 
Spot The Nailgun 
So, recently I got a demo of my level (thanks ericw!) and in it the player missed a weapon that they pretty much need to have.
See it?

The problem is entirely my fault, as far as i'm concerned; it's just too damn hard to see the nailgun as you're moving through the area. Unless you spend enough time there to notice it, the approach and subsequent movement paths mean that you have a higher chance of finding it by accidentally picking it up than actually seeing it.

Eric suggested that I use a flickering light to draw more attention to the area, which I might try, but I thought I'd ask here to see if anyone else has some suggestions for me to try. 
Flickering Lights Are Tricky 
I tend to overlook them because they're much more often used as simple decorations rather than hints at goodies/secrets. You could try a light of a different color, maybe? Or if it's not a secret there are many solutions. You could for example point a spotlight at the nailgun, or place it on some sort of pedestal. 
 
It's already under a spotlight and on a "pedestal" of sorts, although I may give it a proper pedestal rather than a different style of flooring as it is right now.
I'm planning to increase the brightness of the spotlight to hopefully make the model stand out a bit more.

I feel like a strobe flicker would definitely catch people's attention, but I haven't had a chance to try it out yet and it might be too intense an effect. 
 
Or put a brighter texture behind it so it stands out more against the background. Almost black on almost black is evidently no good for visibility. 
#17119 
Create a huge fullbright red arrow pointing on this weapon. Add func_train on it, so it's going up and down. Additionally huge trigger covering half of your map, announcing every 2 sec, that there will be a very important weapon to pick up soon.

Utilizing this techniques, you posses all the knowledge needed for professional LD in 2017. 
Pritchard 
Tone down the blue lights - they cast a lot of light but the actual light source is dim. Are you using delay 0 on them?

Then, when the area gains contrast and shadows, put a torch next to the nailgun. Nothing extraordinary, just something to provide extra light and stand out from the blue. 
And For Heaven's Sake 
Sort out your Quake resolution, it looks like you resized your screenshot in MSPaint. 
 
How about a pulsing (rather than flickering) light, placed exactly where the weapon is -- so that that emanates a pulsing glow? Then you kill the light as the weapon is picked up (that's possible in standard Quake, right?).

Another solution (which I suspect you would not want) would be to just move the gun so that it lies unavoidably in the path of the player...

PS: The map looks beautiful, judging by this and other screenshots (in the Screenshots & Betas thread). 
#17123 
Lol, khreathor. So true.

I think it has made for some very dumb players also. 
 
A compromise

I tried a few suggestions, but I ended up just moving the gun so that it's in a slightly different area. Hopefully this works better for players, they'll probably at least see the health which should help draw them to the NG. Flashing lights seem too severe for this, and besides, they can't be toggled in vanilla quake as far as I know.

otp: I'm not really sure what happened to that screenshot. Ericw sent it to me, and the version he sent me is a much higher resolution. No idea how it got all mangled like that when I reuploaded, oh well. I tried your advice on relighting the area, but there just wasn't any way to get the NG to stand out against the rock of the background, and changing the brushes too much in this area is a really big pain since it was the first rockwork/trisoup I ever did and it's a mess. Ended up moving the gun, like I said. 
Custom Sound? 
Maybe I should make a recording of me chanting "Nail Gun... Nail Gun..." and load it as a custom sound in the map to play next to the pickup. Or I could teleport the player to the nailgun if they try and leave it behind. Maybe I'll write some custom QC to make the nailgun follow the player until they pick it up.

Maybe I should just let people fuck up \o/ 
 
Maybe put a spotlight texture under the gun? 
Killing Lights 
Is it possible to use trigger_once to kill a light entity?

I tried testing what I proposed in #17126 above and made a small test map with a nailgun, a light and a trigger_once. I gave the trigger_once a killtarget value "lightkill", and gave the light the targetname "lightkill".

When I tried to compile this map, I got a "Segmentation fault" error message. I thought this was unrelated to the entities in the map, but when I turned the trigger_once back into a world brush, the map compiled fine ... so it would seem that I did something wrong when trying to kill a light with a trigger_once.

Can someone explain what I did wrong? 
 
Like so?
I think that actually looks nice, and helps a little bit more too. Good idea :)

On a rather off-topic note, does anyone know a good tool to quickly convert from tga to jpg or png? It's annoying to have to open GIMP before I can upload a screenshot. 
IrfanView 
 
 
total_newbie: As far as I know you can't kill a light. I think light entities are removed from the map at compile time unless they're supposed to be interacted with in some way, perhaps if they have a style... Not sure. In any case, the only way I know to turn a light off is to target it, not killtarget it.

onetruepurple: IrfanView! I used to have it on my system, it went away with the Win10 upgrade as M$ borked my PC and I had to reinstall things. Works a charm, thanks! 
Thanks, Pritchard 
the only way I know to turn a light off is to target it

How does that work? I guess it's not just a matter of giving the light a targetname and having something else target it, right?

I just tried that with a trigger_once and got the same result as before (i.e. compiler gave me a segmentation fault error message -- which I'm still not sure is not the result of something else, but so far it seems to correlate with my trying to get entities to do things they can't do). 
 
https://dl.dropboxusercontent.com/s/df4rh3g7v439jtl/lighttest.map

Not sure what your map looks like, I just whipped this up though. Feel free to take a look or compile it yourself (make sure to replace the wad with a path to the original quake wad on your own computer)

Just a simple button that targets a single light. The only keys i've changed are the target/targetname. 
Thanks Very Much 
Yeah, that compiles fine on my end and works as intended. When I try the same thing with a trigger_once instead of a button, though, I get the segfault error when I try to compile.

Also: when I change the light style in your map to slow pulse, the button no longer has any effect in-game; the light just stays on. It still compiles, though. So I guess one can only switch standard, non-pulsing and non-flickering lights on and off?

Does anyone know why I can't switch off a light with a trigger_once? 
 
"Maybe I'll write some custom QC to make the nailgun follow the player until they pick it up."

That would be hilarious! "Pick me, pick me, ooh, ooh, please pick me!" And make it hop behind the player with cartoony boing-boing sounds. 
 
I'm pretty sure you can't turn a light off or on if it has any style other than the default. I remember trying that once before.

You should be able use a trigger_once though. The light needs a targetname and it will toggle off/on every time it's triggered. I have definitely done it with a trigger_relay activated by a trigger_once. 
Quakespasm 0.92.1 +sv_protocol 999 +map 
Thanks guys. Problem solved.

I should centralize the level anyway.

ACHTUNG!

1- QuakeSpasm 0.90.1 doesn't have 999 as a protocol. Update your QS;

2- The +sv_protocol switch must come before +map on command line. 
Just My 0.02 
I should centralize the level anyway.

If you haven't done this yet, I'd say that should be first priority. Requiring protocol 999 (or bsp2, for that matter) when it isn't actually necessary seems like a very messy solution...

(I mean, technically one could make even e1m1 require protocol 999 by moving the entire map to the +/-4096 boundary.) 
Move E1m1 To The 4096 Boundary 
That would be neat prank actually. 
Ahh! Found It! I Found Pritchard's Nailgun! 
That was hard to spot. 
 
You could place the nailgun over a hole, put a really bright light in the bottom of the hole, then hide the hole by filling it with a func_wall. If too much light escapes the hole, make it a spotlight. 
Total_newbie 
What light tool / version are you using? I can't reproduce that in my tool.

Generally segfaults are always bugs in the compile tool, rather than the mapper's fault.

So I guess one can only switch standard, non-pulsing and non-flickering lights on and off? Right. It's just a limitation of the vanilla progs.dat though, this could be done with modified QC. 
Everything I Have Is About Three Versions Out Of Date... 
Generally segfaults are always bugs in the compile tool, rather than the mapper's fault.

Ah, ok, thanks for clearing that up.

I'm using your tools, but I have v0.15.4.

If you want, I'll upgrade and see if I can reproduce the issue.

What I really should/want to do, though, is get all of my tools up to date, but my primary tool, namely TB2, I don't know how to update short of a fresh OS install (which I'm reluctant to do at the moment) -- see my query in the TB thread
 
If you're on Windows, you can delete the TB folder, remove its entries in the registry and reinstall it. I can't tell for OSX or Linux. 
 
v0.15.4
ah ok, that explains the light crash :-)
Upgrading should fix that. Let me know if you need help building it on Linux. 
 
Thanks, ericw.

I seem to have run into a problem already, but I think it's something I messed up and has nothing directly to do with Tyrutils-ericw.

A bit of background:
A few days ago, I tried to install something called Drupal. I really want to learn how to build websites, and I read online that you can use Drupal to build a website pretty much from scratch. So I found it in the Mint/Ubuntu repositories and tried to install it, but something went wrong during the installation process (there were some steps I didn't understand, and I chose the wrong options or something), and now it isn't installed properly, but I can't seem to remove it either.

So, now:

When I tried building the latest version of tyrutils-ericw, I needed to install cmake -- but when I try to install cmake, the Drupal installation process tries to resume, and then fails again. As a result I can't get cmake installed.

Not that I expect you to know how to solve this problem, but maybe you'll at least be amused at how badly someone who knows next to nothing about the computer they're trying to use can screw things up. 
Nah 
don't worry, Linux package management just sucks..
what's the error?
I have hit the same thing on debian/ubuntu before, there's some magic flag to make apt-get work usually. also maybe we should move this to the OS thread...? 
Or Tyrutils-ericw Thread 
 
Color 
Is it possible to apply a color attribute to an entity that is not a light? Lemme explain: I have this idea of recreating the two fish scene from Coppola's Rumble Fish. This would require having one fish tinted red and the other blue. Would I have to retexture them or can I achieve this just with a color attribute? 
 
I'm pretty sure a retexture is in order, I don't think quake has any tinting keys by default, or in any mod that I know of. 
 
Damn! Incidentally, I guess it would also require altering the progs.dat to have two versions of rotfish, right? 
 
I wouldn't know specifically about that, I've never looked into quake modding in that sense, but I'd hazard a guess and say yeah, you'd need to do that. 
Mugwump 
Typically yes, you need custom progs, but you might be able to use some functions from other mobs instead of it's normal AI.

The progs whisperer preach would probably know more about this than me. 
 
I sure could use a progs whisperer! I'm a total n00b about QC and I would need to know the exact syntax, where to put the new code inside the file, etc... I don't even know how to edit that file. 
 
*I meant how to open it. 
Lol 
"The Progs Whisperer Preach" 
No Code Required 
Just add the blue skin to the model, then use the key "skin" "1" on the ones you want to be alternative colours. It's like a map hack, only you need a mod to make use of it. 
 
OK but like I said, I need two versions at the same time, one blue and one red. Would that be "skin" "1" and "skin" "2"? And where do I specify that? In the progs? In the map editor? Sorry but I'm a total n00b in that matter, I don't even know what a map hack is. 
Monster_fish 
skin|0 uses normal skin
skin|1 if model has 2nd skin use skin 1, else skin 0.

The trick is to add skins to the model and put that fish.mdl in your progs folder. Then any monster_fish that you've added the key|value of skin|1 or skin|2 (if you have a 3rd skin) will use the new skins.

Note the programmer counting:
skin 0 = 1st skin
skin 1 = 2nd skin
skin 2 = 3rd skin
skin n = nth skin 
How To Add Custom Skins To Enemies 
key|value is specified in your map editor same as you would targetname. If using J.A.C.K/Worldcraft, turn off the SmartEdit button to add key|value pairs manually. The key is the name of the variable to assign, the value is the assignment.

Depending on mod support, the key may be overwritten by a default in the qc programming though I don't believe it will in AD.

Skins can be created as a .png
Original skin can be accessed using: http://pecope.co/experiments/quake_web_tools/QuakeWebTools.html

-Webtools:
-Drag and drop the fish.mdl into the webtool
-Drag the skin and drop it on your desktop
-Edit the skin in your 2D program of choice (e.g. Gimp)

Skins can be added back to the mdl by Preach's java package though it's horribly obfuscated how you actually use it. I have to figure it out on my own everytime.

Alternatively you can try AdQuedit but be careful with it since it will let you delete the C: drive. I have trouble getting the palette to load correctly anymore but you may have luck. 
Preach's Model Tool 
https://tomeofpreach.wordpress.com/qmdl/

Don't look at me. It's not clear how to use it. 
Thanks A Bunch, Qmaster! 
I'll try to see what I can do. I hope I'll pull it off. Your explanations are very clear anyway, so if I don't it'll be because of my own suckage.

"Depending on mod support, the key may be overwritten by a default in the qc programming though I don't believe it will in AD."
Good thing I'm planning this map for AD, then... 
Skin Numbering 
As QMaster mentioned, the skin numbering starts at 0, so if you create a model with two skins then they are numbered 0 and 1. Also, if you don't set the "skin" key, it defaults to "0". So you can skip setting it on half the fish, and just set it to "1" on the others.

For adding an extra skin, the easiest thing to do is download QME, which lets you edit models in a GUI.

If you're using AD, then that's going to be an issue, because you can't install a new fish model in someone else's mod. You'd need your own copy of the mod with the fish added. 
Thanks Preach 
Duly noted.

I'll take it one step at a time. Make my fish first, I'll worry about including them in AD later. 
 
Isn't this for the noir jam? There are other custom skins being made for it, like that dapper-looking grunt. I'd imagine the fish can just be added the same as them, unless it's working differently for them because it's a replacement. 
Yes It Is 
I'll ask Shamblernaut when I'm done with my fish. They won't be a total replacement, though, I intend to keep the regular skin if I use other fish as enemies. These two will be unique in the map and won't be actual enemies, only a fullbright visual treat locked inside an aquarium (I'll also need to figure out if it's possible to remove them from the frag count).

Anyway, I don't think my map will be ready for the deadline, fish or no fish. I'll see with Shamblernaut if it's possible to release it as a DLC when it's done. 
Can Somebody Explain This? 
So, I was making a preliminary test for the Rumble Fish/Sin City-inspired map I have planned when I noticed something weird.

To enhance the comic book feel, I made a set of solid white textures with black outlines and solid black textures with white outlines. Used the latter in a box room to see how they looked in-game.

Everything looked good at first:
http://imgur.com/a/AWzaK
But when I got closer to a corner and looked up, I saw this:
http://imgur.com/a/BvODP
It also happens on a floor texture I converted to pure B&W. It looks fine around the player but have a look at the part I circled:
http://imgur.com/a/W8qE5

What's the deal?

If pics aren't clear enough and you want to take a closer look, here's the bsp with the source map included (made for AD):
http://s000.tinyupload.com/index.php?file_id=72319378107589442495 
 
That kind of looks like anisotropy. I'm not sure what the deal with that is in Quake engines these days, though. If it is what's causing it, then there's no fix. You can't force users to filter. 
 
Mipmapping probably 
And The Winner Is... 
Pritchard! It was a brand new install made specifically for my mapping works and I had forgotten to set anisotropic filtering. It was set to 1, which would be the default I guess. I set it to 8 like I always do and the issue disappeared.

Pritchard, here's your prize: a coupon allowing you to facepalm me if we ever meet in person.
https://img.ifcdn.com/images/99bdb68b0fcad2043abbf97f1390375662d75e070a31a010cb1502dd48d5a7e5_1.jpg 
 
looks like mipmapping 
Lol Its Both 
The Anisotropy is for the floor but I believe it allows the mipmapping to take place further away. You could probably remip those textures, esp the wall. If you didn't remip them then it will use the old full detail texture (albeit scaled down), you can do it in Wally. I think there is an option for Remip all actually. 
 
Anisotropic filtering fixed my corner overhead too.

Actually, it was TexMex that generated the mipmaps from the full-size textures. I did notice they looked slightly wonky in TexMex but I attributed it to the display method, like when you use a font in Word in a small size. You say Wally can do better? 
 
Do you have a link for Wally? I googled it and found a wallpaper changer. 
 
http://www.quaketerminus.com/tools/wally_155b.exe

I use Wally for packing WADs, TexMex is driving me nuts...
Shame that Slade can't pack Quake WADs, it's a very good tool. 
Thanks, Khreathor 
 
 
You can turn off the auto remipping option in TexMex. I don't know what happens if you do. Does then engine just create them on the fly? 
 
Pretty sure fitzquake/QS ignores the mipmaps in the bsp, software engines use them though.
Not sure about glquake and other gl engines. 
QS Is The Engine I Used For The Test. 
 
Buttons 
How can I make a button that doesn't move when it's pressed? Looking at the qc, a button that doesn't have the lip value set will default to a lip of 4, which means that setting lip to 0 essentially sets it to 4.

Does anyone know a way around this? I've been fiddling for a little while now with values and I can't find any values that work. 
-0 
signed zero may work. 
 
No dice :( 
Pritchard 
if you make a worldspawn clone of the button and use hintskip, then texture only the face of the skip. Seems to work for me 
Raising Enemies 
I'm currently trying to make enemies rise out of a liquid for my map. Unfortunately I seem to be running into trouble with the func_door brushes stopping when they are obstructed by the enemy, although they eventually will succeed if triggered multiple times. Any advice on avoiding this? 
I Understood Some Of Those Words 
I have no idea how to make worldspawn clones of the brush or hintskip. It sounds hard :/ I ended up "solving" the problem by altering the brush behind the button so that z-fighting never happens when the brush moves back. 
Similar Idea 
Here's a link with the bjptools-phong files where you can grab the hintskip wad. You can texture the skip and it will be a nonsolid/textured brush in game. 
Non Moving Door 
Setting the lip equal to the thickness of the brush worked for me on a door used as a button. The brush is 16 units thick and the lip is set to 16. The movement is set to down (-1). 
 
I'm trying different things at this point, such as a func_train, but I still can't overcome the blocking issue posed by trying to lift flying monsters. Has anyone managed to do it in their map? :( 
Pritchard 
Just a shot in the dark, but maybe func_plat would work? 
ERROR: Entity With No Valid Brushes 
Does anyone know what causes this? Tried to quickly test my suggestion to Pritchard above by making a simple map with a water brush, func_plat and a couple of monsters, plus a trigger_once. If I delete the trigger_once I still get the error (it happens when I try to compile the map).

Using the latest version of tyrutils-ericw and a slightly outdated version of TrenchBroom2, FWIW. 
 
Check your.map file for stray entries I suppose. Also regular enemies should work fine. My issue is that I'm trying to move a flying enemy, so make sure you test that. (Specifically, the sentinel from Quoth)

Good luck :S 
Pritchard 
I've just played the Arcane map found on Quaddicted and there's an exit teleporter rising from lava. Granted it's not monsters but if you can decompile it, maybe it could be of some help? 
TB2 Will Report Empty Brush Entities In The Issue Browser 
 
 
I created a wind tunnel as in figure A here:

https://drive.google.com/open?id=0B8v_WdcS3T18SUJ0TTNqTEg2VEU

The black lines are the geometry of the tunnel. The red box and blue box are two trigger_push volumes that push in the direction indicated by the arrows. The green line is the trajectory followed by the player.

I carefully calibrated the positioning and strength of the push volumes to give the player a perfect trajectory up the center of the vertical pipe.

All of a sudden, without me chaning the position or key values for the trigger_push volumes, the trajectory of the player in the tunnel changed to that in figure B (i.e. he collides with the roof of the tunnel before being blown upwards.

Does anyone have any idea why this might have happened? 
Ubiquitous 
This is only my guess.. but try place them in a way they're not colliding each other, blue trigger is inside red one and that might be the case here... maybe.. 
 
Yeah the behavior when a player can touch two different trigger push entities at once is not reliable-- try adding some space between them 
 
Pritchard, you can move flying monsters easily enough with a moving object ...

https://youtu.be/QuI_88Lk6ig

Add this scrag to E4M5 in an external ent file and you could try it yourself.

{
"angle" "315"
"origin" "1511 -270 56"
"classname" "monster_wizard"
"spawnflags" "256"
Models Not Showing Up 
Hey guys. im new to the quake mapping and i need some help with trenchbroom. when i run trench none of the textures,models show up! please ask me if i need to give any details 
Baker 
Using the stuff in your post in a .ent file made the map crash :/ but I went back and tried out func_plats in my map again, and unfortunately the results aren't as smooth as yours, and using func_plats is essentially impossible anyway.
video
You can see that there is still the issue of the plat glitching out at points where the flying entity interrupts it, although it eventually does reach the top as it is supposed to. I'm not sure what's different about the func_plat in e4m5, I looked at it and it's a pretty standard setup.

That brings me to my other point. How did you get the func_plat in e4m5 to work like it does in your video? A func_plat with a targetname will start at the raised position, and targetname-less ones need to be touched by the player to activate... 
 
I tried out another option, using path_corner and a blocker to stop the monster from moving, but there were two issues I found:

1) Quoth Sentinels can't move to path_corners, which is dumb and lame

2) Wizards can, but they won't ascend to reach them as far as I can tell, so it's totally useless.

So now i'm grumpy at Carmack AND Preach! >:(

Oh well. It would be nice to have this feature in my map, but it's really starting to annoy me how much time i'm wasting trying to figure out how to make it work... Going to do something else instead, like everyone else who had this idea probably did when they gave up. 
 
I froze all entities sv_freezenonclients 1 and stepped on the platform, then I walked off. And then I unfroze the entities.

I cheated a little. 
 
I also couldn't swear for sure that the scrag's interaction with the lift was smooth. I'd bet it wasn't.

But Mr. Scrag in my video is partially obscured and we can't really see him.

Flying monsters like Scrags do not smoothly move up and down.

Shoot and kill a scrag and watch him stutter fall. Quake is 10 frames per second for some types of interactions. For flying monsters it can just be more noticeable than the walking ones in some instances. 
 
I really can't get a break. I'm not posting this asking for help (pls dont ban for offtopic!!1!), but to share with you all the pain that my life has recently become.
I bit the bullet and spent a good chunk of my afternoon selecting and moving my brushes in TB, removing the outdoor passage entirely because it'd given me so much grief. It's been replaced by a short continuation of the cavern that opened out into it.

Much nicer, right? So simple, no hijinks or tomfoolery?
Not.

I Can't even take one step with this damned map before something breaks... ALL I WANT TO DO IS SOME SIMPLE BRUSHWORK ;-; 
 
@pancaked Are you using Trenchbroom 2.x or version 1?If version 2, when you go to the "Face" tab you should see at te very bottom of the tab "Texture collections". You can see it in this screenshot:

http://i.imgur.com/z0aU4Px.png


If you click on that then an extra part of the tab opens where you can load in your texture .WAD files.

Similarly, at the bottom of the entity tab is an expanding section to load entity definitions. 
Map Search 
I recall seeing a map(editor/sreenshot) that seemed like a start map that had 2 rows and 6 or so long of floating islands(geo) and each island was a different quake theme-seemed like the islands were off to the side 
 
How teleports works in AD? I read readme, but I'm just stupid because I can't make it work.

trigger_teleport.target = trigger_teleportdestination doesn't work for some reasons.. insteand target = info_target works, but I can't figure out how to specify direction, angle key doesn't do anything. Map-wise player runs to right, teleports, runs to left direction, How do I specify direction? 
--- 
Key:Angle Value:(0-359)
in a info_teleport_destination 
 
Does anyone know of a tool or any kind of method for turning a Valve 220 .map into a Standard map? I decided to try out using the format in TB for a new map, but it's more frustrating than useful with the way it handles textures etc... I don't want to throw away all my hard work so far though :/

If I had to lose some texture information or something that wouldn't be too bad, since the map is only at the beginning right now and is only 100~ brushes. 
Why Do You Want To Do That? 
 
 
Stuff like this, and texture lock in general doesn't seem to work very well. 
Which Map Editor? 
Posted this over at quaddicted already, but msgboard is still more active.

I'm wondering which editor you guys use for Q1. I'm just now wanting to check out Q1 mapping and am pretty confused by the number of editors out there and the fact that there is no standard editor like there is on the Source engine. What I'm gathering is that Worldcraft 1.6(a) is the standard? Is that true? I've also found an editor called "TrenchBroom". I tried it, but the controls and lack of 2D viewports is not intuitive to me, so I'd like to use Worldcraft since I'm coming from the Hammer editor on the Source engine. Wasn't Worldcraft 1.6a freeware? I can't find it anywhere.

What do you guys use? 
J.A.C.K. 
If you're keen on using a Hammer like editor, JACK is right up your alley. It offers many features that Hammer does and more, as well as a very similar user interface.

http://jack.hlfx.ru/en/ 
 
If you like Hammer/Worldcraft, I suggest:
J.A.C.K. aka Jack Hammer

Another option is Radiant:
Setting Up - Using Radiant

Basically people use: Trenchbroom, JACK or Radiant. All of them are good and it only depends on your preferences. 
Everyone Here Uses All Sorts Of Different Editors 
Any of the following "big three" are fine. Try them all and see what you prefer.

- JACK - is worldcraft-based. In active development.
- NetRadiant - probably the best Radiant-based editor. No longer in active development
- TrenchBroom - for nuskool kool kidz or whatever. In active development.

I'm an old fart and always prefer Radiant, but if you're new to this just see what works for you. 
Beaten Goddamn! 
but shows we all agree on the "big three" 
Netradiant Q3df 
Here's the version of netradiant I'm using. Is currently been updated every month or so; lots of useful stuff.

Here you can grab the q1 gamepack.
- and an example build menu 
Oh! 
I never could figure out radiant.

Ya if you like Hammer, J.A.C.K is identical, except for missing displacements (not supported by Quake anyhow) and doesn't show quinstances (yet I hope). J.A.C.K is also much better than Worldcraft in that it doesn't have 4096 world size limitations, it has support for 3D viewport mouselook, 3D models in thr viewport, etc. 
#17220 
Cheers, I had no idea someone had taken up the NetRadiant mantle again. Interestingly that person has chosen to be known by the nick "Le another black niger". Not sure what to make of that, but the editor seems to work ok and fixes a few of the annoying things about the old NetRadiant I was using. 
 
Netradiant, but I'm using a 2012 version. 
Thanks! 
Awesome, thanks for the tips guys. So NetRadiant or JACK are winners for Q1? Does GTKRadiant work? I know most people who map for Q3A use GTKRadiant.

What are the game packs? Are they like FGD files or something? 
 
TrenchBroom 2 has orthographic views. You may have been using TB1. 
Ww 
Cheers for the tip. I'd pretty much given up on Netradiant, but that updated version seems very usable. 
I Am So Confused 
I'm also pretty stuck trying to figure out setting up game configurations and WADs. I'm big on decompiling maps and their content so I can see how things were made. This is pretty easy on the Source engine because BSPSource is a great decompiler and custom content is often packed in the BSP, where it can be easily extracted. Also, Source games include all their content in VPKs and their Hammer already includes game configurations and FGDs, so mapping setup with base content is pretty much completely done for you. But in Quake, I can't find the default WADs and FGDs. They're not in the PAKs. And decompiling maps with WinBSPC rarely works. Even trying to study maps Thebes's are already provided in .map format doesn't work (like in Arcane Dimensions). The textures are missing in the editor and I can't find their WADs. Many of the entities just show up as purple blocks as well. Is this because they're not in the FGD or did most Quake entities not have icons? I'm just really confused, sorry for the long post. 
Correction 
Uh, meant to say "that", not "Thebes". Autocorrect is nutty. 
Sevin 
you can find a heap of textures here: https://www.quaddicted.com/files/wads/

I think that AD uses a lot of knave textures, it's probably best to extract the textures from the BSP file though.

A FGD file is provided for AD in the zip I believe. 
 
Quake textures are embedded in the .bsp file. Get TexMex, use it to open the .bsp, then save as .wad 
Shamblernaut 
Oh, so you could pack content in Quake maps? I thought you could only pack in the Source engine. So when you ship a mod, you don't have to include all the WADs? You can just pack them in the BSP? Is there a utility to extract the content for the Quake engine?

And yeah, I have that FGD. I guess the entities just don't have icons. 
 
JACK can extract the textures from BSPs, I believe TexMex can aswell. For the entities to display I think you just need to point your editor to the correct directory. 
 
looks like i was too slow

cheers Rick :) 
 
For stuff other than the textures, a game folder is used. Everything can be in a pak file or just a loose directory structure. There is a certain arrangement that must be followed. 
OK 
So I can just use TexMex to create an individual WAD for each AD map? There must be a better way to do that, isn't there a limit to how many WADs you can have loaded in Hammer/JACK/Radiant/whatever?

So did the original Quake team have a proprietary map editor that they never released then? I'm just wondering how they did it if they never actually shipped an editor or textures and entity definitions with the game. I see that there's almost nothing in pak0 besides a gfx WAD, models, maps, and sound files. 
 
id used software called BSP (I think).

I don't know what tools they used to make wad files or whatnot.

TexMex allows you to export the textures and make one more convenient .wad file. 
 
So I guess the quake.wad came from people extracting and combining the textures from all the maps in Quake?

Also, starting to figure this stuff out a bit. JACK seems to be the way to go, I have set up configurations for Quake, Half-Life, and Counter-Strike and it seems to be working well. 
 
BSP was the name of a third-party editor.

Quake's editor was called something like QuakeED. I think they did release the source but it wasn't usable for most people because it required special hardware or OS or that most people didn't have (was it nextstep or a full opengl workstation or something?)

The version of QuakeED for quake 2 was the basis for QERadiant which was third party I think, but then became the official id software editor starting with quake 3. 
Pink Blocks 
Thats normal, Quake doesn't have icons for most point entities. 
Quake Wads 
You could mess with Texmex...or downloading a bajillion wads from quaddicted or other places...or just use:Qmaster's Collection

This includes all standard ID1, Hipnotic, Rogue, SOA, AD, Kell/Knave, and sundry other textures as well as a few of my own such as blue variants of the knave textures. It's not a complete package but it's more or less sufficient for 95-98% of all Quake maps ever made, roughly. 
Awesome! 
Thanks Qmaster, I'll grab that pack. Too bad about the icons, kinda hard to tell what's what without them.

So there's not a reliable decompiler out there for Quake/GoldSrc maps? Did everyone just figure out how stuff was made by themselves? I'm always messing around in the VMF when I'm playing Source maps to see how stuff was done. Studying popular/official maps is kinda the best way to learn stuff. 
Well 
There's the original .map files

There is Winbspc here 
Thanks! 
I'll grab those too, thanks. I have been using WinBSPC, it's not very accurate. 
 
Well, I think I'm all set up for now! I've got source files for the base maps to study, WADs for everything, an editor that works well for both Quake and GoldSrc, and no errors in any of the AD maps I've wanted to check out so far. Thank you all so much for your help, all this setup got done in one day thanks to y'all.

Now, about those entity icons... 
Almost Forgot... 
Celebrated my functioning setup with a run-through of the Minotaur and Minions (ad_test5) test map in AD on nightmare. Video for your viewing pleasure: https://youtu.be/-X7-0un85cw 
@sevin 
Since you're coming from Source as I did once upon a time ago I'll quickly explain how Quake handles inputs and outputs between entities:

Most every entity has 1 .use function which is predefined in the code.
Targetname is the name you put on the entity to use.
Target is the name of the entity use that you set on the outputter such as a button.

Typical button: target = door1
Typical door: targetname = door1
Push the button, the door opens. The use function is usually the same and only 1 but in Quake it can depend on context. For instance if the door above has a spawnflag set of Toggle (32), then pushing the button again will close the door.

Anyhow, go map! 
@Q 
Thanks for the tips Q! I've been creeping around the AD/base maps, so I've picked up a few things about logic. It's obviously a bit more primitive than Source, so I think I will be able to pick it up OK.

Also realized I forgot to grab compile tools! Some quick research indicated ericw's tyrutil's tools are the way to go, though, so I've grabbed those.

Honestly I'm blown away by these AD maps. I've never seen an HL/HL2 mod of the scale and polish that AD has. The geometry and texturing is insane, with gameplay to match! Foggy Bogbottom is a masterpiece, even sock's little test maps are gorgeous in their own right.

The textures are just insanely well crafted and implemented. Even in modern Source maps made by Valve, they don't worry so much about perfect alignment or more specific textures like those made for arches. But in AD, everything just seems perfectly applied and there are gorgeous arches and roofs everywhere. It's pretty awesome to see.

OK sorry I'm still wigging out a bit :3 
Thx! 
Go map! 
Ya, I Think We Are All Still Wigging Out. 
 
FGDs And Paths 
Trying to figure out the proper FGD and game path setup for JACK. I notice that if I change the game path from id1 to AD, several entity icons appear, including ones that I thought were part of the base quake.fgd I have from the JACK files.

Here's how the 3D view looks with only the ad_quake.fgd enabled and the game path set to AD.
Here's how it looks with the quake.fgd added with the ad_quake.fgd and with the game path set to id1.

Can JACK not read paks or something? Why would the default icons show up in the AD path and not id1? Do I need to have the quake.fgd enabled WITH the ad_quake.fgd or do I just need the AD one? What FGDs are ya'll using? 
Just The AD Fgd Will Do. 
 
AD & Illusionary Brushes 
How do I make illusionary brushes in a way, light doesn't go through them? Is there any other way to make brushes you can see, but doesn't collision check. Especially when doing tiny detail in some brick work, it is good to make some of those tiny deals, so player can move smoothly enough, because gameplay is more important. 
_shadow 1 
I think that's it? maybe also _shadowself 1 and _dirt 1, i'm not sure how necessary/functional they all are. (_dirt is obviousy only if you're using dirtmapping) 
@NewHouse: An Alternative Technique 
Especially when doing tiny detail in some brick work, it is good to make some of those tiny deals, so player can move smoothly enough, because gameplay is more important.

Probably you know this already, but you can of course do the opposite: instead of using func_illusionaries for the tiny details that stick out, make those parts out of normal brushes -- or better yet, func_detail* -- but then cover the whole structure in a large clip brush (i.e. a brush covered in the "clip" texture"). The same technique works if you have small recesses in a wall that you don't want the player to get caught in.

*I can't explain the exact technical reasons for this myself, but it's been said several times on this forum by experienced mappers that it's best to use func_detail for tiny detail brushes. 
 
To be honest, I heared them talking about func_detail but couldn't understand what they tried to say actually, because of language barrier.

So func_details don't have mesh/box collider (no collision check) ? 
 
No, func_detail brushes will function pretty much like regular brushes (so the player can still bump into them and won't tell the difference between func_detail and regular world brushes), except that they optimise the compile process ... or something.

The bit that's relevant to your question is using a clip brush to cover all of your detail work -- so it's doing the opposite of what you suggested:

Instead of removing collision check from e.g. the bricks that stick out, you cover the entire wall (including the bricks that stick out) with an invisible brush that the player cannot move through.

The end effect in both cases is that the player moves along the wall without getting caught; the difference is that if you use tiny func_illusionaries, the player will move "through" the tiny bricks, whereas if you use a clip brush, the player will move past the entire wall, including the tiny bricks.

I just added the part about using func_detail, because it's probably good practice, and if you are using a large clip brush instead of small func_illusionaries, then you can use func_detail for all your small detail brushes. 
 
Clip > illusionary for detail. Obviously not ALWAYS true, but if there's any risk of a player's camera getting inside a func_illusionary it's not worth taking. It just looks bad, frankly.

As far as I know func_detail is mostly a way of optimising the vis part of building your map. It basically excludes those brushes from a lot of those calculations, which is great since vis tests visibility really thoroughly and things like little bricks sticking out will be included in that test normally, which is both useless and time-consuming.
Vis is often the longest part of compiling a map, so optimising it is a good idea. 
@NewHouse 
 
I'm sorry, I'm still confused that did I get the answer for my question.. so what I asked was how to make brushes that player can see, but also can go through. I really don't care whether it is possible to see inside brush, because you can't do anything to remove that side effect.

Maybe it is better if I show what I'm doing on my map, and I'm sure millions of people will say to me "Don't do that, that is the wrong way", and that might be 100% true. But there is no time for my to learn new tricks at the moment, if it seems to slow down my progress.

These couple small parts of wall are at the moment just func_illusionary, because I don't want player to struggle with that doorway.. sure it looks a bit more detailed but basically is just the part of basic hallway after breaking the middle:
https://drive.google.com/file/d/0BwxYkKdSD855X2F2NkFyUkliTmM/view?usp=sharing 
Second Question 
In general, how do you make func_illusionaries solid, so they block light and cast shadows and so on ? 
 
how to make brushes that player can see, but also can go through.
make them a func_illusionary entity

how do you make func_illusionaries solid, so they block light and cast shadows and so on
add "_shadow" "1" to the func_illusionary

(fyi Pritchard, only one of "_selfshadow" or "_shadow" is meant to be used at a time. I'm not sure what happens if both are set, probably _selfshadow is ignored) 
 
Ericw, that's interesting to learn! Would you mind elaborating on what the functional differences are between the two flags? Also, since I'm still not sure, does _dirt need to be set if it's enabled in worldspawn? Thanks!

Newhouse, yeah, func illusionary is fine for that. Or, since you're using AD, func_breakable_wall works too. It's specifically designed to appear as part of the rubble when a func_breakable is destroyed. Set its targetname to the same value as target on the breakable, and then you can set properties such as whether it has collision or not. It also has things that support fading out etc. but for your use it's basically the same as having a func_illusionary that spawns when you break something. 
 
Here's an example of a func_wall (the floating cube with a hole through it thing) with "_selfshadow" "1": http://i.imgur.com/lDQ7vNh.png

If it was just a plain func_wall with no extra keys, the left wall would not cast a shadow on the bottom wall. If "_shadow" "1" were set, you'd also get a shadow cast on the world. 
 
re: dirt, I think if "_dirt" "1" is set in worldspawn, you don't need to set it on every func.

However, dirt interacts with the use of _shadow/_shadowself on funcs in the same way shadows cast by lights do.
i.e. "_shadow" "1" -> the func will "cast" dirt on to the surrounding world
"_shadowself" "1" -> the func will "cast" dirt on itself, but not on the world.

Btw screwed up in my last post.. the key is called "_shadowself", not "_selfshadow" 
Shadow 
Does _shadow have support for multiple light sources? 
Nevermind....It Does Pull From Multiple Sources...most Of The Time 
Shadow+Shadowself...did some tests:

_shadow 1 - self shadowing done and func_ casts shadows on the world.

_shadowself 1 - self shadowing and no shadows on the world.

both - same as _shadow 1.

Conclusion: _shadow 1 causes brushes in func_ to be treated as any old normal world brush. _shadowself 1 is only useful for cases where you don't want an object to cast shadows but still want it to shadow the brushes within the func_. 
 
Would someone explain me 'why func_illusionary.. if I put _shadow 1.. Light still goes through it and lights for example one room that should be dark? Because I can't make this working like you do, I have to make actually normal brushes there.. kill them when func_breakable wall is broken and then set active func_illusionary which where first "start off".

If someone knows why simple just using _shadow 1 doesn't make it solid + block light coming through it? 
NewHouse 
Which light tool are you using? Only the newest versions of some light tools support _shadow. I'd grab a copy of http://celephais.net/board/view_thread.php?id=61211&start=99999 if you aren't sure. 
 
I thought I already crabbed that one.. let me see.. yep. I'm using tyrutils-ericw-v0.15.7-win64. 
 
I mean I grabbed* 
 
How bad is hitting the vert limit on bsp? I added the bsp2 flag to my compiler like the error said, but should I be concerned about it at all? Also, I'm assuming that all modern engines support bsp2, I mean i'm only about 3/4 done with this map so I can't exactly just trim it down yet. 
Stupid Elevators. 
I want that player goes to "wait elevator zone" and whether it is up.. it goes down where player is.. but if it is down already - don't do anything ... just let the player go inside elevator.. wait about 1 second, after it goes up. And same other way around.

Pictures would help a lot more to visualize this. 
 
 
you could probably use logic gates to make that happen neohouse 
Going Down 
I take it this is for the AD jam?

You could use entity states for multiple triggers. I don't know if this is over thinking it but what comes to mind is something like:

If elevator is up, and the player is down then a trigger by the elevator entrance will trigger a func_door set with toggle. This also turns off the trigger so it will not go back up without the player going inside the elevator.

A trigger located where the elevator space in the down position would then activate the door toggle. A similar trigger would be in the elevator space when in the up position.

Finally, duplicate the first section but on the upper floor.

With this, you can set separate wait values for triggers to get the elevator to act how you want.

I just pulled this out of my bum and your mileage will probably vary. :O 
Button 
You could also just use multiple func_buttons like how other elevators work.

But if you don't want buttons then try it out! 
 
As long as entity_state whatever works in a way, it set the same state like "on" or "off" multiple times and not starts switching it between until I really want it to be changed. 
Newhouse 
_shadow 1 on func illusionary should work with my light tool. Try starting with a simple case of a room with a pillar in the middle made of func_illusionary.

The light tool doesn't understand the start off spawnflag, so things that cast shadows always cast shadows. 
 
the thing is, if these brushes were "normal" no "func_anything", light didn't come through it. But using func_illusionary.. even though I tried everything, using these _shadow 1 etc. I couldn't make it block lights, and tbh I didn't use "start off" yet so problem is not there. Somewhere is problem I can't figure out it by myself, because there is other things like I have to do.. like finishing up my map before deadline.

Also another thing about these clip brushes.. There is one hallway and monsters could easier walk through it, then I added there grates on floor, and covered it with clip brushes like I did in many other part of my map and in those areas those worked just fine.. but for some reasons it didn't worked on this specific hallway and enemies couldn't anymore go through it.. there is clip brush precisely placed on same high as floor is and it covers all these func_detail iron bars on floor, why they can't go through it? Is this some kind of bug or something?

https://drive.google.com/file/d/0BwxYkKdSD855WFNfd0Y4a1Uwck0/view?usp=sharing 
A Hunch 
Newhouse, try turning bounce lighting off and see if the func_illusionary with skip textures and shadow tag works then. 
Monsters Can't Walk On Clip Brushes. 
 
 
Wait, the func_illusionary is textured with "skip"?
Updating your utils to v0.15.8 will fix that then!

Due to some things I changed in light (new raytracer), I had to handle the case of shadow-casting skip-textured funcs in a special way. The only limitation is, all faces of the func must be textured as "skip" for it to work. 
 
Yeah, to fix the walking issue you need to use a func_wall with a very small alpha key value.

ericw, what are the chances of that changing in the future? It'd be nice to have some of the "one sided" brushes in my map cast shadows. It's not a big deal if it can't happen, though. 
Hmmm 
Pritchard, I think that case will already work as you expect.. (something like hanging vines with texture on one side only?) The normal textured face will block light. (the skip faces won't, but the back side of the normal-textured face will, so the result will be fine.)


(The only case I'm aware of that is broken would be very unusual: say you had a bridge using regular textures, with spikes extending out of it that were textured with skip, and the whole thing was a single func_wall with _shadow 1. The result would be the main bridge casts a shadow but the skip-textured spikes don't). 
 
I'll check my entity setup when I get the chance, I may have forgotten to set _shadow 1 on the relevant bits... 
 
Thanks ericw, I will update my tools*

czg "Monsters Can't Walk On Clip Brushes."

Is that so? So it means I need to use invisible brushes or func_wall with alpha always when thinking of monsters. Maybe I skipped that part where ever it was written down. 
 
Use noskip textures on a func_wall instead 
 
sorry, I meant skip textures 
 
Because not using skip textures.. possible makes some surfaces disappear when looking from different angles? 
Weird Bug? 
I placed armor and health on elevator (func_train) which slowly goes from up to down.. when it reaches its destination bottom, I hear stopping sound and then items falls through floor..

Should I use skip there as well? I already tried clip brushes. 
Plants 
Right now in my map I'm trying to create a little plant in a pot, like one of those shitty plastic ones you see in foyers or something like that. Does anyone have any advice on the best way to go about it? I'd be happy to just have a texture that's feasible to cut a shape out of with brushes, I've got some good ideas as to how to use something like that, but something better would be nice as well.

It's an AD map so although I haven't looked into it I think I can load arbitrary models, so that's another avenue.

What would be really juicy is a guide on how to get transparent textues working in Q1, if that's even possible (I doubt it!). I've got a .wad with a plant that I could use if this was made possible somehow, but it's on that ugly pink background and the details are far too fine for me to simply chop it out, even at the smallest possible grid size. 
 
Several AD maps use fence textures (vines in ad_swampy, broken windows in ad_necrokeep) so you could try that - add a "{" to the beginning of the texture name so it's something like "{plant", this will make palette index 255 transparent.

It's not a vanilla quake feature but engine support is good (QS, MarkV, FTE, latest DP) 
Newhouse 
Skip = the compiler removes the textures from the visual plane, so there are invisible but solid surfaces the monsters can walk over like they was a smooth floor. It's preferable to make them func_wall, because then you can cover the whole gap. They can work as world geometry as well - however, then they can't touch adjacent geometry as that would cause their faces to become invisible as well.

Skip works in vanilla Quake which makes it the way to go, whereas alpha is only supported by a handful of ports. 
 
An apparent exception to the "can't touch adjacent geometry" rule seems to be if the brushes that are skipped are func_illusionary brushes. Obviously not applicable for creating invisible solids, but still an interesting exception. I'm using it to make a "catwalk" for my map: http://i.imgur.com/M5o1Dsa.jpg
http://i.imgur.com/WUpcCxs.jpg

Also, is the "monsters can't walk on clip brushes" statement actually true? I ask because this guy seems to be doing just fine, granted this is in a mod, not the default game. 
 
monsters use pointcontents in order to avoid walking off cliffs. this means that they'll refuse to walk over gaps,
the exception is if they're already off the side of a cliff, in which case they're 'allowed' to just walk off it entirely, thus there's no issue if they spawn on it, but they won't step back onto the clip brush if they did find solid ground.
obviously you can trick the movetogoal function by adding in FL_PARTIALGROUND before each call to it, but you'd probably need extra triggers for that... 
 
I have a spot where monsters not walking on clip brushes is less than good. I've been avoiding anything not part of Quake originally, but would this "alpha" thing work on a moving entity like a door?

If so, is it done in the engine or by the compiler? 
 
a func_wall with only skip textures on it will be totally invisible (and not do nasty things to pvs+csg+etc), and yet still support monsters walking over it just fine.

however, your shots will also hit it instead of passing straight through, which is how come monsters will be willing to walk over it.
so pick your poison. 
 
The walkway is made of four bars. At first they are not extended. Later they move to the position here (lower right).

http://quaketastic.com/files/screen_shots/Wish13_e.jpg

Sorry for the poor angle, but the screenshot is one I uploaded a while back.

Monsters do not move on to the walkway because of the gaps. I've used monsters that have ranged attacks, but it would be better if they would use the walkway once it extends. A func_wall or skip textured brush won't work because of the need to move. 
 
Would making a second overlapping func_door that's just a skip-textured box work? 
 
Skip textures work on doors? That was what I was asking. I didn't know, never use them.

Special compiler needed? I use txqbsp_xt

I was thinking to try the tyrutils as long as marksurfaces don't go up, but I would have to relight a lot of the map because there are parts that look a lot different from MH/BJ light. I think it's the lack of "soft distance". 
 
There is already a clip brush inside the bars to smooth out the "bumpiness" to the player, changing that to a separate door would be no problem. 
 
I'm pretty sure skip on doors will work fine with txqbsp-xt or tyrutils (I tested my version, probably the original works too). As spike said it'll block gunshots but otherwise it should be ideal. 
 
Does it really need to be func_wall only, when using skip textures? Just wondering because func_train is used in many places, and if ever decide make a floor about irons bars then there will be problems if monsters can't move over it. 
 
In general, for anything non moving I would use a func_wall. For something that moves along one axis only, func_door. If a complex path is needed, multiple directions, continuous loop, etc., that is what func_train is for. I don't actually use func_plat any more, too limited. 
 
By the way.. because I'm still discovering new keys and things... does func_door has key "angles" like in buttons? 
 
Yes, but like buttons, only in the horizontal plane, and from what I've seen it can get confusing if you use non-orthogonal directions.

Doors make great lifts and extending walk ways, you just have to learn how to control them by setting the "lip" value. 
 
So it is better than func_plat in many cases?

I tried using now skip, I think I asked about whether it makes same effect when using invisible textures.. and it makes the same weird effect, it kind of don't want to draw some faces:
https://drive.google.com/file/d/0BwxYkKdSD855eDdtQU1JdEpPSE0/view?usp=sharing 
Skip 
From Quake Wiki...

"Skip is a nonstandard special texture, used by modern QBSP compilers, but does not have any function in the stock Quake compilers as released by ID Software. Skip is a texture much like clip in that it is invisible, but skip's use is to remove an entire face from ever rendering, and a brush does not have to be fully textured in skip. The removed face remains solid, and will block player and monster movement, as well as block weapon fire. In general, this is of little use on solid geometery, as Quake performs backside culling, but can be used on brush entities or "hacks" like windows to hide unwanted faces. A "*waterskip" texture exists as well, for use with liquid brushes."

So you use it only on those faces of a brush that you want to remove, not on a whole brush. 
 
I don't want to remove anything, I only want to let monsters move surfaces. 
Thanks 
Thanks for who mentioned about func_wall + alpha.. it worked! 
Skip Texture 
Looking at your screenshot I think you have a grid, and that you want monsters to be able to cross the grid?

If so, then you cannot cover the whole grid with one skip brush. You need to fill each of the spaces in the grid with a brush of exactly the same size as the gap, and with the same texture as the grid, then retexture just the top and bottom faces of that new brush with the skip texture.

After compiling, the faces with the skip texture will be solid but invisible, meaning that you can see what is below the grid, and all the other faces of that brush will remain, thereby making the grid look complete. Monsters will then be able to cross the grid.

I used that technique in FMB-BDG2 where I had a grid with some holes big enough for the player to fall through if he was not careful, and skip textures everywhere else so that the monster could chase the player across the grid and maybe panic the player into falling through one of the bigger holes (those bigger holes did not have skip textures in them). 
 
The problem in the screenshot is that the skip brush is world geometry. This is what I explained above. The skip brush needs to be a brush entity, ideally func_wall (NOT func_illusionary). Alpha brush is a bad choice, because when playing the level with a port that doesn't support alpha, that brush will be fully visible. 
Mike 
When world brushes touch, regardless of texture, the touching faces are removed. If top and bottom face are skip-invisible, then you can see through the sides where the brushes touch. So in order for this to work, there must be no touching (similar to the "DP" issue), for example if the skip brush is shaped like an upside down pyramid or at least has slanted sides to make sure only the floor surface matches up with the adjacent floor. However, this is problematic as well, since it may lead to the parts below or behind the skip brush to be visblocked and therefore create a visual anomaly, too. 
Someone Should Write Down Some Tutorials 
"Alpha brush is a bad choice, because when playing the level with a port that doesn't support alpha, that brush will be fully visible."

Didn't some just said Skip is not supported as well in some ports.. or am I blind. It seems there is couple ways to solve this problem. That I don't know what is the right way to do it anymore.

You can recommend using specific engines for your maps.. if it comes to that mentality "it should be working on every possible quake engine" you're just making your life unnecessary hard?

I just tried func_wall + alpha and it gave the best result when using Quakespasm. So if that is the wrong way to do it, then shall be it - if it works on this specific engine.. 
 
Do AD's fence textures not work in darkplaces? Or have I borked something somewhere? That screenshot is 100% less pink in QS.

Actually, should I care about DP at all? I only installed it tonight to see how my map would look (basically the same save for the broken plants) and experience the horror that is excessive particles and blood decals. Does anyone care if my map's broken in it? 
Skip Texture 
Sorry about that; my memory is shot!

Negke is right. Ignore my comment about exact size and retexturing, that was the actual problem I had, not the solution. The solution was a standard brush 1 unit away from grid brushes (still needing one skip brush for each gap in the grid)

I think this shows what I am meaning:-

http://imgur.com/a/PzDvZ

You can see the skip brushes in place, and the larger holes that the player could fall through, but monsters would not.

This screenshot is from the original map that was compiled and worked as intended. 
 
Actually, should I care about DP at all?

No. 
@Mike 
Like this? : https://drive.google.com/file/d/0BwxYkKdSD855amlBS1FCSWVlaHc/view?usp=sharing

Is the offsetting by 1 pixel only way to make it not hide faces from those iron bars? 
 
Let me get this straight. Skip is a compiler thing, so if the faces are removed does the engine port used to play the map make any difference?

Alpha does require engine support, if not supported by the engine port used to play the map the model will appear as normal and not transparent? 
NewHouse 
Yes, that looks right. And yes, the 1 unit gap stops the grid's faces from being removed whilst allowing monsters to cross the grid.

In my map, Ogres, Death Knights and Shamblers could chase the player across the grid. 
 
should I care about DP at all?

It depends whether you intend to allow players to play your map without forcing them to put their engine of choice away or restrict it to some kind of elitist club. Your call but IMHO mappers shouldn't make their work dependent of one engine. 
Way To Complicate Things 
You turn it into a func_wall so you don't need to have 1-unit gaps, because brush *entities* and world geometry don't affect each other in this regard. Yes, it's also possible to have skip-textured world brushes which then must not touch other brushes, but it's not recommended in most situations. There'll be lighting issues, too.
And you only need a single big func_wall that covers the whole space between all the bars in that area - since it's invisible to the player, there's no visible z-fighting.

Rick: Correct.
Mugwump: Correct. 
Pritchard 
Dp got fence texture support a few weeks ago, it's only on the "development auto builds" (haven't tried myself but should work): https://icculus.org/twilight/darkplaces/download.html 
Skip Works In All Engines 
Including dosquake to my knowledge 
@negke 
"And you only need a single big func_wall that covers the whole space between all the bars in that area - since it's invisible to the player, there's no visible z-fighting. "

but still this happened? Did I do it poorly?
https://drive.google.com/file/d/0BwxYkKdSD855eDdtQU1JdEpPSE0/view?usp=sharing

Though I don't remember was it func_wall or not.. have to see again.. 
Nevermind 
Yeah, it seems to work. Thanks negke. 
 
So now it is come to this point I need to ask again about these keys (AD specific): _shadow, _shadowself, _dirt.

Can some one of those make this brush work as func_illusionary.. like it doesn't block lights? 
Negke 
I had no idea that was what you could use func-wall for. If I ever try to map again I will have to find a use for my new-found knowledge :) 
 
func_wall + alpha works in Darkplaces, Fitzquake, Qrack, and Quakespasm (and probably more). That's pretty broad support.

The only thing it doesn't do is work online with protocol 15. 
Strangers In The Night 
After working some months on a convertion of the Doom2 Startrek Enterprise to Quake1 I discovered a file on my disk from 1997.
It's called "NCC1701D.zip" and contents a rather good impression of a Quake1 map of the Enterprise.

First I was surprised, because someone already did what I was trying in a much earlier moment.

I tried to contact the author "Andrew J. Wyllie" but my email bounced back which isn't that strange after 19 years.

I wondered if someone has heard of the name, because it's a rather good convertion. 
Keys/Sigils In Multiplayer? 
Hi!
This is a repeat of a post I made a long time ago on quakeworld.nu. I'm revisiting it now and someone suggested this forum to get ideas.

Basically, I'm trying to replicate the gimmick from the quake live map 'Elder' (players pick up a gold key to access part of the map), but in quakeworld.

Is it possible to do this using item_key1 / item_key2 / item_sigil ?

Has someone done this before in e.g. a duel/2v2/4v4 map? Let me know what you can! 
 
In your map editor, for the gold key ...

1) what flags do you have set
2) what flags are unset

And same for the door. 
 
Sorry, I left out the most important part of my post!
I basically know how to set up the door to open for a key etc. The problem is my keys/sigil don't seem to spawn at all in deathmatch..?

No flags set on them right now. 
Grenade Key 
Keys are probably removed by the engine for DM. Didn't see anything in the QC.

You could do like I always wanted to do, and turn the grenade launcher into a key. Just make a wall with a hole, put a shootable func_button deep down inside. Only way to trigger it? Drop a grenade in there. Label it with a texture that features a screenshot of a grenade launcher or a grenade, so players get the drift (or a message works too, I guess).

Other than that, there is a Quake 1 arena mod that I think is actively developed. I think they might code DM keys in for you. 
 
Rocket launcher key? Long shaft (think Star Wars). Shoot down it, and blast radius hits shootable triggers on the side(s) of the terminal chamber. 
@madfox 
I remember that map from way back when. I just grabbed it to play for old times sake. 
 
Ah, too bad. Thanks for confirming it anyway! 
 
Haha. Yeah, too bad.
Except you can do it by removing the 2048 from both the key and the door.
/Newbies ... 
 
Here's a screenshot of EZQuake of someone holding the gold key and looking at the gold key door.

Of this thing that "can't be done".

ezQuake gold key + gold key door deathmatch on 
 
Thanks, Baker. I can get it working, too. But if he's not setting any flags...

By the way, the html for this thread is now 12.6 MB. Isn't that kind of absurd? 
@jimbob 
I did ask him specifically what flags "he was using" and what flags "he wasn't using", hehe.

He said no flags, which is pretty bloody unlikely so who knows what's he doing .. even he doesn't know, that's for sure.

thread is now 12.6 MB -- Isn't that kind of absurd?

That's 12.6 MB of pure knowledge, my friend.

Use it wisely. Prosper. 
 
If all of this "pure knowledge" would be gathered in other format for example.. actual tutorials/techniques web page + clear images and screenshots of what everything actually does.

Simple ReadMe included in "somewhere" in game folders doesn't offer much information what all keys and features actually do and most of the mapper's time is spend on trying out things and failing. (in my case 90% of the time), because I'm bad at understanding notepads alone. That's reason why I constantly keep "making sure" I'm doing things in a right way and keep asking about scripting in here.. because there is no other forums as active as this.

I can only assume size will keep growing, and here is the one of the reasons why that keeps happening. 
 
Why do I suspect you are using TrenchBroom?

Because in older days, almost everyone used WorldCraft and WorldCraft had elite ++++ documentation. You could go from newbie to near-elite in a day, I kid you not.

Like http://www.quake-1.com/wc16a-tutorial/

When I see someone new using TrenchBroom, I keeping seeing newbies trying to carve trees and struggle with newbie 101 stuff like "can't make a teleporter" other non-sense that no WorldCraft user ever struggled with in the entire history of mapping.

/I'm just saying ... 
 
I think, to be honest, it's just because this stuff really isn't google friendly. Or just... friendly, at all. I've never seen that WorldCraft page before, and it's not for lack of trying. this site got me through a lot of my early struggles with the entity system, but to be honest I've forgotten how I found it myself.

Another issue is that TB's docs aren't really noob friendly. I mean, they're great if you're a noob for TB, but not for quake. Anything you could possibly want to know about mangling a once-beautiful brush into a mess of non-integer vertex points and warped textures is contained within the bounds of the TB docs, but the only consideration given to the entity properties window is a guide to the UI and how to get around it.

Personally I don't think it should be the responsibility of the editor to provide documentation for this sort of thing. Especially not in TB's case, where the list of games it supports is quite wide and its capability to load custom entity definitions means that it can never cover every possible question.

There's no real solution here really; unless we start editing the top of the topic to include links to a F.A.Q. or tutorials like the one you linked, everyone is basically stuck in an endless cycle of answering the same old questions again and again... 
I Agree 
With Pritchard on this.

Stuff like making a teleport is pretty univseral across all Quake editors. I think it's more like completely new mappers (Who never mapped before) are attracted to TB and because they are completely new they do not any of the basics whatsoever.

I learned a great deal of the basics from the bsp editor tutorials. Almost all of those tutorials are not specific to any editor and I don't think that should be TB's job at all.

But that link you posted Baker is very useful and like Pritchard I never came across that page! 
XaGe 
I see you got that one too.

What happened to me is I'm a hardcore singleplayer, and the level has only four vormits and a dancing data.
In all respeckt to the author andrew wyllis I can't help to see it as a deathmatch range.
Also the light is really bleached.

So I took up the stormannsgally idea to remap the level, inhibbit it with gallons of ferengi and cardassians, relight it and even make it bigger.

Sofar I haven't much luck, but after converting the enterprise from a doom2 level I found this one which threw me back in my chair.

As Spock said: what in heavens name is emotion? 
 
im about to show my skill level, but for the life of me can not figure out what im doing wrong.

Im getting "no spawn function" for func_details? im using "tyrutils-ericw-v0.15.8-win64" to compile and running my map, which uses Arcane Dimensions, with my AD shortcut through QuakeSpasm.

my understanding is that the error would mean im not using the right progs.dat/mod?

I reinstalled AD/redid the most recent patch and still nothing?

super confused, and extremely burntout on it. thanks in advance. let me know what info or logs i should share to help decipher this, as im still on the novice end of things.

it worked last compile and to the best of my knowledge not much has changed aside from new entities/trigger/targetnames. 
 
aaaaaand i solved it.

ive been having an issue with trenchbroom not saving new compile settings upon exiting. my tools had been set to a previous setup.

am i alone with that issue? 
Keys/Sigils + DM 
Keys and sigils work in deathmatch. However, they do not respawn, so they can only be picked up and used once - and will be lost if the player dies before opening the door. Depending on your intentions, it may be safer to use buttons (possibly dressed up to look like a key or sigil). 
 
Keys fire their triggers when picked up, so you could make the key being picked up automatically open some invisible doors (clip) over the real doors. The real doors would just be regular doors, and that way you could make it so that once the key is collected it's as if everyone had it.

Alternatively, this seems to work from my brief testing when used on keys. That's a pretty direct way of solving the "don't respawn" issue. 
Negke 
Would the sp respawn hack work on them in DM? 
 
Yes, I think so. 
 
Well, I tested in QS in DM mode so i'd think so. At least for netquake :/ 
Troubling Lift 
A simple lift shaft, 96x96 units and 320 units high.

When I place a func_train in it the plateau seems to get stuck
at the last 64 units and returns.
Replaced it with a func_plat but it keeps stuck.
There's nothing to block it so I wonder what it causes.

I know the bouncing box is always square, no matter the player's direction.
The 96x96 units seems enough space for the player's 64x64 intend. 
Baker 
Things like "can't make a teleporter" doesn't always mean that he actually don't know what functionalities use or keys, in my case it meant that if I place teleport destination poorly it teleports the player back to same teleport I just run into and not the destination. And most of the features I'm asking about is mod specific features I haven't used before and has only tiny print in some ReadMe files.

I haven't never seen that site you just linked, but it looks like 10 times more informative that what I have tried to use during these 3 years of mapping and practicing. 
Mukor 
Submit an issue plz. 
SleepwlkR 
Ill see if i can reproduce it and ill write one up regardless tomorrow afternoon. 
 
So there is a point at which the larger part of the level becomes accessible. When the player reaches this point, there will be a choice of two paths to take.

One path may be difficult/annoying/frustrating if taken first, but probably doable. Block that path until the other is followed or let the player figure it out?

I do have one model left which could be a blocking door which is triggered eventually by taking the second path.

Maybe the door could be part of the difficulty setting? 
 
Rick:

I rather enjoy figuring out things on my own, but for the sake of keeping it simple the difficulty block sounds like a good idea as well.

Adib:

Don't feel too bad about grey box levels getting nowhere. I encounter the same issues and I assume a lot of other mappers do as well. I have gone through about 3 or 4 maps where I had a full level planned out but couldn't "grasp" the scope. I find keeping a map within scope (Don't go too far with so many ideas at once) and also laying down some detail lets you visualize your final product.

I tend to lightly texture as I go and that seems to help my motivation for continuing a map. Just now, I started to dislike my current project, but I found the cause was an ambitious idea that increased my initial scope too far. Removing it completely allowed me to plan out a far more simple but realistic idea.

Try decreasing the scope of your map, remove excessive or overly ambitious ideas that do not conform well to the rest of your plan. 
 
I managed to add a completely new lift and now the player will be able to access the area that previously required unlocking the larger part of the level and following the correct side path.

It added over 700 marksurfaces which exceed the limit, but I was able to get the total down to 32300 after fooling with it all day.

The bad part is that, by doing a grenade jump, the player can now reach the larger area without doing the "mini quest" to unlock it.

I'll have to decide whether to leave that possibility in or make it irrelevant. If I do make it irrelevant, the player would only find out if they make the jump, only to discover they have gained little.

Even with all these changes, it would still be possible for the player to miss the whole point of exploring that area. 
Func_train's Path Corners + Slerp? 
Is there way to create slow down for the moving brushes? 
 
Not in standard Quake. There is in Quoth, for instance. 
I Choose You Quoth! 
 
 
There is in Quoth, for instance.
Does AD have a similar feature? 
Mugwump/newhouse 
AD makes use of a "speed" property as well. 
Cool, Thanks 
 
Quaddicted / Other Resources Down For Any One Else? 
So i've been making doom Wads and UT2k4 levels ever since i could get my brain around level design.

They're all pet projects, and recently i decided to step into quake editing. So i've been at it for a few months, switched to trenchbroom, fiddled with quoth a bit but i keep going back to old fashioned quake assets.

I was thinking now would be a great time to go back and retexture/polish my old quake levels that i converted from my Doom2 deathmatch servers i used to run.


Found out today most of the WADs for textures are lost to the Ether, and Qaddicted/Qwiki.org are down? not certain? I haven't been able to get on them all day it seems.

where else do you get assets in this community? 
 
 
I'm pretty sure the sites do go down from time to time, they also tend to come back again afterwards.

It is a bit of a single point of failure, sadly. Thankfully the web archive as linked above has some of it mirrored, if not all (I haven't checked).

My strategy with the .wad collection on Quaddicted is to wget that entire directory so that I have a local copy. It makes it easier to browse, and prevents me from having to constantly use the server whenever I want to find new texture sets. 
 
How much Mb is whole WAD collection? 
 
Yeah, I've been having an error 503 since last night. The site must be under maintenance.

My strategy with the .wad collection on Quaddicted is to wget that entire directory so that I have a local copy.
I DL'ed everything too. The whole shebang weighs about 300Mb, a speck on a modern HDD. 
 
Thanks for the assistance, I will be sure to do that asap. So when these sites are down there's no secondary... scary stuff. This was the only community I found that still embraces quake1 so readily. 
 
No secondary? As Baker said there's always the Quaddicted backup at archive.org. You'll also find donwloadable stuff at Quaketastic. As for the Quake community, there are a number of other sites, notably QuakeOne.com and InsideQC (the latter is more a home to engine coders, many of whom also dwell here). 
 
My copy of the wad collection is just a smidge over 400mb, actually.

In other news, the site seems to be back again. We can all rejoice! 
 
I thought I had downloaded everything, I guess I missed some. I'll have to remedy that, thanks for pointing it out. 
Fullbrights 
Theres no way in hell to get a green fullbright right? not without engine changes i assume 
 
a mod with a new palette would do it. (any color in the last two rows is fullbright, so you could replace some of those with green.) It would affect all textures/models though, so you might need to live with green enforcer lasers or something. 
 
or, use TGA replacement textures. That's probably simpler but you are limited to engines that can load them. 
 
Guys, I'm having trouble with my little Sin City experiment. Here's a picture of the problem: http://imgur.com/a/ZtuAG
Notice the brownish lines? They shouldn't be here at all. All we should see are uninterrupted strips of white with only the black outline. What am I doing wrong? Here's an archive containing the .map, its associated .log and my custom texture wad: http://s000.tinyupload.com/index.php?file_id=09992222569821131523

BTW, the log has two warnings about entities in empty space but I have NOTHING outside of that big cube and no apparent leak. 
Tile 
Perhaps the the custom texture is tiling? I didn't check the 2nd link just the picture. 
 
Well of course it is tiling, those columns are 1024 units tall! But my textures only contain black and white, no color at all and not even greys, so we shouldn't see these brown lines.

I was thinking it may be a problem with my textures themselves, hence the inclusion of my wad. I'm a total n00b in the matter of making textures, so maybe I did something I shouldn't have, or on the contrary didn't do something I should have...

I don't know if it's worth mentioning but I used ad_quake.fgd in TB2. I've just been told I should use the .def instead. 
Mugwump 
https://github.com/kduske/TrenchBroom/issues/1501

I believe i saw sock mentioned an improved fgd for AD 1.5 on twitter. Dont quote me on that. 
 
The SC_plainsurfw3f texture has that brown color in the bottom row of pixels, should be easy to fix up in Wally or whatever your preferred texture tool is 
EricW 
That's weird. I used PhotoShop to create a 64*64 plain white texture and only drew the black outline, nothing else. How could that color possibly have ended up there?!

@mukor Thanks but according to the discussion I've just had on the TrenchBroom thread, .fgds are for J.A.C.K. 
 
I took it more as the fgd currently with AD is setup better for jackhammer and that the new one will work for both. 
Correcting Myself 
Sock didnt directly mention the fgd being improved but replied to someone about their problem with a specific aspect of the fgd being fixed in 1.5 in the AD thread post #949.

I have faith the fgd was imporved overall and not just that one area. Maybe sock will chime in on that... 
 
The fix mentioned in that post is about relays, it has nothing to do with my issue. 
Hence The Need For Me Correcting Myself 
 
TB2 
Okay, I have no idea about your skid marks in your whites then. ;)

I use the fgd for AD and I use TB2. I find all of the information I am looking for present so perhaps try both and see which one suits your fancy! 
 
skid marks in your whites
I think it might have something to do with the method I used. I had converted full color textures by using PhotoShop's greyscale mode, thus discarding the RGB channels, so when I made my set of white textures, PS was still in greyscale mode. Then I imported all these in TexMex and I suppose it's the program's texture conversion that screwed them up, because these colored parts show up in my wad but not in the individual textures. I'm currently remaking the wad from scratch. I went back to my individual textures that I had stored in a folder, converted all of them from greyscale .tga back to RGB .bmp and I'll use Wally instead of TexMex. I hope this time it works correctly. 
Mug 
For all your correct and well pointed punctuation you really are a first class retard 
 
TexMex is for wad management, not texture editing. You need to be sending it 8 bit textures with the correct 256 color palette. If you don't, it will make a best guess at conversion and if it turns out wrong, guess who's fault that is?

Does Photoshop even have a way to do 256 color editing confined to a specific palette? 
 
How did you import them into TexMex without saving them to disk? (Like why would you have to re-make them)

If your life easier you convert to the Quake palette (preferably without fullbrights) in the image editor, then CTRL-C and copy the image ... and then ALT-TAB to TexMex and press CTRL-SHIFT-V to paste the image into the wad. 
 
You need to be sending it 8 bit textures with the correct 256 color palette.
That's good to know. PhotoShop does work with a palette. I'll have to check if it accepts the .lmp format, probably yes.

How did you import them into TexMex without saving them to disk?
I didn't say I didn't save them! CTRL-C + CTRL-SHIFT-V is exactly what I did, I just seem to have skipped the palette conversion part...

I've noticed something else: the mipmaps generated from the full-size image, either in TexMex or Wally, include greys in them while the original textures only have 2 colors: black and white. In-game, this results in a change of tone in the distance, visible in the screenshot I posted earlier. Is there a way to prevent the mipmap generator from blending black and white into greys? If not, can I edit the mipmaps in PS or replace the generated ones with my own? 
 
I've mostly used bitmap for Quake when actually saving files for future use, but always as 8 bit with palette. This works perfectly for me. Seems like I read somewhere the format actually used by ID for Quake was pcx.

I never needed to mess with the mipmaps, but I seem to remember something called MipDip? Maybe look at Quaddicted or Quaketastic. 
Wally 
Is the best for texture editing imo. It lets you do cool noise effects and remip too. 
 
I never needed to mess with the mipmaps
I probably wouldn't need to with regular, colored textures (or even greyscaled like map jam 8), but I'm doing something really special with only pure black and pure white. Greys would mess that up. I'll look into MipDip, thanks. 
 
I have Wally but haven't used it for many years. I have no idea why. It looks like it can do some useful things that my ancient copy of PSP 4 can't. I don't see any way to directly edit the sub mips though. 
 
hi i want to know how to make maps with trenchbroom there is no tutorial on how to compile maps. how do i compile maps? 
 
https://www.youtube.com/watch?v=aZ5NUiYtvC8

i watched this video but there are no tutorials how to actually compile maps 
 
my map compiler says this:
${WORK_DIR_PATH}/${MAP_BASE_NAME}-compile.map


output says this:
#### Exporting map file '/Users/Leo/Desktop/unnamed-compile.map'

and then i get a .map file on my deskotop
but i need it to be .bsp to be able to play it. 
 
what now? 
 
ive downloeaded 4 different mapeditors for quake and non of them are very user friendly and the resources on the interent are limited on this subject. 
 
 
Trenchbroom comes with documentation on how to compile. 
 
http://www.celephais.net/board/view_thread.php?id=61211&start=574

View this thread for the most recent compiling tools.

These are the files youll need to add to the compile screen on Trenchbroom, below:

http://imgur.com/a/xI7zu

Above is the same screen used in the Help section thats included with Trenchbroom.

Please, read all the included documentation with these files and Trenchbroom. 
 
If you have any understanding of folders, files, file extensions, and how to use Windows Explorer, then just use a batch file. Way easier in my opinion than all that gobbledygook in the wiki. 
 
im a mac user and i use trenchbroom 
 
I'm sure there's Mac equivalents. It's basic computer stuff. The compiler programs are all command line types. You just type in the instruction and hit enter.

A batch file is just plain text, a kind of script, that runs the commands in sequence automatically. On Windows, it's easier if the map file and all the compiler programs are in the same folder. Also, the full path to the texture wad needs to be in the map file so bsp.exe can include the textures in the final .bsp file.

Sorry I don't know enough about Macs to help more. Maybe on a Mac it's easier to just get the editor to do everything. 
 
I'm sure there's Mac equivalents.

Muahahahaha.

No batch files. No ability to do command line parameters. No true ability to create a shortcut to an application and what you can do in no ways is a Windows equivalent.

On a tech site, some nerdy guy with Cheetos fingers would say "bash script" is like "batch files" ... except yeah, for a casual user those are nothing alike.

(Average Joe can make/edit/run a batch file because it was designed for the average guy to be able to do it. Average Joe needs 1 yr of education to make "bash script" because he is not intended knowledge-level a bash script has in mind.) 
 
Really? I had no idea. The only time I ever used an Apple was in my college computer lab back in the 80s 
80s Apples Were Awesome! 
Beagle Bros 4 Ever!!! 
 
No batch files. No ability to do command line parameters. No true ability to create a shortcut to an application
Yet another slew of good reasons not to use Macs...

So, I've searched Quaddicted, Quaketastic and Google for MipDip, but no luck so far. Does anyone have a copy of it by any chance? 
Terminus 
But did you try Quake Terminus? :O

http://www.quaketerminus.com/tools.shtml 
Awesome! 
Thanks, Bloughsburgh. As a matter of fact, no, I didn't. I remember visiting this site once for other purposes but it didn't occur to me this time. Bookmarked. 
 
While I'd normally ignore a comment as derisive as yours (there is no need to bring down Frito-Lay's fine products), I am concerned about the misinformation you are spreading.

First of all, you claim there is "No ability to do command line parameters," yet in the same post you mention bash scripts. Bash is an interactive shell, it's how users interact with software, and it certainly provides users the means of supplying arguments. Now, where Mac falls on its face is with "apps" that require a special command in order to provide arguments to the program, but that's not an issue with compile tools because they're command-line utilities.

Second, writing shell scripts is no more difficult than writing batch files. Granted, the bourne shell and the bourne-again shell after it contain a dizzying number of features, but some things are actually easier to do in sh/bash than in a batch file. For example, "for loops" in cmd.exe are fairly useless if delayed variable expansion is not enabled, and it's not enabled by default; that has to be set before-hand as an extra step. But I'm getting ahead of myself; in its simplest form a shell script executes commands in sequence, just like a batch file. Both provide more features than just that, but their presence does not make writing scripts in either more difficult. The point is, you don't need to know all of bash's features just to write a script. The only way a shell script is more difficult is that its necessary to change permissions on the file to be marked as executable (chmod +x <script>).

Third, your description of "Average Joe" is oddly specific. "Average Joe" can use the command line, and "Average Joe" can write batch files, but when we start talking about bash scripts, now we're reaching outside Joe's capabilities. I'm pretty sure if Joe can do something with batch files, Joe knows what he needs to search for on google to find out how to do it in a bash script. It certainly won't take a year for Joe to do what he wants to do, and this is basically how I learned to do shell scripting. If I needed to know how to do something, I looked it up, and if I used any particular feature frequently enough it became stuck in my head.

Now, if you can provide me a batch file, I can try and show you a shell script that does the same thing (granted a difference in directory structure) that is no more difficult to write or understand. If I can't, I'll admit I'm wrong.

Gee, I really spent too much time on this post, I think I've gone full-Cheeto. 
Whoops 
Forgot to add @baker in the title of my last post. Also, I'm really sorry I strayed so far off-topic on this. I hope I didn't start a flame war in an on-topic board. 
 
I made a knave brick breakable and got it running in my map.

Only issue is lighting.

http://imgur.com/1ENPUiW

the AD readme say: "It is recommended that all new bmodels be compiled with minimum lighting
using the following command line (tycompiler\light -light 150 %1) The light
value (150) should be changed to suit the location of the breakable."

I used a value of 100 instead of 100...is the "%1" a typo? 
Nvm 
solved my own issue.

I had made two breakables and before reading the readme...i didnt use lighting.

after the readme, i only added lighting to one of them.

whoopsie.

also, forgot i set the breakables up to use both, thought they were to only use the one i had set up lighting for.

but, hooray. stoked for "custom" breakables! 
Mukor 
What engine is that? 
Qmaster 
Quakespasm 
@L4D 
I really spent too much time on this post

If you want to be helpful ...

Then post a script + instructions on how to use to solve Naitelveni's Mac + TrenchBroom problems he stated above to compile a map, get it in his Quake folder and tell him how to use it. 
 
guys, i cant even compile maps on windows, there is no basic information anywhere on how to compile maps, it tried to search everywhere. its like the fucking illuminati here.... 
 
if someone could make a very basic step by step tutorial on how to compile a map it would be awesome. 
 
why cant someone make a mapping tool that can automaticly export maps? just press export just like in photoshop or InDesign... 
 
- Save your .map file in the quake/id1/maps/ directory.
- Extract the compile tools in that directory as well.
- Open a command prompt in that directory (see: http://stackoverflow.com/a/60914 ), and
enter the following commands:

qbsp.exe mymap.map
vis.exe mymap.map
light.exe mymap.map

- run quake, and at the console, type "map mymap" 
 
http://www.celephais.net/board/view_thread.php?id=61211&start=574


Download the files in this thread. These are the tools you put into the compiler in Trenchbroom.

http://imgur.com/a/xI7zu

Copy this word for word, except for the file locations. Youll use the ones you downloaded above.

Take a look at all the documentation included with Trenchbroom and the Compiling tools. Theres some fancy stuff youll have to add to the parameters line for stuff like bounce lighting. Below are my current settings for a Full Compile. Notice in one of the paramters line i have "-bounce -bouncecolorscale 1 -extra4", read through the documentation with the compiling tools to make sense of these.

http://imgur.com/a/8tZn0 
 
On windows:
1) Basically download this compiler: tyrutils-ericw tools
2) And this GUI for compilation: ne_q1spCompilingGui103
3) Compiling with this GUI tool is self explanatory, but here are some settings I'm using atm: GUI - Settings
You should be able to figure out what is what.

Mac script should be trivial to write. If you take a look at the compiler's documentation, you should be able to do it yourself. If not, tomorrow I can see what we can do for you. 
 
"- Extract the compile tools in that directory as well. "

what are compile tools and where do i get them?

and do i install the compile tools inside id1/maps? 
 
"- Extract the compile tools in that directory as well. "

what are compile tools and where do i get them?

and do i install the compile tools inside id1/maps? 
 
Weve linked the compile tools to you multiple times, but here it is again:

http://ericwa.github.io/tyrutils-ericw/

You can put them anywhere. Its best to put them in their own folder within your Quake folder.

http://imgur.com/a/xI7zu

I remember you saying youre using trenchbroom. this screen is exactly what youll enter in your screen. replace "Y:/Quake/Compilers/vis.exe" with the location of the tools you downloaded. 
 
i should probably mention youll need to replace "Y:/Quake/Compilers/qbsp.exe" and "Y:/Quake/Compilers/light.exe" as well.

-.- 
Compile 
Read through this, specifically the "Time to Compile!" section:

https://quakewiki.org/wiki/Getting_Started_Mapping#Time_to_compile.21 
 
"qbsp.exe" is not recognized as an internal or external command, operable program or batch file 
 
 
i have qbsp,light and vis in my id1/map/bin folder now what? 
 
1) Click on the plus to add proper actions;
2) Select qbsp, vis, light - like on the attached image;
3) Fill "Parameters" you want to execute - maybe first just copy what you can see on the screenshot...
4) Run compilation;
5) Let me know if compilation has succeeded, so we can move further;

Image for above instructions 
 
Nada, nothing happens 
 
itd be REALLY helpful for you to include a screenshot of what you typed into the compiler in Trenchbroom and we can likely explain why it didnt work. 
 
 
waht went wrong? 
 
That's Windows 10?

If you shift+right click in an empty spot in the maps folder does it list an option to "Open command window here" ? If so, do it and type in the command manually.

qbsp.exe mapname.map

Make sure both the map file and qbsp.exe are in that folder. 
 
Rick! You are the man! I got my map to work! 
 
Also Mukor, khreator,ericw every one here! much love and thank you for your patience! now i can finally start working on my first project! 
There Are Spaces In The Paths 
It's possible that TB cannot handle those properly. If that turns out to be the problem, please create a bug report. 
 
hey, i could run the qbsp.exe via command line but it doesn not incule the vis or light. Trenchbroom compiling still diesnt work. it just doesnt do anything. 
 
http://i.imgur.com/F6uZiZN.png

Here is a screenshot from my compiler and the paths where my qbsp vis and light are also the map im working on. i can run the qbsp via commandline but ofcourse it will not include any lights that i have added to my map. 
Yeah 
As I said, it's likely due to the spaces in the paths. 
Treat It Like 3 Compilers 
First run qbsp to compile the geometry and collisions.

Second run vis to compile the visibility calculations so the engine doesn't have to draw the whole map at once all the time.

Third run light to compile the lighting. 
 
Make a batch file in the maps folder and run it the same way as I explained for qbsp.exe

qbsp.exe mapname.map
light.exe mapname.bsp
vis.exe mapname.bsp

Right click in maps folder and choose new text document. Call it makebsp (or something). Copy and paste or type in those 3 lines above but change mapname to your map's name.

Save the file then change the extension from .txt to .bat, there will probably be a warning about changing it, but just okay it.

Use shift+right click to open the command window and type makebsp and hit enter. 
 
http://i.imgur.com/DlOQflZ.png

i created a textfile and wrote all that in it. then ran the command window with makebsp. opened the map in quake and it did not draw the light i had put in the map. 
Quick Question 
I remember that there is a way to turn every wall into white, maybe a cvar, but i cannot get to remember how, any idea? 
 
It didnt draw lighting because you have a leak in your map. 
 
Ahh, I built my map so that brushes dont overlap each other, should they overlap to prevent leaking? 
 
You should be able to do "File>Load Point File" in trenchbroom and head to the folder youre building your map in and find the .pts file with the same name as your map.

This creates a line on your map that will snake around the map and eventually point to your leak. You might have more than one leak, so you may have to load the point file after each compile until its solved. 
 
my trenchbroom only created a .map of my file and i dont have a .pts file anywhere. I ran the makebsp command line and it did not allow the usage of light and vis. 
 
 
my antivirus program was freakingout about vis and light XD now i have that also worked out! 
 
At least there is progress. Now you should only have normal mapping problems.

When you build a map out of brushes there is an "inside" and an "outside". The inside is the playing area where the light and monsters and player belong. Outside is the "void".

Think of the "void" as water and the inside of the map is like a submarine, where the air is. You must use brushes to make sure the inside is completely sealed from the outside so that the water will not "leak" in. 
Cool 
glad it worked out. I'm not sure what is causing the antivirus warning.

Ahh, I built my map so that brushes dont overlap each other, should they overlap to prevent leaking?
They don't need to overlap, the brushes that form the outer boundary just need to seal tight (they should be snapped to grid).

It didnt draw lighting because you have a leak in your map.
light.exe should work fine with leaking maps, it will take longer to compute lighting though, and run a lot slower in game. 
 
im really making good progress on my map and learning, i love how textures can be stretched, rotated and alligned in very fine detail. Triggers are pretty simple also (at the moment).
my map already has alot of lights and it and the compiling time is pretty high, about 10 mintes at the moment. is it normal to have such high compilation times? 
No 
I usually have about 43 seconds for light using ericw's multithreaded tyrlight.exe. Although, I do have an 8-core 3.4ghz processor. Qbsp takes forever at about 2min. Vis takes like 5-10min. Depends on your map size and whether or not you have a leak. 
No? 
Naite said compiling time is around 10mins, which is consistent with your 5-10min estimate for vis. 
10 Minutes A Long Time? 
There's no way to say for sure without knowing what kind of computer it is, what the map is like, and what is used to compile it.

I can build the same map on two different machines and compilers and it takes almost 40 minutes on one to about 3 minutes on the other.

So, it depends. 
 
The only certainty is that vis is usually a lot longer than bsp and light. 
 
Thanks Mugwump! Its good to know that vis takes a long time.

Im very inspired by the videos by Custom Gamer in youtube, where usually Daz talk about cool maps. Im very impressed by the maps made by sock and i was wonder how do i create coloured lights, fog and a skybox? 
 
ok, now i have a recursion on leaf 551. whats that all about? 
 
now i fixed the problem i accidentally copied a bunch of bruches and sent them to the far corners of the void. :D
my map is a spacemap and its got alot of light entities in it along with brushes that are shaped as terrain. is that the reason my compiling is taking 2586 seconds. Visdatasize is 104036. 
Actually Easy Question 
Hi i want to create a func_train.

I created a brush gave it an world entity property func_train and created entity path corner. how do i name target and targetname?

does the train have a targetname? or do i assign target name to the path corner entity (for examlpe traincorner1) and then give the func_train target (traincorner1.) 
 
heres a screenshot of how i thought it would work.
http://i.imgur.com/Of019KP.png 
Extending/scaling Brushes Size In Certain Axis? 
I know there is lifts/paltform, but is there possible to make brush that is like a floor but then rises scales up and is still locked to the floor level only the size changes? Because I have no any other idea how to make forces fields or force field floors like in this Metal Monstrosity by Sock. There is these yellow force field floors appearing after pressing some buttons. But that is not func_train? 
Door 
Horizontal func_door?

You can always check the source of metmon and see exactly how Sock did it as well. 
 
Space maps are usually pretty wide open and will take a long time to vis unless constructed very carefully. It's debatable whether anything more than vis -fast is worthwhile. Maybe if it has a lot of inside areas.

Func_train needs a starting target to move to. Give the first path_corner a targetname and use that as the func_train target. Give the first path_corner a target. Use the targetname of the next path_corner for the train to move to. And so on.

You can't make a door or platform that changes size. You make it as big as it needs to be, then place it down in the floor or whatever until it's used. Then it will rise when used and appear to "grow".

You could also just make a flat brush into a func_door that rises and lowers when triggered. 
 
Great success! thank you Rick! now i have a better understanding of triggers and trigger names, i also created a door that works with a trigger 
@Bloughsburgh 
All I can think of is two func_trains or func_doors both placed inside walls/floors other sides waiting.. after pressing button, both of them moves to the middle where "lights touches" and that is what made that effect look so natural. So if this is the only way to do it, then shall be it since it works. 
Naitelveni 
is that the reason my compiling is taking 2586 seconds
Again, it's impossible for us to judge your compiling times without knowing your hardware, software, and the size and complexity of your map. 15-20 years ago, maps could take days to vis. Yes, days! Things are much better now but it still takes some time. You'll never compile a map in the blink of an eye, unless it consists of one boxy room and not much else.

A skybox is a set of 6 textures named according to the sides of a cube: the Sahara skybox, for example, is comprised of sahara_bk.tga (back), sahara_dn.tga (down), sahara_ft.tga (front), sahara_lf.tga (left), sahara_rt.tga (right) and sahara_up.tga (up). They're to be placed in a \gfx\env subfolder, either in \id1 or in a mod folder. I know how to tell a map to use a specific skybox via an .ent file for Darkplaces, but a more knowledgeable mapper will be able to tell you the better, engine-independent implementation method.

Same with fog: I could tell you the .ent file method but that's not the better method, which I do not know. I've read that CZG used brushes as fog in his Honey masterpiece. Maybe you can study it to see how it's done.

Colored lighting comes in two flavors: .rtlights a.k.a. real-time lights achieve better results but are restricted to the engines supporting them, namely Darkplaces and FTE. .lit or .dlit files are more widely supported but have more limited possibilities and are not processed in real-time. RTlights are edited directly in Darkplaces (type apropos r_editlights in the console for a list of the various commands and their effects). A program called MHColour can generate .lits automatically but the results can range from good to very average depending on the map. You can edit .lits manually but again, you'll need the input of a more knowledgeable mapper for that. 
 
As for leaf recursing, I've found something about it on this very old help page: http://www.quakewiki.net/archives/quakelab/vis.htm
Check the 4th entry in the chart. You might also find some use to the rest of this page (except the "editor" section, which seems to no longer exist). Not sure how much of it all is still relevant but I doubt it's completely useless. 
 
Am I missing something? Both J.A.C.K. and TrenchBroom(which i believe is what hes using) have these options within the editor. first three pictures are Trenchbroom, the last one is J.A.C.K.

even QUARK had these in the editor.

http://imgur.com/a/BqHiG 
 
Heh, like I said, "more knowledgeable mappers"... I'm still wrapping my head around the building phase. 
 
Im wondering where you got the information to do it in that way. It seems like it might have been the way to do it back in the day, but its far from convenient now.

also, that troubleshooting guide might not work for him as its likely based on the original compilers. hes using tyrutils.

dont knock yourself. It doesnt surprise me you can edit them thru the .ent and .lit and such, but it just never crossed my mind to do it like that or that it was a way that people would teach each other anymore. 
 
.ent files are still used a lot in Darkplaces and in fact, AFAIK it's the only way to add something in a map without having to de/recompile it. Basically, if the map is not yours and you don't have the source .map, you're stuck with .ent editing.

it just never crossed my mind to do it like that or that it was a way that people would teach each other anymore.
Which is why I've stressed several times that it wasn't the best method and that other, more experienced mappers would know the way. The guy had questions left unanswered, so I wanted to provide whatever rudiments of an answer I could muster. 
Fog In Quake 
Fog is a key/value pair that is set in Worldspawn.

"fog" "n.nnn"

It ranges from 0 to 1. Lower values seem to look better, 0.5 is pretty thick fog.

You can set the color by adding an optional RGB value:

"fog" "n.nnn r.rr g.gg b.bb"

Fog can also be typed in as a console command, just leave off the quotes:

fog 0.25 
 
If a skybox is used it must be in the correct location gfxenv which can be in QuakeID or in the game folder or inside a .pak file

The skybox will need to be set using a key/value pair in worldspawn:

"sky" "skyboxname_"

Note the underscore. The engine will find all the parts automatically. Sky can also be typed in as a console command, just leave off the quotes:

sky skyboxname_

Do not forget the underscore. 
Underscoring 
Do you need the underscore?

At least for AD I know that it is not needed to get the skybox to take effect. 
 
I always figured the underscore was just used as a separator. Most skyboxes I've seen use it, but I don't think it's necessary.

Seems like if it's used you would need to include it, because the up dn rt lf stuff gets appended to the name when the engine tries to load the sky.

sky moonlit tries to load moonlitup moonlitdn, etc.

sky moonlit_ tries to load moonlit_up moonlit_dn, etc.

I've never really tested it out though. 
 
I just did with a .ent file in DP: I removed all the underscores from both the .ent and the filenames and it works just fine, so I suppose it'll be the same in a map editor. 
 
The names have to match though: you can't remove the underscore in the files and keep it in the worldspawn header or vice versa, but that was to be expected. 
 
Mukor, mugwump. Huhhuh, you guys make my head spin! Rick you come in with some really solid and answers.

- Darkplaces, i assume is an engine that runs quake, I my self use QUakespasm. It is both supported by windows and osX (im mapping with windows 8 because eric thought how to compile maps with windows but im really a mac user, i Have a 2013 imac)

All the scripts and coding jargon really dont help a novice like me at the moment unless you can tell me every single specific step that is required to take. IE "no.1 open trenchbroom" "no.1 click blaablaablaa.." etc.

Mapping and this message board has filled all my life with a strong impact, all my waking hours i think about mapping, and posibilities I can create and how to solve them. im insired and motivated! :)

- From a visual point I think coloured lights and a fog give a big boost to visuals. cold light and warm light create dyamic in spaces and fog creates a nice contract between distances.

My compiling time went way down when I scratched my project and started anew from the same kind of visual ideas i had, without using a space map consept. Im able to create the illusion of a larger world even without skyboxes at the moment but i still want to learn how to create them. In doom its so much simpler. At the moment my map concept is a darker, fantasylike world. i have also created func_trains to give my world more life.

My main challenge at the moment is lighting. This makes me constatly save, compile and run my map to know hot to create lights. i guess this element of mapping comes with more expirience.

still if you guys can give me concrete instructions on how to create fog and coloured lights it would help me in the future!

p.s. there is no heart on the emoticons!!! hahah, Im such a softie.. 
Colored Lights 
To make a light colored you give a light entity the _color key and give it a value of the color you want.

Example:

Key: _color Value: 255 0 0

This would give bright red which you would not want to do in a map.

For colored lights, subtlety is usually the best practice.

Value: 255 225 225

Would give a more visually appealing red color which could be used to portray red stained glass windows or what have you. 
 
Did you take a look at the pictures linked by mukor in post #17482? From what I can see in the first two pictures, fog and skybox are defined in the worldspawn (the very first entry at the top of your entity manager). The third picture shows you the color parameter in a light's properties. What more do you need? 
Color 
If using 0-255 for the 3 values doesn't work (e.g. 255 255 0 for orange) then you may need to use 1.0 1.0 0 using values of 0 thru 1. 
Color Keys 
color uses range 0-255
_color uses range 0-1

both are supported, don't mix them. 
Great Clarification, MFX! 
Good to know. 
 
Mugwump, sry i missed it but now i opened it. 
Modifying Entities, Twice 
.ent files are still used a lot in Darkplaces and in fact, AFAIK it's the only way to add something in a map without having to de/recompile it. Basically, if the map is not yours and you don't have the source .map, you're stuck with .ent editing.

An old tool called adquedit lets you embed a modified .ent file into a .bsp file without the need for recompiling. This has the advantage of working in all engines, but the disadvantage that you have to send a much larger file.

For a more esoteric way of editing entities in a map, see:
https://tomeofpreach.wordpress.com/2013/12/09/debugging-and-save-games/ 
 
qbsp can update the entities in a bsp also, using -onlyents and a .map file. AFAIK .ent is just a renamed .map without any brushes. 
Thanks Preach & Metlslime 
 
One More Method 
Once I used a hex editor to change the entities in L4D2 Dark Carnival versus finale, so that the survivors couldn't get to the stands, and had to fight on the stage like the rock gods intended. So if you're crazy then that option also exists, the entity block is just plain text in there... 
 
I've used 0-255 for _color since I first began adding colored light and it works fine.

I standardized on only about ten or so different colors for consistency. As an example, all torches use one color, all lava another, etc. I have many custom textures which have light3_8 pasted in to serve as a light source and these all use the same color.

One advantage to this is if I decide to change a light color for some reason, it can be done easily by search and replace in a
Notepad++ or other text editor.

"_color" "255 240 224" > "_color" "255 192 208"

Not so easy to change the colors of thirty or more torches for example, if "color picker" or something has been used and all have similar, but slightly different values.

Using ericw's surface light is also a way to make mass color changes, as long as the light is associated with a certain texture. 
 
I used "_color" entity key and trenchbroom offered a colour picker. I made some tests and it all worked out very nicely. 
H E L P 
Sup chaps, I feel stupid for asking this but apparently I'm missing something.

I'm trying to make a trigger_push function like a jumppad in q3 (shooting the player vertically but slightly angled, maybe 5 degrees). However I don't know how to angle it upwards.

I'm using TB2, ty. 
 
angle -1 is up
angle -2 is down. 
 
Though if you want it angled slightly you can set the angles key directly:

http://i.imgur.com/5SE5Oud.jpg

Not that it's "angles" instead of "angle"
The first number of angles is the pitch. Note that you need to set it as negative to have it point upward. -80 is 10 degrees offset from straight up.
The second number is yaw. 270 is southward in the map.
The last number is roll and should be left at 0 since it does nothing. 
 
Perfect, thanks guys.

Unfortunately I assumed because the preview arrow doesn't seem to update properly (in TB2) that it wasn't working.

Now stop helping me and make more maps! 
Bounce / Radiosity & Phong Shading 
Hi guys,

Now that i have been introduced to the basics of mapping i've been busy designing my first map. Lighting the map and creating polished looking areas takes alot of time for me at the moment but its alot of fun.

I revisited Ericw's tytutils github-site, and i really like the Bounce / radiosity and Phong shading. How do i add the lighting to my map? 
Check 
Did you check the light section of Ericw's site?

https://ericwa.github.io/tyrutils-ericw/doc/light.html

I believe this has the all information. 
Naitelveni 
For phong shading, just set the "_phong" "1" key/value on a func_ entity. If you have some regular worldspawn brushes that are not part of an entity, but you want them phong shaded, you can group them into a func_group or func_detail and then set that key.

To confirm it's working, do a compile with the "-phongdebug" command-line option for light.exe, the load it in the engine and enter "r_lightmap 1"; you should see something like this

For bounce: add "-bounce" to your light command line, or set "_bounce" "1" in worldspawn. There is a "_bouncescale" option to tune the brightness of bounce lighting, check the screenshots at: https://ericwa.github.io/tyrutils-ericw/ 
 
So i do this in Trenchbroom?

set_ "_bounce" "1"
http://i.imgur.com/yoRxGaG.jpg

then to set the scale i type "_bouncescale" 
Yep That Should Do It 
 
 
That looks like too many lights, especially if you're going to use bounce (which sort of gives you fill lighting for free).

Maybe try deleting some of those and adding some light sources that have a matching texture or a torch/flame entity 
 
Youll probably want to completely redo all your lighting once you start using bounce.

give "extra" or "extra4" a try too.

I have it in my compiler settings, but you might be able to add it to the "worldspawn" like you did with "_bounce".

Note that when you do it in the compiler you use a dash(-extra) and when you do it in the worldspawn you use an underscore(_extra)

were you ever able to get the trenchbroom compiler working, nait? 
 
Holy moly i got alot more light now, and its alot smoother! i redid all my lights, its alot simpler to do lighting now that i have the bounce on! I dont get those nasty deep dark areas that used to fill most of my map or thos over burned highlights, its so much softer!

I never actually got the trenchbroom compiler to work. I also gave up on it once i got Ericw's method to work (terminal).

I was watching Custom gamer once again while doing my map, this time a map by MFX and it made me want to play the map rather than just watch the map narrated by Daz's lovely voice (haha, but he does have a nice voice). So im trying to install Quoth, I have it in my folder Quake/quoth and in it the pak0.pak, pak1.pak nad pak2.pak. here is the problem where do i put the commands: -hipnotic -game quoth? In the console of quakespasm? They didnt work there.. 
 
You're on macOS right? When you double click on quakespasm.app you should get the launcher, put "-hipnotic -game quoth" in there. e.g. http://i.imgur.com/WkH2FoH.png 
 
ericw, im actually on windows because you gave me instructions on how to compile in windows. 
 
i know that the mac app gives those commands on start but the windows one doesnt. 
 
Ok, cool. Spirit made a gif of how to add command line args on windows :)

he's using fitzquake.exe in that example but that procedure will work with any engine including quakespasm 
 
Thanks! 
Now Add Dirt! 
 
 
I played the mapjampack7, the first map was visually stunning and so was the starting room. The second map bugged out, i couldnt get out of the zombie room once all the zombies were dead. The fourth map where the elevator goes up crashed once i left the elevator. XD

but really solid efforts by all the mappers! 
Jam7 2.2 
Naitelveni,

Make sure you install the Quoth patch (2.2)

This is will most likely be the cause of any issues you encounter.

https://www.quaddicted.com/filebase/quoth2pt2patch.zip 
 
For me Map Jam 7 become more like a disaster than success...
Most people never upgraded to Quoth 2.2 and because of that, few maps doesn't work at all, mine is broken. Not working map is a less of a problem imo, because you can definitely see something is not right.
My map starts just fine, but it breaks after a first minute. Most people noclip through the door and they continue with broken vending machines = not enough health or ammo. Few of them just quit after they see doors are broken. They just see this map as a broken piece of shit.

[...]

After they discover that other maps don't work, because of outdated Quoth, they update and never go back to my map. They:
a) don't want to waste their time to check out if that was a problem;

or

b) don't know that outdated Quoth was a problem and they blame me.

This happens in 80% of cases with this pack.

Hopefully retro jam map will work flawlessly, otherwise I quit this shit, lol ;D 
Khreathor 
Lol hey maybe that was just me ok. No hard feelings. The jam didn't specify to use the latest version of Quoth so it's not on you.

Incidentally, it bundled Quoth with it did it not? Did it not bundle the right version? At work so can't check. 
 
Original package has Quoth included, but Quaddicted one is repacked with Quoth stripped from it. 
Mappack7 
Oh shit! Now i really need to get the mappack to work properly, i feel bad after hearing that! It all looked really nice.

Is there a thread on upcoming mappack jams and how to give maps for review?

P.s. If i dont get maps, mods, editors, scripts to work properly its because im a noob! :) 
 
Is there a thread on upcoming mappack jams
Not a general thread, no, but there should be one for each Func_ jam. 
Ericw Hint Brushes 
 
 
DarkPlaces can render the BSP portals with r_drawportals 1. This gives a visualization of how space is split up into BSP leafs, and should show whether the hint brush is working. I don't think Quake mappers have used them much. 
Trencbroom 2.0 Q2 Map Compile 
I'm trying to compile my q2 map with Trenchbroom 2, using qbsp3, qrad3, qvis3, and I get error: "Execution of command 'C:\name\etc\etc\ failed (error 740: the requested operation requires elevation.)"
What does that mean and how do I fix it?

One thing, I've never really known what parameters to use for map compiles, and have always just wung it, usually resulting in fine luck. So I'm thinking it might have something to do with that.

Any help would be appreciated. 
 
^^
Also I'm using Win10. 
 
Share a screenshot of your compiler settings. Might be all we need to figure it out for ya. 
Screenshot 
 
One Thing To Try 
Is to use a path without spaces in it. Spaces in paths are notorious for causing trouble. But in this case, it looks more like a permission problem. 
Also Google The Error Message 
 
Ok I no longer get the error, but nothing compiles. It spits: #### Executing 'C:\Users\Sean\Desktop\Trenchbroom2\q2compiletools\qbsp3.exe -gamedir H:\Quake2\baseq2 test.map'
---- qbsp3 ----

************ ERROR ************
Unknown option "-gamedir"
#### Finished with exit status 1

#### Executing 'C:\Users\Sean\Desktop\Trenchbroom2\q2compiletools\qrad3.exe -v'
----- Radiosity ----
8 threads

************ ERROR ************
usage: qrad [-v] [-chop num] [-scale num] [-ambient num] [-maxlight num] [-threads num] bspfile
#### Finished with exit status 1

#### Executing 'C:\Users\Sean\Desktop\Trenchbroom2\q2compiletools\qvis3.exe -fast'
---- vis ----
fastvis = true

************ ERROR ************
usage: vis [-threads #] [-level 0-4] [-fast] [-v] bspfile
#### Finished with exit status 1



Is this a Trenchbroom bug or me? 
The Parameters Are All Wrong 
 
Re: Problem With Corrupted Map File 
i just had this problem with the map i've been working on in trenchbroom, it's the same issue i think. How did you fix it? not sure what you mean by 'zero the nans' or what you used to fix it. a hex editor? 
Teleporter 
Hi guys! How do i make a teleporter in trenchbroom?

I made a brush and gave it a "classname" "trigger_teleport" set the "target" to "abc"
then i created a brush with the "classname" "teleport_destination" and gave it "targetname" "abc"

http://i.imgur.com/gz4Ys2g.jpg

It doesnt work!

how do i really make a teleporter.

and a followup question. how do i make a monster teleporter? 
 
The entity you're looking for is info_teleport_destination and it's a point entity.
And for monster teleport, put one around a monster and give it a name, then trigger it (with a func_button or a trigger_once for example). 
Teteeterttreteter 
trigger_once -> teleport -> info_teleport_destination. In special room place monster in teleport. Voila! 
Skaky 
I created a path corner entity and gave it the "targetname" "abc" and gave the teleport the "target" "abc"
its worked.

But i couldnt get the monster teleporter to work properly. 
 
http://i.imgur.com/pKWhdok.jpg

personal teleporter works just fine but monsterteleporter doesnt. xLarve, you need to give me more basic instructions than that. 
 
It's very simple:
Put a monster somewhere, preferably in an unreachable room.
Put a trigger_teleport around it, give this trigger_teleport a name and target an info_teleport_destination so your monster can get teleported.
Put a trigger_once somewhere in your map and target the trigger_teleport.

Once you cross your trigger_once the monster will teleport to the designated info_teleport_destination. 
Teleport 
You do not use a path corner for the teleport target.

Use info_teleport_destination point entity.

This is what needs to be targeted by the trigger_teleport. 
 
Great success! 
How Do I Create This? 
Heres my idea for an encounter in my room. You shoot a button to lower a lift that contains a silver key, shooting the button teleports a bunch of enemies to you to deal with and the lift lowers down very slowly. 
 
Just give your lift and your few trigger_teleport the same targetname, and have the func_button target them. Obviously each trigger_teleport will have to target a different info-_teleport_destination, otherwise you'll get telefragged monsters. 
 
Thanks skacky!

how do i create the lift so that it only goes down once and does not return back up once the player walks ontop of it? 
 
You can make it a func_door with a down angle and with a wait value of -1. It opens and stays open. You'll need to calculate a proper lip value to get it to lower exactly where you want it though. 
 
The door angle is now set for the horizontal plane, how do i set it vertically? So it will go from top to bottom. 
 
Set the angle value to -1. -2 is up. 
Exporting Maps To A BSP Format In Trenchbroom 
Okay, Just Downloaded Trenchbroom And Already... Alright? At It But I Have One Problem. When I Save A Map It Saves As A .map File, Normal But How Do I Make It A .bsp File Im Looking For A Export To BSP File Button But Cant Find One Please Help.

P.S. I Think I Look Like An Idiot XD 
 
Its all working very nicely now, thanks.

What would i do if i wanted to make like an arena type of situation where the enemies would appear in waves, lets say in 10 second intervals.

I could make the arena so that there are multiple platforms, the slowest one has the key and faster ones have health and ammo pickups! >:D
holy moly my map is going to be cool! 
 
You'd have to use a bunch of trigger_relay for that, with a delay value of 10. Each trigger_relay would target a few trigger_teleport. 
TyrantFromHell 
1. For exporting map into .bsp download this into your computer: https://ericwa.github.io/tyrutils-ericw/

2. then extract them inside your id1/maps folder

3. Create a text file inside your mapsfolder and type this in the text file:
qbsp.exe mapname.map
light.exe mapname.bsp
vis.exe mapname.bsp

4. save the text file mapname.bat

5. now open maps folder in windows and press down shift, then right click. Select command prompt and type in mapname
this will "compile" the map.

6. start quake and in console type: map mapname 
TyrantFromHell 
oh yes and remember to save your map inside the maps folder!! :) 
 
Skacky, Do i set trigger_relay inside trigger_teleport? 
Huh 
Why would you do that? The trigger_relay entity doesn't physically exist in game, you can put it anywhere you want as long as it's not out in the void (in which case your map will leak). 
Skacky 
I thought it was an attribute i give to the trigger_teleport. Im still very new at mapping. 
 
Ah, I misunderstood. No, the trigger_relay is a separate entity entirely (it's a point entity). 
Ermahgerd! 
Skacky, you are the best!
it worked perfectly! 
 
P.S. I Think I Look Like An Idiot XD
Nope, only like a n00b. However, Capitalizing The Initials Of Every Single Word Is Indeed Pretty Idiotic, so you may want to refrain from doing that... ;) 
Teleport Target 
Incidentally, you don't have to target an info_teleport_destination. So long as the target is a point entity, you can target it.

For instance, you could have a room with no ammo and a button. Run past the enemies and push the button. Then have teleporters target each of the enemies and telefrag monsters on top of them to kill all the monsters. Yes monsters can act as a teleport destination. Heck you could even use a light as a teleport destination. 
 
Hey, i just realized that in quake you use keys only once, so now i need to create a door that opens with delay. My first attempt was to create a trigger_relay with the delay "45" and then target the the door.
It did not work. How do i create this scenario?

for recap:
-I have button that has target: A
-Targetname:A are the platform that lowers(carrying the key), teleport that instantly teleports 5 zombies in different locations, Trigger_relay that has delay of 10 that releports a shambler and another trigger_relay that spawns 5 knights after 15 delay. This all works nicely but the door does not work.

P.S. Also a more embarresing question about my rash downstairs, no im kidding the embarresing question is: how do i create a shootable button? 
Button 
For your last question:

Give a func_button a key called "health" with a value of "1" or whatever amount of damage you want it to endure before activating. 
 
Naitelveni, for example - im opened map e3m7 - secret level- this is small and good map - and there is monster which teleported.
each mosters placed in seperately very small rooms. In rooms placed unique trigger_teleports with connecting for each yourself unique info_teleport_destination. Make trigger_once - connect it to trigger_teleports 
 
trigger_teleport must be covered monster - thats he ccan run out from trigger_teleports field 
 
*cant 
Motivation 
Question: How far along have you gotten before giving up on a map before? My previous map in a similar style was/is quite long at this point, with a lot of effort put into it (months). But i've lost my motivation to work on it recently

I have pulled the plug on numerous map attempts because of not being able to visualize what the map could become. Unlike Giftmacher, I find I need to see finish pieces of my map in order to gain drive to continue. He is right when it comes to base layout being not fun (at least for me) but levels need building blocks so the fun content/details can be contained within!

So far, I have released two jams and one personal-no deadline map (The hardest to complete IMHO). and it looks like I will complete my 2nd one...although there is still more to go. I am 50% complete with the layout but of that 50% there is light detailing, lighting, texturing, and even gameplay elements already present. This gives me a feel for the map and the motivation to keep going. Basically, if I go and test my map and I say: "I like this!" then I know I am on track.

Iteration is key, if you worked for days on a single uber hallway you don't want to even consider moving or removing it. You may work around it but never realize the actual mapping block is that hallway! A little bit ago I posted that I deleted 75% of my map and it was good for my map's life because of it. That 75% cut is actually now the map I am currently sharing in the screenshots thread.

I think I decided to go long here because I hate to hear you have been working for months on a project (That looked really nice btw!) and want to call it quits. I think you should continue on that map and either shorten the layout or considering iteration to see if motivation comes back. Either way, at least you gained more techniques from it.

TL;DR
I need to actually see my map in action (Detail, lights, textures, theme) in order to retain drive. Try laying out single sections at a time then giving it the works before moving to the next. 
 
I give up on maps after a certain time because I realise that my vision for the map and my skills don't align.

Already it takes me a long time to map, but to map with the level of detail I want, it takes an extra effort.

Let me post an example screenshot of a map that is on hiatus:

https://dl.dropboxusercontent.com/u/108695968/Screenshot%20from%202016-11-25%2000-00-35.jpg 
 
I plan on a whole city street with that style of building (and some more detailed).

The thought of the time consumed doing that is a bit... disheartening. 
 
I DID NOT ask about monster teleporter or delay for it. i ASKED about DELAY ON DOOR. :D 
 
Does anyone know a good way to get chunks of gore/gibs into my map? I'm talking about either textures, or, preferably, how to use the stock gibs as models somehow. I'm using AD. 
Pritchard 
Gib models are found in ad\progs directory.

Plenty to choose from! ;) 
 
Thanks, I thought it'd be simple. I also found a pile of bones :O 
 
Just started visualizing map layout by drawing different layers of them to individual A4 papers. When putting them together and facing them against bright light, you will quite easily to see how certain areas could be stacked together. The most common problems with 3d designs is that height can be overlooked when thinking basic layout.. since even basic layout is not just in one height layer. 
 
Unless if you actually create map that doesn't have different heights* 
Finding Unkilled Monsters 
Recently I had to track down some un-killed monsters. Here is a hacky way of doing that (maybe there is an easier way?):

1. make a save when you've killed 298/300 monsters or whatever.
2. open the save in a text editor, I used VS Code
3. go to edit->find, and paste this in as the search query, and enable regular expression mode (the .* icon in VS Code):

classname" "monster_[^}]*\n"health" "[1-9]


That searches for monsters with positive health. The [^}]* bit skips 0 or more characters that are not the closing brace. Not exactly sure why the \n is needed. 
Motivation 
first map - a week
second map - a month
third map - three months
fourth map - half year
fifh map - a year
last map - three years
next map - god, I love it! 
 
I've been trying to compile my quake map, made with Trenchbroom 1, and for some reason it's full-bright, and there's an error that says "Processing hull 1...
WARNING: No entities in empty space -- no filling performed
Processing hull 2...
WARNING: No entities in empty space -- no filling performed"

It's starting to piss me off because upon reading about it people say an entity might be too close to a wall or something, so I deleted all entities besides the spawn, and I moved that around, etc. Then I started a new map just to test things, and still the same result. But now instead of just that error the map's full bright for no real reason.

Does anyone know what would cause this?
The tools I'm using are Txqbsp.exe, Wvis.exe, light.exe. All just default params from neqsp1compiling gui. 
Any Reason Why You're Not Using Trenchbroom 2? 
 
 
Im actually working on something to help new mappers compile maps with relative ease. Should be useful to advanced mappers once I do more work to it. Its batch file, so this is for Windows.

http://www.quaketastic.com/files/tools/Qompiler.7z

sorry for 7zip. shouldve used rar or zip.

"v0.25" is up on Quaketastic if you wish to try it out. Ill have a more in depth version soon.

This is designed to work with http://ericwa.github.io/tyrutils-ericw/, but will support other compilers in the future.

Im working on it as we speak so it might be the updated version by the time you get back here. 
Mukor 
Create small repo with it :D 
 
https://github.com/muk0r/qompiler

v0.50 is up.

It'll show the settings for each compiling process(qbsp,vis,light) and let you set them.

Im trying to figure out how to have the user either write simple configs by hand or have the batch file save them.

I feel like if I can figure out how to use handwritten configs, its relatively close to figuring out how to have it save them. 
 
Hey that's a nifty tool.
The map compiles but it's fully bright. There are no leaks and it's only pretty much a square room.
This didn't used to happen. 
 
Do you have any light entities in your map?

also, are you using the tools it links to in the readme? 
Yes 
yea I am.
And putting a light in the map fixed it.
I just wasted hours waving my fist at the sun, wondering wtf was going on lol. 
 
Awesome! Happy the tool could help! 
Texture WAD Tools 
I'm having no luck when googling for a solution to this:

I've got a folder with several images in 32-bit color PNG format, to turn into textures. Batch converting them into TGAs isn't a problem, but I'm finding no way to automate the process of converting each TGA image into a MIP texture and packing the resulting MIP files into a WAD file. Fimg helps a lot when it comes to individual textures, but it doesn't perform batch operations and has a few usability quirks that doesn't make things easier when creating dozens of textures.

Is there no tool for this? 
 
No idea about a batch tool (Wally is supposed to do that but it doesn't seem to work), but you'd better convert your images to 8-bit indexed to Quake palette before mipping or your submips can suffer some color corruption. It happened to me when working on my SinCity wad. 
Re: Texture Wad Tools Mankrip 
http://www.moddb.com/groups/quakedb/downloads/texture2quake

Would something like that help at all? And I'm sure you are familiar with texmex / wally. 
 
I've had some success using gfxgale and xnconvert

I know the GIMP has a scriptable plugin for batch stuff too. 
Qompiler V0.75 
My little compiler is almost done.

http://www.quaketastic.com/files/tools/Qompiler.7z

You are now able to create and load configs that will save the values you set for qbsp, vis, and light.

Simply Extract the zip into a folder called "Qompiler". Put any .maps you wish to compile in the Qompiler folder and double click Qompiler.bat. 
 
foogs: Holy crap, texture2quake seems exactly like what I need.
I had actually forgotten about TexMex and Wally...

Mugwump: Corrupted submips aren't a problem for my specific case. Retroquad recreates all submips, and my need for WADs is mostly for map editor support, because the game itself is going to use external textures. 
Bsp -> Map Conversion 
Hi all,

For some reasons I'd like to convert a bsp file into map file. Is there any tool being able to do that ?

Thanks a lot in advance

JPL 
The Aptly Named Bsp2map? 
 
Or WinBSPC 
 
Mugwump 
Thanks

/me gonna check this, and re-post if not working ;) 
Qompiler V0.80 
http://www.quaketastic.com/files/tools/Qompiler.7z

You can now choose what compiling tools(QBSP, VIS, LIGHT) you wish to run and these, along with the settings you choose for the tools, will be saved to a config that you can load on the next run.

Still some small hiccups in the script but everything goes fine. Ill spend the next couple days cleaning and reorganizing the structure of the script.

What compilers do you guys use?

Currently its set to run with tyrutil-ercw, but I'd like to put the descriptions/settings for a couple other tools as well.

Thinking of adding a feature to choose where you dump the compiled maps. Definitely want to add one to show the config names in a list. 
Overbright 
that forced me to turn RTworld off - this is becoming a trend among new maps lately

Any suggestion on how you preserve "RT lighting" on DarkPlaces? Is there a specific light setting that causes overbrights? 
 
Dunno. Even if I have RTworld on without specific .rtlights files, I never encounter this problem with older maps.

Idea: I seem to remember having read that Tyrutils-ericw can generate .rtlights. Since some of you guys already provide .lits with your maps, I guess it wouldn't be too much of a hassle to also provide the .rtlights for us DP enthusiasts. 
RT 
If you can do some research/testing on how to provide .rtlights or what makes the overbright issue occur I would have no issue supplying/compensating one with my next release.

My only quibble is that if it turns out RT lights require certain light settings to not be used then I will not include it. 
 
I'll look into it. Right now I'm focusing on my noir jazzy-industrial theme music for the Map Jam 8 repack, but as soon as I'm done with it I'll try to find some answers. 
 
I just made a quick verification in Gotshun's new map and it would appear that these overbrights are caused by whacked out RGB values. Run the map in DP with RTworld on (you might need to adjust the lightmaps setting) and type r_editlights 1 in the console. You'll be able to see each light entity. You can select one by pointing the crosshair towards it and read its info in the upper right corner of the screen. Check normal-looking lights, they have relatively low color values like 1.54 1.35 1.19, for example. But the overbright ones are ramped up to 2 or 3 digits before the decimal point. 
Interesting 
That may explain why my retrojam did not have too much issue with RTlights considering I did not use colored lights at all.

I'll definitely make an attempt to compensate but no promises ;)

Thanks for looking. 
Another Overbright Scenario 
I was playing Gotshun's (again!) "lost" levels (the secret level of episode 1, to be specific) when I encountered another cause for overbrights: several spotlights concentrated in a small corridor with normal RGB values but a high radius (350).

Thank YOU for willing to make your maps playable with RT lighting. 
 
Is there a specific light setting that causes overbrights?

Overbrights are not a bug that is "caused" by any setting. It is a feature of the original WinQuake that was restored in FitzQuake.

https://www.quaddicted.com/engines/software_vs_glquake#overbright_lighting 
 
Yes, but we're talking about extreme overbrights here, that drown the surfaces in light to the point of annihilating details and even colors of the textures. I'm on my phone right now so I can't post a screenshot to show you what I mean. 
Mugwump 
The only way maps will look good when run under RTLights is if mappers restrict themselves to the subset of light features understood by both the classic light.exe and RTLights, and test maps with both baked lighting and RTLights.

If I understand right, Darkplaces parses the light entities out of the bsp, ignores the lightmap baked by light.exe entirely, and then renders the lights at runtime, so you can get sharp, high resolution shadows (and shadows from moving objects) 
Yes 
And it allows for overbright areas. 
Rtlights 
@ericw
if someone provides an foo.rtlights file to override the mapper's lights then the mapper is free to ignore rtlights in their map. they can then provide that extra file if they care (which of course is extra work for an engine other than their beloved quakespasm, using tools that are poorly integrated and rather clunky).
and if they don't then yes, people who insist on using rtlights will get shitty lighting.
no bouncy light so it'll have dark corners. no ambient occlusion. etc. it'll probably look terrible. on the plus side, the parts that are still lit will look a little bumpier. because that's what matters, right?... *cough*
(rtlightless-bumps is what the .lux files thing was meant to be a solution for, though for DP they have to be renamed to .dlit or something, with these there shouldn't be quite the same 'need' for rtlights)

@mugwump
overbrights are a specific term around here that describes how the lightmap stores up to a logical cap of 2 rather than 1. what you're trying to describe would be better referred to as over-saturation.

realtime lighting has no such cap, which means it is MUCH easier to oversaturate thanks to each light's contribution being additive.
this can happen from either scaling a single light's colour multipliers up, or just placing a hundred lights in a smallish area, which happens a lot if a mapper wants to avoid dark corners.
Ultimately if a map doesn't have lights placed with consideration for rtlights then its just going to look bad, and you're probably better off without... its just a shame that its such a pain to reconfigure that stuff on a per-map basis. Sadly the dice have already been rolled in that regard. 
Over-Whatever 
Ah thanks for explaining it so well Spike. I knew the actual overbright was not the correct term but couldn't think of anything else to call it. Over-saturation is definitely what we are discussing here.

It basically looks like how I thought it would go...probably not going to happen from me. :) 
Help For Mapping In General? 
I have been wondering, is there any tutorials or guides how to make 3d geometry, topology, architecture in Quake.. that works also in Darkplaces. Is there some principles or important facts about making rooms and such I have to keep in mind?

Does every vertex point needs to be connected to an another vertex point or what is causing these weird "I didn't know there was a brush and simple ignores drawing them". Time to time it works flawlessly and I don't experience any rendering issues, but sometimes it is something I can't even solve, even if I remake the whole area. I try to look everything in a vertex mode and spot every red triangles and try to do something to fix those spots.. but what am I exactly looking for. What is the actual core of my problems, that is something I would like to know.

In sake of not spending too much time fixing things afterwards, I want make maps that works right away. Simple saying don't do complex geometry doesn't mean anything, unless it is explained what is complex and what is not but still looks complex. Since people seems to make "complex looking" geometry, but that is not called complex? Is anyone else having problems with Darkplaces in general, so is the problem in our maps only or just in Darkplaces. 
Show Pictures Of What You're Doing And What's Not Working. 
What you're describing sound like something that shouldn't be happening at all. 
Will This Help? 
Same thing happened in my jam 8, and I'm sure I made it really poorly or something. I thought this one was much cleaner when it comes to placing brushes etc. But Still there was moments when I saw some faces disappearing, when looking from different angle or staying in different position.

This time I didn't got any portal errors, but I'm still having these weird issues.

https://drive.google.com/file/d/0BwxYkKdSD855NkxXZGY3SjhMN2c/view?usp=sharing 
Darkplaces Lightmap Bug 
What you are experiencing is the Darkplaces lightmap scaling bug that occurs when any one textured surface in your map has a scale other than 1.00 in either x or y. Darkplaces goofs up the lightmap in this case.

See here: http://celephais.net/board/view_thread.php?id=61211

Post number 466 is where it starts then ericw responds with a download.

This bug however should be fixed in ericw's tools after version 0.15.5. 
Full Vis? -Level4 -fast 
Does it normally take very long time to calculate "full vis"? I use -Level4 and no -fast.. should should I use them both?

Yes, I'm using ericW tools* 
 
If VIS takes extremely long, it means you have some leaks or weird geometry. 
 
Faces disappearing still sounds like the r_useportalculling 1 bug. Any DP user feel like reporting that? 
Khreathor@ 
If map is boxed with skyboxes, can there really be leaks at all? I understand if it is not, then it is possible that one corner might not be connected correctly.. using developer 1 in console doesn't give me any errors about leaks.. is there different commands to find those if there is any? 
Bsp2map / WinBSPC 
None of them are working for what I want to decompile...

Igot nothing but an error message claiming it has a problem and that Windows will find a solution.. and that the program has to stop... my ass...

Anyone already tried such tool ? Any idea of what could be the cause ? Note that I tested that with simple maps, and it didn't fail, so it may come from the map I'd like to decompile... :( 
Newhouse 
Quake is happiest with rooms and corridors. If you have large open areas vis can take a while. 
Jpl 
I'm bizzy right now with an old map fron the Startrek Quake mod I recompiled it with winqbsp.
I end up with a load of useless poly's, but I can make a decent map of it by extruding the usefull ones.

I use winqbsp a lot for maps, it needs a bit tweaking to work well, but mostly lead to an effective result.

@JPL: - What goes wrong when you use winqbsp?
You can lead the map to convert, extract and script. Using convert brings up a map file, or breaks when the map has to complex geometrie.
I hardly had any case that it didn't work, only when tha author had scrambled the file.

Case is I still work with winXp. 
NewHouse 
What Rick said.
...and maybe don't do a box around the map. It will VIS all geometry inside, extremely increasing VIS time. Just place brushes like you'll do with normal sky. Skybox should work just fine. 
Do Not Just Box Your Maps. 
Thats horribly wrong, bad practice and lazy too. 
 
Ahem! Never said I would let it be boxed forever* I was more interested of these weird not drawing faces etc. I started layouting from the scratch, since I think it has something to do with how I made the castle's main hall area. BTW mfx how is your super professional non-lazy map project coming along. 
Box Along 
i dont care about you. 
@mfx 
It was sarcasm, and you don't need to like me. 
@mfx 
Unless it's a coagula map then boxing it up is fine, but yes. Ahh many a day spent plugging up leaks to be saved by the box only to lose many more days waiting for compile time. Good times. 
 
Y'all need to put some elbow grease into it. Don't build leaky shit and consider having the patience to fix it if you do. Maybe I'm just not architecturally adventurous enough, but I rarely get leaks in what I build because I pay attention as I go. And when I finish working on an area, I seal up the loose ends and find all the little nooks and crannies and plug them up.
Much, much better than waiting 'till the whole map's done. And not that hard to do! 
#17617 
Thanks Spike for the detailed explanation and the vocabulary correction. 
 
The thing is simple. I start playtesting right away. I am precise when it comes to finishing up areas, like you all what you would expext, sometimes I seal them right away and sometimes not, because I focus on gameplay and mood. Since I don't know what works and what not if I don't test it first.

If you are familiar with Unity/Unreal level design, you most likely do the same practice and it is the right way to it. So you ask why skyboxes? I don't seem to need them anymore it seems, but back then some older versions of those engines didn't liked to draw void and made testing out barebone layouts frustrating to look at plus it gave a lot of errors.

Now that I am more familiar with mapping, I can plan ahead a lot more, but I am not genious if you think I can create something just purely thinking about it and that works right away with testing. So sorry if I triggered mfx this time, but I will not change the way I test out things, since it is faster and wiser in the end. Only thing is, I need to be even more precise. 
Quake Texture Tool Works Great! 
This tool will batch-convert any PNG files in the current working dir to the Quake color palette and create a WAD2 file containing all converted textures.

https://github.com/maikmerten/QuakeTextureTool 
Nice! 
 
MadFox 
For some reasons I lost the source file of one of my map, hence I'd like to recover the map file by decompiling the bsp file.

I tried WinBspC 1.4, and it failed. It is working with some other map, but no with the one I am trying to recover.

So even though I am on Win7, I set executable properties to execute the file as in winXP (one of the possible options in the properties of any executable file), so that is not the problem.

I am just wondering whether the bsp file has to much complex geometry for the tool, and in this case what are the options to recover.
Is there any other available tool with better capabilities, etc.. ? 
@JPL 
Try and older version maybe. :shrug:

https://www.quaddicted.com/files/tools/winbspc12.zip

V1.2 is on Quaddicted.

Open up WinBSPC and go to Help > Help.

Read through the Help section. Namely Section 1. I believe No CSG would help if the issue is complex geometry. 
 
also, what error are you getting when you decompile?

I just tried to decompile ad_swampy and got an error for the map being in BSP29 mode. 
Me Too 
Got this message also.. tool is expecting a bsp v30, while the map is v29....

Need to retry in anyway. 
 
is there a way to find leaks in hte map? or do i just have to manually find them? 
In TrenchBroom 
When a leak is encountered from a compile, you can go to File > Load Point file and select your map.

Here a line will display and if you follow that line it should lead you to the leak. Of course a leak can happen for other reasons. 
 
First thing you want to do is to load point file. You can do this in editor or in game. It will show you where the leak come from. 
 
Thanks Bloughsburgh! i would have never found that leak on my own. 
@Bloughsburgh 
Finally some good answers* 
 
Hey, Can i compile 2 maps at the same time?

Im compiling my main practice project at the moment and it will take me another 3 hours to compile.(i've been compiling for 4 hours now) 
JPL 
Send the bsp to me, I can easily decompile it in seconds,
if the map is a clear bsp.

Use winbspc12 on winXP! 
 
The huge one? 
 
ups sorry 
MadFox 
Thanks, but it is not needed anymore: I found by luck an old CD-ROM archive on which I put the complete QuArK project of the map I have been trying to decompile... :) 
 
Thanks to someone how send me this link first time :
http://www.quake-1.com/wc16a-tutorial/
(btw one of the hardest things to google) 
 
Last evening i tried to compile my map and woke up this morning and it had compiled the map. it took 10 hours. I opened the map and at one point there seemed to be an invisible line that would push me into the void letting me see the whole map from a distance. Why did this happen? 
 
What tools are you using to compile?

It really shouldnt be taking hours to compile. 
 
ericw's compiler 
Detail 
Do you have a very large open area of your map? Is the map entirely boxed in by a large cube brush?

Another thing to try is to select detail brushes (Like decorative columns, wall detailing, decorations in general) and make them into func_detail brushes.

This might help compiler time as well as 10 hours is very abnormal for what I presume to be a normal sized map. 
 
i have a huge outdoor area, i dont box my map and i do have some detail.

what about the void bug? 
 
It really shouldnt be taking hours to compile.
If his computer is antediluvian, it might. What system are you working on, Naite? 
 
I am not sure about your issue with the void but that outdoor area may be the cause or at least a large factor of your compile times. Try to find more non-essential brushes to make into func_detail brushes. Depending on how huge, you may have to consider closing in that outdoor section or deal with the large compile. 
 
I have a 2013 imac 2.9 ghz with 8gb ram.
Os is Windows 8.

i have to make my outdoor area smaller. :/
its too bad that big areas affect the compiling time so dramatically. 
Func Details? 
Since I'm bad at using words when asking something:
https://drive.google.com/file/d/0BwxYkKdSD855akRteldicXhqTGc/view?usp=sharing 
Sacrifice 
Are you using -level 4 for your VIS? You could try just a normal VIS just to see.

You could also share your .map file for others to analyze and see what could be done.

That's entirely up to you though! 
 
Or if you can cope with long compiling times, you might want to consider going with it: it's not often that we can enjoy large outdoors in Quake. I sure would like to see more of these. 
NewDetail 
NewHouse,

Yes that is a good example of using func_details.

Another way to see is if you select all of your func_details and hide them...is your map still able to fully VIS? 
Func_detail 
It's just ignored by VIS, but other than that it behaves as a normal brush, so collision etc. works the same.
Important thing is to not use them as main walls closing your map - VIS will get rekt this way. 
Thank You* Another Question About Func_Illusionary 
 
To be honest this would be interesting way to show secrets.. but I guess it is not intended or have something to do with how engine draws them? I'm using Quakespasm in this case. 
 
well that's uh.... not an intended feature. 
 
I remember when GL Quake was new, if you played a map that hadn't been vised specifically with transparent water, you would see a similar effect. Looking through water, doors and other entities were visible when they shouldn't be. 
 
Hmm.. it should be fully vised, no leaks etc. I use -level4. 
Is Your QuakeSpasm Up-to-date? 
 
 
If it is 0.92.1 then it is up to date.

I tried to run it on Darkplaces too, and it worked just fine. In Quakespasm and Mark V (tested so far), I had these drawing issues. 
 
yes i use test level 4. How can i change the level? how will it affect the compile? i have not used detail entitys since im still a beginner. thanks for that tip!

im taking a small break from my main project because its getting too large and there are so many areas im not happy with. there will still be large outdoor areas but i will make them smaller. 
Easy 
light.exe

-fast

easiest way, less calculate time.

-extra

Calculate extra samples (2x2) and average the results for smoother shadows.

-extra4

Calculate even more samples (4x4) and average the results for smoother shadows. 
Oops 
I ment vis.exe
 
Quick question, i downloaded some skyboxes and renamed them from .pk3 to .tga
(https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html)

i placed the skybos in id1/gfx/env

in trenchbroom i gave world entity "sky" "sky-dragonheart_"

and nothing happened. What went wrong? 
Name 
Verify the name of the actual skybox files. Is it "sky-dragonheart_" or just "dragonheart_" 
 
Directions 
I think there should be the 6 cube sides for the skybox files.

Like sky-dragonheartup_
"""down_
"""lf_

Can you open the pak and see if those files are contained? 
 
i dont know how to extract pk3.
can you send me a skybox file that i can test? 
 
i downloaded the skyboxes from quaddicted

https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html

i think they should be 6 sided 
 
is there a texture that i have to give to a brush so i can see the skybox? like sky4 
 
#17683 - You should be able to open it with any zip extractor, if I remember correctly;

#17684 - Due to the inordinate amount of work to compose 49 separate downloads, these skyboxes are currently only available in a single download as The Kothic Skybox Compilation
===> The Kothic Skybox Compilation

#17685 - you have to use sky texture; 
@newhouse 
That's probably caused by a lack of sorting by distance for entities with transparency.

FitzQuake 0.85 draws entities sequentially. DarkPlaces likely sorts everything by distance.

I might rewire transparent entities to draw by distance in Mark V, but I've more focused on a mirrors on func_illusionary request for pulsar ..

And tuning some optional effects video and updating the Mac build. 
Naitelveni 
The only important VIS options are -fast for a quick and inaccurate test compile, and -level 4 for a slow(er) and accurate final compile. 
 
you have to use sky texture;

What is a sky texture? i used both sk1 and sky4 and both of them wont display the skybox 
 
i got it to work now! :)
I copied a skybox from my Arcane dimensions folder and placed in my id1/gf/env folder and it doesnt matter what sky texture i use! im happy with the result now :)))) 
Can Someone Explain Sun A Little! 
I created a square room, I placed a pillar directly in the center, I set sunlight mangle to 270 -45 0

This way the sun in relation to my Top view in JACK is at the top(centered). I placed the player start in relation to the Top view at the bottom(centered).

Now when I load the map the pillar casts a shadow directly towards me, correct. Looking right, the wall has a shadow at a 45 degree angle down, correct.

But looking left the wall is completely dark. It doesn't match the right side wall which I thought it would.

What is going on?

If there is a sunlight basics link(besides ericw's descriptions) please post it, thanks. 
Reading This... 
 
 
The sun doesn't have a position like a regular light entity, it's a "distant light source" so wherever you are in the map, the direction vector to the sun is the same.

So what happens is from each lightmap sample in the map, the tool traces a line in the direction to the sun, and checks if it hits a sky face.

With the "yaw" component of mangle at 270 I would expect 3 walls to be lit up.. but with light coming in perpendicular to two of the walls, the value of "anglescale" will determine whether they receive any light, if "anglescale" is 1, those walls perpendicular to the sunlight direction will be dark.

There's also the possiblity of a bug of course. mind posting a screenshot? 
 
http://imgur.com/wwMXanr

And yes, the "back" wall I clipped thru is fully lit as well.

Oddly, the pillar gets lit the same way. Sorry it's not in the image.

Thanks for the reply 
The Pillar 
Thanks 
Argh, that does look like a bug.. I'll look into it 
Using "2016-11-20 TyrUtils-ericw 0.15.9 Release" 
I forgot to mention that. 
Sorry This Must Be Asked Multiple Times 
I have tried to google and read guides, but couldn't figure out or make work some lighting techniques:

https://drive.google.com/file/d/0BwxYkKdSD855eGpsUFJCaDNPSUE/view?usp=sharing 
NewHouse 
1. Classic light tools allowed regular light entities to shine through world sky faces, but my tool doesn't. One option: make the "Q" a func_illusionary with "_shadow" "1" and texture it with the "skip" texture. Omit the sky brush in the middle of your diagram.

2. yeah, this is something I just added in the latest version of my light tool 0.15.9. Just set "_shadow" "1" and "alpha" "0.5" on the func_illusionary window entity, for example.. tweak the alpha as needed.

3. spotlight or normal light will both work. A spotlight will only shine in the direction of the bars, whereas a regular light will iluminate behind / to the sides of the light entity as well. You'll want to make sure the light is bright enough, could try "delay" "2", and "light" "500" or "1000". 
Thank You For Your Quick Answers* 
 
 
This might be stupid question, but is it possible to make brushes receive less brightness or less light. And in case 3) still having strong shadows but the light between bars is mild. 
 
is it possible to make brushes receive less brightness or less light?

Yes, make the brushes a func_wall and give it the _lightignore 1 key.
Add minlight to have low light on those brushes. 
Thank You~ 
 
 
Depending on what you want.. you might want to just reduce the "wait" key (default=1). So 0.5 = the light reaches twice as far, 0.25 = reaches 4x as far, etc. This way you can have a light that is only medium brightness, but it still reaches far enough to cast long shadows 
Just Testing* 
This Link 
Newhouse 
yeah, you might be able to use project textures to get a ground effect for those stained glass windows. 
Who Has A Long Memory? 
I remember using a texture tool ages ago that had a "remove fullbrights" function. It would map those colours to their closest non-fullbright colour.

Does anybody know what tool this is? 
TexMex 
 
Texmex Misses A Color (a Red?), IIRC. 
You could always open the palette in your editor of choice (photoshop, gimp) and remove the fullbrights and palettize the image that way. 
You Know What... 
I feel like an idiot, I looked through texmex last night and couldn't find it.

of course it was in the adjust brightness dialogue. 
Light Color Selector In JACK, Missing W/ad_quake.fgd 
Anyone know why that happens when I switch to the AD .fgd?

Happened with 1.42 and stayed with 1.5

If I switch back to ericw's .fgd it magically comes back. I looked thruogh both files to see if there was something I needed to add/remove but I didn't see what needs to be done. 
@Shamblernaut #17707 
Thanks, I forgot how it was called.. so what I'm looking for is "project textures"? 
On Your Light Entity 
_project_texture texturename

I know the quoth fgd has this property. You might be able to copy the relevant lines from there into the the ad / vanilla / other fgds that you want. 
Texture Path Or Just Texture Name? 
I tried but couldn't get it project window01_3 texture, just normal light. I added _project_texture to my light entity that has target, it is spotlight. Also tried it for not spotlight, but didn't do what it should do. 
 
I tried delay 0 and 2, value 300 - 600 
 
_project_texture will only work if the texture is also used in the map somewhere. It takes a name like "window01_3".

Alternatively, try what I suggested in #17699 - set _shadow 1 and _alpha < 1 on the window with a light source behind it. Don't expect too much though, you'll just get a colored blur since quake's lightmap resolution is low. 
Yes, I Tried Exactly That 
And there seems to be little changes in light map. Wasn't sure about the result, thanks for your help. 
 
yeah, lightmap resolutions mean that any sort of projections will just result in a blur unless you can scale up the projected image at least 8-fold or so, which means it only really looks okay if the surface accepting the light is a long way away from the source. projections through skylights or something would work, but windows right next to the floor much less so.

if you're thinking of that screenshot I took ages ago now then that was using a map-wide lightmap scale of 4:1 (instead of 16:1).

if only lit2 was a real thing that was supported by more than one engine...
/me glares at qss omitting it... 
Non-Linear Level Design In Quake? 
I have struggling a lot while doing non-linear layouts, since I don't seem to figure out right way to do it without confusing the player. How enemy placement is often made in non-linear maps, what are the best examples of good use of non-linear nature?

Does non-linear means you have alternative path to the same main main goals, or even side missions?, or entirely different paths to end? Can map be non-linear because of secrets or shortcuts that opens connections between areas, or is that kind a like "hidden" non-linearity that people don't see as an non-linear level design.

In socks maps if I remember correctly, he used multiple silver key paths, how did he managed with the enemy placement/spawning, is it possible to get 100% kills if choosing the one path over the other. Since I thought Quake players cares about completing the map 100%, that must be hard to make work in non-linear maps? 
Non-Linear 
Metal Monstrosity (or arcane) is a good example. If you choose to not look around and explore all of the various ledges, you can make out a pretty clear virtual path up the stairs to the gold key. Without exploring all of the nooks and optional sections however, you weaken yourself for the final battle. Player's choice.

Swampy has the main goal to get to the exit, but you can also hunt for secret tomes. Once you reach the exit, the entire level is up to you to freely explore. Even when the exit is reachable there could still be fights, rooms, weapons to collect. The Blood and Purple key doors are a good example of non-essential secrets. I love the ability to have custom keys in AD!

Interconnection also helps because one can approach a room from another angle...and from that angle reach a secret place that they saw from an opposing place. Just look at your current map and say to yourself: "What would you like to see in the map?" 
@Bloughsburgh, Thanks~ 
Custom keys?

Do they even have own unique models?
You mentioned "The Blood and Purple key", are those actually red and purple colored?

"Interconnection also helps because one can approach a room from another angle"

That also might create the situation, where you face enemies that are way too hard to beat with the current ammo/weapon situation. I'm planning having a couple secrets where you can get "Early Access Weapons", so in that sense maybe even having "Secret Paths for Early Access Weapons". At least that sounds nice on a paper.

And if you choose not to find secrets, you will use the default path and get weapons much later. But should there be separate path that isn't secret.. maybe that might be hard to create, if you face the same areas from the different directions you have to make fights more flexible closer to that main route. 
Purple 
Yep, there are numerous skins for different key colors and keycards. You can also make models be keys and have doors acknowledge them as such. Inspect ad_swampy, ad_crucial or ad_magna on their uses. (Although be sure to play through first!)

Your layout plan sounds right to me...that's how a lot of people do it with early access to weapons and such. The dilemma you posed is just another map design challenge! I'm still learning myself, I am doing the: "Main route is clear but you deviate from the path multiple times for goodies/secrets. 
Examine The Following 
The Ivory Tower
One Thousand Cuts
Slave to a Machine
Stark Monstrosity
Well of Wishes
I Don't Mind If Your Hands Are Cold (jam1_skacky)

And, of course:

The Necropolis
Gloom Keep
The Ogre Citadel
The Palace of Hate 
@otp, Thanks* 
 
Textures 
Hi guys, after a weeklong break from making my map im back at it again.

I feel like there are not that many textures in the vanilla quake. How do I add new textures in trenchbroom? what is the best resource to find new textures? What are the best regarded texturepacks out there. Daz talks about IK white and IK blue in his videos, where can i find those?
and last but not least how do i create my own textures? 
 
Lots of textures are at:

https://www.quaddicted.com/files/wads/

Check out the knave texture set, as well.

https://www.quaddicted.com/files/tools/

Download Wally to help you make textures. Download TexMex to extract textures from .bsp files. Both tools do much more than just that, so look into the help sections and such as well. 
How To Add 
In TB2:

Face Tab, click show in the Texture Collections section at the bottom.

Click the + icon and select your chosen wad file(s)

In TB:

It's like Edit > Map Properties > and then select your wad(s).

Which one do you use? 
 
i use tb2 
 
Is there a specific folder i have to place the textures into? 
 
It worked! thanks Mukor and Bloughsburgh 
Func_detail 
So ive been doing alot of work on my maps, and im setting func_detail to details in the world, such as arcs and tiles that are broken etc. and it really brings down the vising time. Still I dont actually know what func_detail is.
What is it and when should it be used? 
Detailled Func 
The func_detail entity is excluded from the compiler portalization phase and then becomes structural with collision afterwards. (@Sock)

It is simillar to func_wall, except the viscompiler shut out all func_detail entities you made. It should never be used for outside walls or walls that touch the void.

It could be possible to make a level with only hard core walls and full of func_detail ents.

Func_walls are entities and come with several issues. like OTP said, no shadows. Also, stock engines have limitations on edicts and models present in a bsp, so using lots of them (or in a larger map) can lead to needing to perform balancing acts if you want to stay under those limits.</> Scampie.

Func_details are not actually entities, despite being used like them in an editor. They are world geometry, and cut the world geometry as normal, but are not considered while calculating the PVS. 
Silly Question But I Have My Reasons 
Is there any way I could make the Golem in Arcane Dimensions NOT fire projectiles when attacking the player?

Restrict him to melee attacks only? 
Func_detail Madfox 
Thanks for the reply madfox! :) 
No 
Func_detail are not like func_wall. Func_detail can be used to seal the map. They are normal walls for all intents and purposes except compile time. 
_detail Is Structural? I.e. Can Be Used To Seal? 
are you sure? 
 
func_detail & void?

>.< 
 
I started a map in Valve texture mode. It was just meant to be a little test. Now its...huge and I wanna convert it to Standard...is this possible?

Even if its hacky as hell and I need to realign textures. 
 
Scratch the last question...

http://imgur.com/r0QLDRz

anyone have any clue why when i do the "sky" cvar in quakespasm it says my sky is "moonrise_" but it doesnt match the one in my ad/gfx/env:

http://imgur.com/2B9tWlS 
 
your should specify the sky name in worldspawn 
 
It's the same skybox but obscured by fog. 
 
OTP had it. Not sure why that didnt occur to me, thanks! 
Train Sound At Long Distances 
I have a very long train that acts sort of like a battering ram trap in my current project. Once triggered it travels from one end of a long hall to the other. The goal is for the player to ride atop of the trap. To do this the player must backtrack through a portion of the hall to get aboard. It seems as though the sound of the train emanates from the "front" of the brush. When that portion of the train is down the hall the train is basically silent to the player. Is there I sound setting that will allow the sound of the train to travel farther? It's not the end of the world but as the player is backtracking this giant battering ram is silent. 
 
Sound cutoff is hardcoded into the engine.

Typically at a distance of 1000. DarkPlaces probably uses 1500.

If you change that number from 1000, some of the mappers get irritated because then you can hear thing you shouldn't be able to hear in some of their maps. 
Thx Baker 
I wonder then if I could put another train underneath or nearby out of view that generates the same sound. I'll have to experiment. 
Yes 
Dummy trains should work so long as they are hidden inside a func_wall or a hollowed out wall. Are you using a particular mod? Some have support for triggered sounds or loops like hipnotic, AD, rogue, or Quoth to name a few that support it. 
 
Maybe you could try to put several train sounds, evenly distributed along the length of your train. It would avoid extra brushwork and would sound more realistic. 
 
Qmaster no mods this time around, sadly I'm in vanilla Quake.

Mugwump - not sure I can do that as the battering ram is triggered by a button. I don't think you can trigger sounds on and off in vanilla Quake. (?) 
 
Noymthing sad about that. I think that you could have multiple trains, though might be more trouble than its worth since they don't tend to sync well and need more paths. 
Invisible Brushes 
how do I create invisible brushes that can be walked on? Im making some detailing on the ground and the terrain becomes dificult to walk on, so I want to create an invisible ramp so moving would be smoother.
Also I have waterfalls but the waterfall texture isnt liquid so I cant walk threw it, how do I make it so that its liquid or i can walk threw it? 
Clips 
Apply the "Clip" texture to a brush to make it invisible but has collision.

For waterfalls, make them func_illusionary 
 
thanks once again Bloughsburgh! :) 
What Is Error Bsp->nummodels Is 0! 
what models is it talking about? I'm just trying to test my map with only neccessary things like walls, ceilings etc. I added armor and one flame there, but I still get this error message, it must mean something else then? 
Newhouse 
The first model in a .bsp is the world, subsequent ones are func_ entities like doors, etc.
So the error means there is no world.. it's coming from my light tool right? I don't know but either you have no brushes in the map, or it's a tool bug. 
Newhouse 
Do you have an info_player_start? 
Noob Question XD 
Hey, im almost at the end of my map, how do i add an exit? 
Trigger_changelevel 
 
 
dude, i did that and nothing happened! 
 
You need to point a map with the "map" key, such as start if you want your level exit to send you to start.bsp. 
 
ok, im now compiling, it will take me 10 minutes to compile, you wanna try it? im gonna tweak some stuff, like adding more monsters and maybe one more arena fight and clipping brushes, and illusionary brushes... but its at a point where its actually playable. 
Naitelveni 
you wanna try it?

Take a screenshot and upload both the screenshot and the bsp to quaketastic, and post the links in the Screenshots & Betas thread (just underneath the Mapping Help thread): if you look at the top of that thread you'll see:

This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff


Then some people are sure to try it. :) 
Shadows Of Our Forgotten Ancestors 
Hi everyone! So im at a point where im ready to take feedback from the community. This is my first map for quake.

My background on level design is minimal, I did 4 levels for Doom 2 and decided the engine was too primitive for what i was aiming for. Once i saw Arcane dimensions i started to watch Custom Gamer on youtube and got insired by all the cool levels. And here I am now.

You will need to place an arcane dimensions skybox into your
ID1/GFX/env folder:

moonhigh_bk.tga
moonhigh_dn.tga
moonhigh_ft.tga
moonhigh_rt.tga
moonhigh_up.tga

there are custom textures i have used on this map and i hope everything works as it should!

DOWNLOAD:
http://www.mediafire.com/file/y5y10njokoh49c8/soofa.bsp

P.S. this is not the final release. 
Total Noobie 
shit sry, I will post it there now. the message came up while i was writing my message. :/ 
@ericw, @dumptruck_ds 
Though I Copied Everything And Made New Map, Then Compiling Worked. 
 
@Naitelveni 
Map is nice. Visually pleasant, a little bit oldschool vibe, which is not bad of course. I played on nightmare, idk if you have set skill levels.

Problem is it's empty at the beginning. Just running in empty rooms with few enemies. After blue key it's getting much better.

You should mix more enemies though, to get better diversity. Now it's mostly knights and scrags + few ogres. Ambushes are fun, but as I said, mix enemies. Now for example you have ambush of scrags only :D

Pickups need more balance too. I prefer more pickups and more enemies. Now you have areas with small amount of health and areas where you have lots of health. Maybe place some mega health in this empty rooms?

You have a small "leak" near the bolt gun. Just visual bug.
Secret with the red armor can kill you. It has trigger_hurt (or other something) standing out from the ground at the end of the "room".

ps.
Quad was a nice touch, but give me more diverse ambushes! Think how enemies can benefit from each other, to make players life harder.

Good Job! 
I Get This Error: 
QUAKE ERROR: Mod_LoadBrushModel: maps/soofa.bsp has wrong version number (1143028768 should be 29)

when trying to load your map. 
 
I started having again this Corrupt .BSP bsp-<nummodel is zero. I didn't do anything to my map, just placing normal brushes there and there and everything is sealed. I'm using Trenchbroom 2, I started using layers in order to be more efficient with my layouts when getting further.

Here is file, if someone finds something odd about it?
https://drive.google.com/file/d/0BwxYkKdSD855UVN6YWRUUzdKV0E/view?usp=sharing 
Ah 
Sorry about that, it's a qbsp bug (in my tools, at least) - maps where all brushes are func_group/detail cause qbsp to blow up.

Just move one brush from func_group to worldspawn and it should be fine. 
@ericw 
I added now one template brush to default layer, and it compiled fine. Thank you~ 
 
khreathor
Thanks for the feedback.
I havent set any difficulty, there should be about 60+ enemies at the moment and 3 shambler. i Should probably add the SSG on top of the blue key door so to allow more action.

The castle area has alot less health because its should feel alot more dangerous than the start, and give the player a feeling that if you could only re-enter the start to get health. Im not sure if this just ends up feeling annoying for the player.

In the lighting gun area I now noticed the leak also, you can see the sky box XD and also the damagebrush at the red armour.


Shamblernaut
QUAKE ERROR: Mod_LoadBrushModel: maps/soofa.bsp has wrong version number (1143028768 should be 29)

What does this mean? how do i fix this? 
Naitelveni 
what bsp version are you compiling for? is trenchbroom set to hexen2, or a quake2 or a quake map

which compile tools are you using?

also, khreathor, what engine did you test it in? 
Soofa 
Naitelveni,

For your first map this is rather impressive. Your brushwork has a very distinct style...I got a mystical/medieval vibe from it. A great detail of filling out the background to make it seem like there is more there is a great thing to have and you do it well.

Lighting is decent enough, nothing overly bright but maybe some more shadow contrast would benefit the nighttime venture! I also like the textures you opted to use.

Gameplay is the weakest point here but that's to be expected as it is a doozy. Like Kreathor said, very vacant early on. Few encounters are fine at the start of the map for the player to get his surroundings but this goes on for a few stretches of rooms. Broken architecture is a great thing, but the broken up floor tiles feel awkward when walking around. Perhaps make them into func_illusionary or lower them by a few units. Additionally, be sure to make your waterfalls not solid brushes as it feels strange as well.

I love the vertically and small interconnection you are introducing and, on a first map that's impressive to attempt! I know on my first handful of maps I did not pay that any mind.

No music, but I am sure you haven't picked a track yet. Even if you don't use the music yourself, just pop a sound track into the worldspawn (2-11)

Another area to work on are the encounters themselves. Lots of times you open a door to a new room and there is a bathtub full of enemies waiting for you. Ambushes are done predictable after grabbing a key or hitting a switch...try to surprise the player. Maybe when you are walking under one of the bridges, a death knight leaps down from a higher level!

Hopefully this helps you fine tune the map. If this is your first offering than I am excited to see what you bring in the future!

I played the map with no issue on the latest QS. 
Its All Good 
the download was corrupted, re-downloaded and it worked fine. 
Feedback 
The Pros:

I like the encounters, perhaps a bit busy at times, and may need to ramp up the quantity of monsters a little slower (consider a timer), but for the most part really tight.

Your level geometry is excellent, it is easy to see that a lot of thought has gone into the layout of the map. I really like ledge-jumping and exploration, so the SSG secret was fun.

Thematically the map is really consistent throughout. I really like the ceilings in your buildings and the detail you've put into the crumbling floors, ceilings, windows, etc.


The Cons:

It's pretty hypocritical of me to criticise this considering a recent map of mine used it, but the sloping geometry in the hallways in the starting area isn't a great idea in such narrow hallways, already it is quite squishy, but those slopes restrict movement even more. This isn't a huge issue because there are no mobs there, but it's something to think about.

As others have mentioned, your brushwork interrupts the player at certain points, consider func_illusionary or some clip brushes to may the player experience smoother.

The texturing is quite good, although the one place I feel like it could use a change is the staircase in the first outdoor area you encounter. I'm not sure if the contrasty blue rock / red wood works too well.


Overall really good job man, well done. 
Demo For Naitelveni 
Skill 3 demo, played with QS.
Nice little map overall, especially for a first Quake map. I really dig the aesthetics, the tree/hedges and the ruined scenery. There's a few texture and brush issues (nothing major though) and encounters/monster placement could need a bit of work in places. See comments in my demo: https://drive.google.com/open?id=0BwnUnvcoU4HFSURQVDRSQXg2Ync 
Naitelveni 
This is nice.

I'm not of the opinion that every room of every map must necessarily be packed with opposition, so the beginning didn't bother me. A decent lead in.

The visuals are coherent and pleasant, they felt fresh. Maybe one texture error - a patch of green grass in a courtyard of dirt.

Didn't have any problems with gameplay or balance - the difficulty is about up my alley. 
Naitelveni 
Wow!

I haven't really played the map (don't have much time at the moment); just wandered through it with cheats on to look at the brushwork & texturing, and it's really lovely! A little cramped, perhaps, but very, very nice for a first map, with a really distinctive visual style. Loved the tree!

Broken architecture is a great thing, but the broken up floor tiles feel awkward when walking around. Perhaps make them into func_illusionary or lower them by a few units.

...or cover the recessed parts with a clip brush.

[...] the staircase in the first outdoor area you encounter. I'm not sure if the contrasty blue rock / red wood works too well.

I like it and think it looks good. The texture alignment could be better, though -- specifically, I think the wood texture looks better when it does not follow the slope of the brush, but remains horizontal. Just my opinion, though!

There's some texture alignment weirdness in a few other spots in the map too, but I'm not sure whether that's important...

Are you making this for id1, or for a mod (Quoth/AD)?
If it's for id1, don't forget to include the skybox in your next/final version -- it really adds a lot to the map visually (I saw it when I loaded the map in AD, as I was curious whether some of the brushes were supposed to be breakable).

But again: really lovely work! Sorry for not giving more detailed feedback/no gameplay feedback at all. 
Penumbra Conundrum 
As far as Quake maps go, what value is best suited for which environment? Most maps I see use either 2 or 4.

Looking at ericw's example on his site shows that the shadow blends a bit more the higher you go...I think?

Finally I did a side by side comparison from my own map with 2 and then 4 and I am not entirely sure I see a difference! 
Shamblernaut 
im siing trenchbroom 2 for mapping, for compiling im using EricW's compiler and for the quake client im using quakespasm. 
Soofa 
Thanks everyone for the feedback!

The starting area is still abit ugly, and im changing it as we speak, I added another ogre in the starting area and 2 super knights in the blue key yard.

At the moment of giving you guys this first test version of the map I didnt know about clipping brushes and illusionary. Now i have added it around the diffucult terrain to make the gameplay alot smoother.

total_newbie,
I will run thru the map to see about the texture alignment. Thats the type of feedback that helps me to polish the mep! :)

skacky,
im honored! :)
i will add clipping brushes, illusionary and double check for errors.

Shamblernaut
Thanks for the feedback!!
I know the hallway is tight, and i will make it wider and bigger. At first i made it small because i was afraid of long compiling times. As you may have read about my 10 hour compiling issue with my first map. XD
now that i know about func_detail im no longer afraid of bigger areas. Soofa took me 9-10 minutes to compile.

Bloughsburgh, thank you!
I will balance out the gameplay more!

khreathor,
Once im finished with my map can I get a youtube playthru!? That would be frikin awesome! 
How Do I Play Demos? 
Where do i place the demo file and what do i write into console when i have the client open? 
Naitelveni 
Type "playdemo [demoname]" in the console. You put the demofile in id1 or in the relevant mod folder. 
Dems 
-Place the demo file in your id1 directory.

-playdemo xxx 
Naitelveni 
No need to repeat what the others have said. I liked the architecture in the green armor/silver key room, also your gateways with the larger part at the top. Torches planted on top of pillars and walls look weird, it would be better to just use a flame, possibly rising from a brasero/cauldron type of brush.
Combat isn't very challenging. It would probably be fine for skill 0 or 1 but I need more difficulty. You also should add a final combat in the exit room. 8 monsters never teleported in and stayed in their boxes outside of the map.

Be mindful of your triggers for secret count: it didn't activate when I first picked up the LG, only when I walked over a specific point in this area (same with the red armor secret). Usually, these triggers cover the entire width of secret rooms or are associated with the goodie.

Speaking of secrets, where is the third one? I couldn't find it, even when noclipping through the map - which, incidentally, oddly caused me a few instadeaths 
Also... 
It's only a detail but you should make your water pipes deeper, or at least texture the deep end with a black texture instead of a wall texture. And check the orientation of the texture on ALL sides of your water brushes: the little bit at the top of the vertical brush moves laterally while it should go in the direction of the current. 
 
thanks Mugwump! I'll change the flame, you are right, on top of the pillar the torch looks wierd also on top of the wall. The third secret is near the LG. Where the wooden bridge is over the wall. youll have to do some advanced parcoure to get there.

Im working on a area that you are teleported from the gold key teleporter. first you get alot of pickups and then youll enter the final area.It will take me this weekend to finish this map. 
#17782 
You got this. 
J.A.C.K + AD & Entity Boundary Box 
Anyone using J.A.C.K with AD mod? I've recently picked up this editor and it's great but I'm having some issues with placing entities. I don't know how well entities follow the grid in editors, but in Jack it feels especially wonky, am I missing something? For instance, candles placed 1-2 units above the floor still end up inside the floor brush.. help! :) 
Giftmacher: 
Candles are to be placed 16 units above the ground. I think its mentioned in the readme or ad_quake.fgd.

Any other problematic entities? 
There Is A Known Boundary Box Bug In J.A.C.K 
But it is supposedly fixed in the latest steam release. Haven't tried it yet. 
Thanks Mukor 
I can't remember putting them 16 above in QuArk but it sure worked in J.A.C.K. Entities just look a little off the grid, is that normal? Hogre box is huge compared to hogremac, what was the bug in J.A.C.K? 
Bounding Box Size 
Bounding box size and handles match the model. Should instead match the fgd definition. 
Noob Vertex Question, Sorry 
Is it okay come compile time if I have vertices that are "off the grid" in the editor? Does that work?

I know editing such brushwork is a nightmare, I'm just asking if the map compiles/renders/displays fine in Quake. 
Warnings Typically Aren't Too Bad 
but sometimes you get things that will make the player drop through the floor or similar.

If you need to go way off grid for your geometry, make sure that it is on detail brushes or unimportant shit that the player won't interract with. 
Naitelveni 
Your indications for the last secret seem to match the RED ARMOR secret, which I've already mentioned, so I thought it was obvious I wasn't talking about this one. Sorry if I wasn't clear enough. The two secrets I've found are the LG and RA. 
DERP 
sry, i read your comments hastely. XP
The last then is near the goldkey door, if you make 180 dgree turn (at the gold door) you'll see the super shotgun.
then you have to manuver your self carefully to the edge of a rock and jump to the weapon, if you mess it up you'll drop into the void and die. 
Shadows Of Our Forgotten Ancestors 
Hi guys,
I took all the feedback, and made changes to the gameplay, also fixed floors with clipping brushes, and water with illusionary, checked for texture alignment(as well as i can), and changed the torches into flames in some areas where i thought it was necesary.

I watched Skaky's demo and it had some really solid feedback, and fixed the things he pointed out. (couldnt fix the first hallway texture alignment, i even tried rebuilding parts of it but couldnt make it work)


Now im giving you guys another version of soofa for nitpicking. Demos are excelent ways to point out mistakes in the map. If possible send me a demo where you pointout mistakes and fixes. This will be the last test version, after this ill fix everything you guys will point out and then I'll publish the map.

http://www.mediafire.com/file/sflnsw5jo9if45o/soofa_beta2%282%29.bsp


P.s. If i missed some fixes in the first round, I'm sorry. There was alot of feedback and i didnt write them down, but this time ill try be more precise. :) 
Naitelveni 
Some feedback:

1) Still loving this map, and excited to see it developing further.

2) I've played the previous version (properly) in the mean time and watched Skacky's demo, which has excellent advice. But maybe tone things down a bit for skills 0 and 1, once you implement skill settings. The map seems calibrated for skills 2/3 or for really skilled players at the moment. I usually play on skill 1, and at the moment I find this a little too hard/frustrating.

3) Texturing/texture alignment: are you talking about the hallway with the grey bricks on sloped surfaces, where Skacky suggested rotating the texture? It looks a LOT better now, but you could improve things further by decreasing the scale of the texture on the sloped parts slightly, until it more or less matches up with the rest. The angle looks right, though.

I still think the wooden texture on the staircase leading up to the SK door should be completely horizontal all over (as opposed to having one sloped piece, as it does at the moment) -- but maybe others would disagree...

4) Brushwork: I can't tell if you've changed this at all, but as I think others have pointed out too, the brushes on the edges of the map are cut off a little abruptly. It would look better/more convincing if you moved your sky brushes a bit further out and made your rock and wall brushes around the edges of the map a bit thicker/rounded/three-dimensional.

5) The new area towards the beginning is a nice addition, but it feels a little pointless at the moment, as there is nothing really there. Perhaps add a secret to this area?

6) Speaking of which, I feel that the cells in the little underwater alcove should count as a secret. Or if that's too obvious, maybe hide a secret door behind the cells.

7) I don't know if it's still incomplete, but I couldn't figure out how to complete the final arena and get the bars in front of the exit to lower. I couldn't trigger the door hiding the Shambler either.

8) The two windows that are on floor level in the final area look a bit weird too, as it looks as if you should be able to jump out, but then you're blocked by a skybrush. If you can't jump out, it shouldn't look as if you can -- so I'd say either make it possible to jump out (with a pain trigger/void if you're feeling sadistic or a teleporter back if you're not) or cover the window with bars or something. 
Naitelveni: Can I Post A Few Screenshots Of Your Map Here? 
I've taken a few screenshots to illustrate some of what I wrote above. I feel weird about uploading screenshots of someone else's WIP onto imgur, so I wanted to ask you first if that would be ok. 
Naitelveni 
Total_newbie 
Sure, go ahead. 
Naitelveni 
i don't know if it's only me, but i get a 'heretic' vibe in the silver key area. or maybe heretic mixed with quake. i like the style.


http://imgur.com/a/xiAC5
i can jump and bypass those iron bars and i did just that the first time and it worked. it's not a hard jump. 
Naitelveni: Ok Then 
Texture alignment on stairs: Note the misaligned textures above, and the sloped/horizontal combination beneath. In both instances I'd suggest selecting both adjacent brushes together, and then entering a new texture angle/offset value. so that the two textures have the exact same value (I'm guessing "0" in both instances, but it's been months since I've touched an editor). That will make them correctly aligned.

Textures on sloped bricks: Note the areas marked in black. You can fix or at least decrease this misalignment by changing the scale and offset of the texture on the sloped surface, until it matches up with the surface next to it. If you're using TB and using the arrow keys, I think you might need to set your grid size to 1 or 2 if you want to able to make fine adjustments -- but as I said, it's been a while, so I might be wrong here.

Map edges/rocks & bricks: This is what I meant by saying it'd look better if you pushed your sky brushes outwards a little and made your rocks/bricks on the edges of the map a bit thicker/fuller/more 3D.
Here are two more examples of where the rocks should be thicker.
Same thing here, only horizontal: those "roof" rocks would look better if they were a little thicker (and your sky brush higher).

Here you've done it right. 
Correction 
In that one picture it's foliage, not rocks. But you know what I mean. :) 
Soofa 
topher
Cool jump! maybe someone will make a speedrun out it! There is a skip i left in the map on purpose at the last area, maybe someone will find it! If not, its ok.

total_newbie
I'll fix those stairs, sloped bricks are a pain, maybe the scaling will be ok.
Map edges, skaky had the same comment, so ill fix that also. I think ill add a void behind the brickwall so you can fall off.
"two" is actually supposed to be like that. Its a hedge wall.
the SK-Area rocks I will still fix. Thanks for your help!

Shamblernaut, watched your demo, i agree with the comments! I will add a void in the last area! good texture stuff. YOu got the secrets "correctly" ;)
the shootable buttons, ill change the texture! Thanks for the comments!

Tomorrow I'll publish my map and start working on a new one. 
Re #17807 
sloped bricks are a pain, maybe the scaling will be ok.

Don't forget to play with "offset" too -- that'll let you move the texture up and down and side to side, until it lines up.

Did you use standard Quake format or Valve format for your map? Because using Valve format can make things a lot easier with sloped surfaces ... so it might be something to keep in mind for future projects (I don't think it's currently possible to convert an existing map from standard to Valve. But I'm hoping someone will make a tool to do just that, as I have a few maps I'd love to convert). 
 
i used the standard quake format in trenchbroom 3 
Mapping For Arcane Dimensions 
Hey, I'm going to do the last fixes to SOOFA, but my fingers are already itching to create a new map. I already have vague concept. I want to use AD 1.5 for this map How do i set Trenchbroom for AD? 
TB 
Entity Tab
-Click Show at the bottom
-Browse for More under the External section
-Select the ad_quake.fgd file that's in your ad directory. 
 
and in map tab
- click at the bottom 'Mods'
- enable ad (it will appear in Available column) 
Noob Question 
probably a stupid question, but is there a unselect button?? 
 
In TrenchBroom 2? Esc to unselect 
 
thanks!!! 
 
Leaks: Are these a big deal? should I be aiming to have no leaks in a level? can I just copy paste and rotate non-player area detail stuff and not worry too much? are leaks mostly a problem in places where the player can actually go? 
HexenMapper Re: Leaks 
Leaks are pretty bad. You don't want them ever. Your map must be sealed much like a water-tight container.

more here: http://www.quake-1.com/wc16a-tutorial/speed.html 
Hexenmapper 
Don't worry, there should be pointfile after compiling your map. When you open your map, typo "pointfile" to your console and after that "developer 1" (1 = on / 0 = off). Then you should see White lines bouncing somewhere in your map. Try locate area where that Line goes ovet your map's intented boundaries and try figure out how to avoid it no go through for example some corners, maybe light is too near some possible leak area etc. Others correct me if I am wrong, but that is how I can visualize it (don't know about technical terminology) 
 
Some (I know TB2 does, I don't have experience with any others) editors allow you to visualize map leaks in-editor, which is nice since you can fix it while looking at it, decreasing iteration time. Otherwise, what NewHouse said is fine.

With modern computers, speeds in Quake levels are rarely an issue. But not everyone has a modern computer, and some people enjoy being able to play Quake on their older PCs regardless of whether or not they have a "better" machine available, so it's important to avoid leaks or poor sealing.

I'm not sure if it's actually worse than just having a straight-up leak in your level or not, but one thing that people sometimes do to avoid having to seal leaks is to encase their entire map in a giant cube of skybox. This is a very bad idea; yes, you can run .vis on your map, but it will take much, much longer, and besides that, you're still not addressing the root issue, which could end up having significant effects regardless of whether or not your map is "sealed". 
Func_train And Pathcorner Entity Placement 
How do i know how to align my pathcorner entities? At the moment im using trial and error to correctly place my path corners, its time consuming! 
Path_corner 
Knowing the orientation of East in Quark it takes the right lower angle
Weird 
I could swear the path_corner must be at the lower left corner of the bbox on your pic Maddox. 
Madfox 
Thanks! 
Mfx 
In that (sensitive) case my east lies downwards. 
 
Whats the best way to split a brush? I've used the C tool and sometimes it splits a brush, other times it chops part of the brush off. What do I need to do in order to consistently split the brush?

Thanks 
Entlighted Rogues 
when extracting corners the path_corner stays the same!

@-naitelveni: there's a nice trick you can use to enlighten your windows with this func_train.
Use a window as func_train, and add one path_corner some units before it. Give it the same target and targetname, and wait -1.

When starting the game the window has hardly chance to settle and will turn forward.
If you place a light just before it the front will light up, but as it is replaced now it looks as if the light comes from behind.
A little light before the wall will give it a small shine.

editor
map
screeny 
Hexenmapper 
it's in the help document
help->Shaping Brushes->Clipping->Clipping Modes 
HexenMapper 
Check this post by Pritchard for a better understanding of the clipping tool: http://www.celephais.net/board/view_thread.php?id=60908&start=2389 
Overlapping Brushes And Leaks 
Thanks topher, I should have checked that help file out, very handy.

I'm wondering about overlapping brushes - do they "plug leaks" say if I copy and past a bunch of brushes and rotate them so they're all intersecting, then drag a sky brush down to their top most point (and say they intersect with the floor brush) would these overlapping brushes cause a leak? are overlapping brushes generally considered a no-no? 
 
ah...
i don't know yet.

and put a screenshot i didn't understand either ,

i will ask the last question as well.
are overlapping brushes generally considered a no-no?

i think that overlapping brushed don't cause leaks, because leaks are holes. i don't know if they affect the lights.

i'm just cutting brushes, resizing them, merging them, etc,, for now. 
Brush 
You can overlap brushes, some things benefit more from being clean cut but do not be concerned so much with that. Just be aware of z-fighting with textures.

Clipping is the best way to split a brush in TB. You can press CTRL+ENTER to cycle clip modes. 
 
Leaks are caused by either an exposure to the void or an entity with its origin in the void.
Overlapping brushes aren't very good practice, mostly because of Z-fighting and increased compile time. It's better if you can avoid it. Doesn't really matter if they're made func_detail though since these are ignored during compile. 
 
Overlapping brushes aren't very good practice, mostly because of Z-fighting

Doesn't z-fighting only happen with moving brushes (doors & plats) that move to the same coordinates as other brushes? Surely the compiled .bsp doesn't "know" if two world brushes have their faces on the same plane, because what texture is displayed gets resolved during the compile process.

Sorry, my terminology is probably all wrong, but hopefully you know what I mean... 
 
Go place two brush inside one another, each with a different texture. Compile it, run it in game, and report back to us with your findings. 
 
I've done it countless times with no ill results.

From a post by necros from 2010 (http://www.celephais.net/board/view_thread.php?id=4&start=10212&end=10212):

i don't know why, but overlapping brushes will cause zfighting in newer engines like q3 and d3. in quake, qbsp will manage to remove overlapping WORLD brushes without any issues. (overlapping func_ or other visible bmodels WILL cause zfighting with other bmodels or the world).
afaik, it doesn't cause any problems once the bsp is in the engine.

i'm not sure where we are atm concerning the compiling aspect of overlapping brushes. i don't overlap because i like to work clean, but it's just personal preference.


(emphasis mine) 
 
Now go do it in Hammer/Source ;)

Its just a bad habit that you wouldnt want to carry into other game engines. 
AD_Azad 
Had overlapping brushes for the pillar lights at the end hanging from the ceiling. Other than that it was an excellent map. *nit pick* *nit pick* 
 
Overlap corners, don't overlap faces.

Also, someone actually referenced something I said as advice! Neat. 
 
Thanks for all the help all.

I've had an error compiling my current build, not too sure what a "non convex face" is, or how to fix it, but it seems to be the problem:

http://imgur.com/EHxdeAB

I tried deleting all the recent brushes I had added, but it still seems to happen. Any idea what I should be looking for so it compiles?

The map is currently wide open, void everywhere - is there a limit to how open a map can be to compile? can I plug gaps / skies later on? or even just make a sky box enclosing the limits of the map? cheers 
Or Read Tooltips 
"CheckFace: Face with too few (a) points at (x y z)"
"CheckFace: Healing degenerate edge at (x y z)"
"CheckFace: Healing point (x y z) off plane by a"


I have no solution for it but maybe readme and check the related polygon in the map file. 
Always Seal Your Map 
The map is currently wide open, void everywhere

with surounding walls, bottom and sky. 
 
Why would you want to seal your map if you're not running vis? I tend to leave the areas I'm working on open until I'm ready to move on to the next one - I only bother sealing them then.

As to non-convex faces, I'm not sure how you managed to achieve that but an editor shouldn't let you create an invalid brush like that. If you do find the culprit, and you're using a modern editor like J.A.C.K. or TrenchBroom, I'm sure the developers would be interested in seeing it...

Which -options are supported by that compiler? I would see if there's any way to get more information out of it. It's strange that it doesn't provide any coordinates in the error. 
 
Any of you guys know of an extended runic/metal texture set? I've found a few more in kdmtex.wad but more choice never hurts. I'd especially like to find all the different runic tiles in both glowing red and "switched off" versions (id1 is missing some in each variant). 
 
I always build fully sealed and error free as I go. I only run a full vis every so often, but I like to know the map will compile properly without errors before putting too much more work into it. Fixing problems is the least fun part of mapping and I wouldn't want them to pile up. 
Mugwup 
http://www.quaketastic.com/files/texture_wads/rmq_darkmet.wad

rmq mqade some runic addons. there are more, idk where to look atm.

rick does it right. 
Thanks Mfx 
Also yeah, so far I've done just like Rick. 
Sealed Map 
provide leaks in early stage.

@mugwump: Might not be the same wad but why not try Runewad
How Often Do You Save As/compile? 
A workflow discussion: I can't nail down a specific time frame but a general estimate is every 10 minutes or so I do a full compile. Yes I vis everything and light everything dozens of times per mapping session. Reason being is my current map is probably about the size of one of the large id levels. Vis'ing takes well under a minute maybe a tad longer. But I work on everything in a map at once. Geometry comes first, then game play and then tweaks to lighting and texturing, then back to gameplay. It's very chaotic way to work. (I know.) I ask this here because I'd like to hear other people's workflow in the hope of getting my act together. I'm not looking to get faster per se but I have a lot of room for improvement and I am always open to new ways of working. As far as saving... I save as much less often. It seems that each new area becomes a save point and if I don something risky that could cause a leak or break logic or expose a bug in the editor, I will do a new version of the map. 
 
Well I managed to fund the culprit - a single brush seemed to be preventing compiling. I'm not really sure why though. I'll just keep test compiling as I go to make sure I'm staying on track.

Interestingly the non-convex face error comes up even when the map compiles and runs fine... not too sure what the issue is there but it doesn't seem to be "structural" 
Tracing 
If you open the map with a text editor,
you can view the structure of the map file.
A rough trade is looking at the warnings
and see if the brush consists of six sides.

If I want to make really sure why a polygon keeps "troubling"
I change all texture names behind the six polygons with a white texture.
When opening the map in an editor I can see which brush in particulary is causing the error.

Of course I use ericw compilers. 
Workflow 
My workflow changes as I learn more mapping techniques but to answer some of your questions:

I compile whenever I want to test something I just set up. This could be a few monster spawn triggers, to a new lighting placement, or even a single brush I want to see in action! When working with lighting, I often always do -extra4 and -soft to ensure I can see what the final product will look like but sometimes just -soft if a minor change was made.

If I do not have a leak, then I always compile with the -fast VIS just to save time. When I want to do a full playtest (Start to finish) I will do -level 4.

If by save you mean physically save the map file then I do that probably every time I add something that I know will stay for the time being. Ctrl+S is muscle memory and TB handles autosaving for the grievous mistakes.

As I stated above, my workflow changes but I am starting to see grey boxing out large sections is the way to go. Like G1ftmacher said before, if you can get through the basic layout then you can get to the more personal mapping phase.

So my workflow would be at this time:

-Brainstorming, mind layouts, inspiration.
-Basic layout of large sections
-Basic texturing of said sections
-First pass detailing
-First pass lighting
-First pass gameplay
-Detailed texturing
-Major detailing and lighting
-Then it gets to a hodgepodge of all of the above but fine tuning.

I am always curious to see what other people do. 
 
This method is not everyone, but so far I have liked breaking map into multiple pieces, sealing then right away, layering everything and startjJust testing and make it fun. Naming goes something like this: mapname_areaname_version. Then slowly starting to combine these already tested areas together and make compromises Just then if need to be made.

The biggest problem for me personally has been that, even if you just prototype areas, Quake is not really good at that. Everything basically has to be in certain state, before knowing will it work or not. That is why I find working with separate files more efficient. Normally when I do simple layout (ideas) on paper, I don't know about values what they are going to be at the end. Also if making a hud of your map where many paths connects. You suddenly realize you have gone too far, when focusing on something, you thought was important atm (I like to assume everyone does that at some point), it is impossible to go back and visualize everything again, if there is no backups been made.

So my current method is not to think too much about trying to connect everything right away. I am sure everyone has their own way, it would be interesting to hear more like how people layout their maps? 
So Glad I Asked 
So Bloughsburgh, you have a very structured workflow compared to me. Funny how I work on game play and lighting very close together per section and interchangeably but you segment those out in steps. I am all over the place! Also I meant "Save as" - like a new version of the map - I guess with TB and other modern editors auto save makes this less of a concern. I am used to the old days when one CGS operation could scrap hours of work.

Newhouse, very interesting that you break the map into smaller more manageable chucks. I am a professional video editor and I often use the same technique on an edit. If I am working on a 60 second TV spot with a 5 second montage - I bust that montage out into a separate piece so I can really focus on each frame in the editing program. This might work for me.

This is all fascinating - I hope others will jump in a share their workflow. 
 
Dunno anything about workflow but my method so far has pretty much been make-it-as-I-go: I work on one room until I think it looks good then I move to the next room. I'm just not the kind of guy to plan ahead, I'm better at improvising. 
@mugwump 
Looks like I'm not the only one then. As I think about it, I'm realizing all the issues I am having in my map are because I grey-boxed and planned ahead. 
 
Sometimes planning ahead is impossible, when working in a situation you're not familiar yet. Maybe after, planning ahead becomes more effective. 
 
To be clear, there are certain global end goals that I do define beforehand, but the way to achieve them remains purposefully improvisational. This is how I work as an artist, in music as well, as I have found with experience that it allows my creativity to take me to unexpected places. I never made anything good with a very defined plan. 
Vinetexture In AD And Transparency 
theres a vine texture in AD that I want to use in my map. and I also want to try transparency with brushes, like in sock's metal monstrocity. How do I achieve this? 
 
Set the brush as a func_illusionary. This allows players/monsters to walk through the brush. You can use the flag "alpha" to set transparency. Honestly, just open up the metmon map and check it out yourself! :) all the authors .maps are included with AD. 
Clarification 
I haven't completely greyboxed a map either...but I have a significant visual plan in my mind of how the layout will be. Ultimately I go room by room and wing it to achieve said layout. It almost always deviates from the original. ;) 
Vines 
Vines in AD are a combination of a texture with palette colour 255 and func_illusionary. They do not use brushes with the alpha key set to achieve that.

Engine support can be a bit of a hangup - mostly DarkPlaces, since the first download offered on the site is from 2014 or so and doesn't have support. Other modern engines and newer versions of DP support transparent textures just fine though. 
 
I mention "alpha" in conjunction with "func_illusionary" because he asked about transparency, not because I think its required for func_illusionary to work.

I typed my initial response while still in bed. I should've spaced out both ideas. 
Alphabeta 
The alpha value will not have the desired effect - the entire brush will be transparent. The vines in AD are entirely non-transparent, but the rest of their texture is. That's completely separate from the alpha value of the brush. 
 
 
The vine feature is called "fence textures" or "alpha-mask textures".. the texture name also needs to start with a "{" character.

(sidenote: it's possible to make them work in the 2014 build of DarkPlaces, AD does this by supplying .tga files. There is a "fixtrans" command in DP that helps prepare the .tga's) 
Pritchard: 
Most of the techniques I employ are derived directly from "top tier" maps.

Func_illusionary + alpha is in use in ad_necrokeep to good effect.

http://imgur.com/a/2S7ZP 
 
sidenote: it's possible to make them work in the 2014 build of DarkPlaces, AD does this by supplying .tga files. There is a "fixtrans" command in DP that helps prepare the .tga's
I didn't know that. The September 2016 and newer builds, however, do support alpha-masked textures from the get-go and don't need this command.

@Pritchard The DP site at icculus doesn't seem to be maintained these days. The new builds are not in the /download subfolder but in /files (which is, of course, not accessible via the on-screen menus). 
Water Brushes 
i have 15 water brushes. there aren't gaps or intersections between brushes.
i tested the map in quakespasm and i can swim without problem of any kind.
can i expect problems or bugs with what i did?
weird bugs, problem with other engines, something like that.

http://imgur.com/a/cqDlp

(i put this message in the QUMP thread, but here is better. i can't erase the other message) 
Compile Problems 
i'm having problems compiling a map, i have everything set in a profile but i keep getting a error "execution of command 'C:(the path of the .bsp compiler)" andt1.bsp' failed (error 267: the directory name is invalid.)" what do i do??? 
 
Make sure all your directories have names without spaces. 
 
none of them have spaces :p 
 
also, when i try to launch it, this "W_LoadWadFile:couldn't load gfx.wad" appears, the engine is Quakespasm 
Ranhcase 
I assume you are compiling in Trenchbroom. I am willing to bet you have a small typo or hard to find syntax error in the setup. I am pretty experienced and that interface is too much for my tiny brain. I would suggest downloading and using Necros' compiling utility. Just keep it running and pointed to your map and alt-tab to it when you save. It works beautifully and is very easy to use. After you have it setup all you will have to change is the mapname when you Save As... or start a new map. Download it here: https://www.quaddicted.com/files/tools/ne_q1spCompilingGui103.zip 
 
i don't know what i'm doing wrong. it seems like i've set up everything correctly, it even compiles(it seems), but the .bsp file doesn't appear in the output folder(and in any other folder). 
 
http://imgur.com/a/l5klI

uuuuuh...dumb question of the day..why are surfaces multicolored? 
Ignore That. 
Solved thanks to scampie via twitter.

My .lit file wasnt updated 
Ranhcase 
i post my config:
http://imgur.com/a/0vqvZ 
 
@Ranhcase
Did your map used to compile? or are you trying to compile it for the first time?
If is did compile, perhaps try deleting some of the more recently added brushes (save a new version first!), particularly any that overlap.
I've had a similair problem where the map wont compile, and each time it was due to a single brush that must have overlapped in a strange way. 
"W_LoadWadFile:couldn't Load Gfx.wad" 
this message is caused by the working directory.
launch the game from a .cmd or a .bat

this line ensures the correct working directory, which is the directory in which the binary file is located.
pushd "%~dp0"

and '%*' pass all the arguments to quakespasm.
quakespasm.exe %*

so, a .cmd script with this two lines
pushd "%~dp0"
quakespasm.exe %* 
Damn... 
i forgot this:

the .cmd file has to be located in the binary folder. quakespasm.exe in my example. 
#17875 
Yay, Saturday Quake Fever!!! Ah, ah, ah, ah stayin' aliiiiiiiiiiiiiiiive! 
@ranhcase 
Take my advice and try necros' compilier gui. It will take less time than posting screenshots here etc. Give it a shot. 
HexenMapper 
my map never compiled, not once. 
Dumptruck_ds 
that's what i used!!!! the second problem i got with compiling is in that! 
@ranhcase 
Okay let's try a few things.

Search for your mapname.BSP and try and find it on your machine. Take note of where you found it.

Next make sure it's been placed in your maps directory under id1 folder. i.e. C:\quake\id1\maps

next, start quakespasm, bring down the console and type map <your map's name>

does it run? let us know. 
 
that's the problem, i can't find the .bsp, i don't even know if it is compiling correctly, i've looked in every folder present in the setup, but there's nothing there 
Ranhcase 
I know this seems like grasping at straws but if you are using NecrosGUI, completely remove it from your computer...download it ago and set it up again.

There could be some corruption or other snag that happened. I had this happen to me one time and I was completely puzzled until I did what I said. 
 
i did that, and it didn't helped... could it be something with the map instead? 
Test 
Try to create another map and attempt to compile to see if it appears in the output folder!

Also, if you never got this to work...verify you have permission to write to the folder. (Doubtful but you never know.) 
 
it still doesn't work. and i do have permision to the folder. 
 
You have your parameters set completely wrong. Look thru the trenchbroom help and copy whats there word for word. Thats all i did to get mine to compile. 
CutNodePortals Warnings 
*** WARNING 12: New portal was clipped away in CutNodePortals_r near (1692.690 -17.259 408.000)

Is this basically when two, or more, brushes that butt up against each other get off by the smallest amount(almost impossible to spot) that they aren't truly flush with each other?

This is in a large scale map with lots of rotation and shearing usage. Editor is J.A.C.K. 
Mukor 
i copied word by word, but at the end i get three errors, and the .bsp file doesn't appear 
 
Mukor 
copied again, exactly like it is in the picture, with
the correct .exe files of the compilers, but the same thing happens 
@ranhcase 
If you're trying to compile? Have you tried this program yet? https://shoresofnis.wordpress.com/utilities/ne_q1spcompilinggui/ 
Newhouse 
yes i did try it, it didn't worked. 
@ranhcase 
Can you share your file? I will see if it has something problematic going on. Otherwise, you just need to write down right output / working folder paths. Output could be your quake/id1/maps folder, and I think working folder doesn't really matter? I just made new folder "working_folder" under id1/maps folder. I can only assume compile went fine, but you couldn't just play it?

No any errors on compile console? If you open your Quake.exe and open console, type "maps", scroll and try to find your map if it is there. Then just type "map yourmapname", and see whether or not your map starts. If not, then let us know what does the console says. 
@ranhcase 
Also Create New folder "Utils" under quake/ folder. Download and unzip these https://ericwa.github.io/tyrutils-ericw/
To that folder. Open Settings and go preferences, set Tools folder path to that Utils folder.

Mark also that 'Run Quake' and Set Quake Engines path to your Quake.exe you're using, it can be for example Quakespasm.exe / darkplaces.exe etc. And try combiling again. 
 
it doesn't compile, the .bsp file isn't created. i have the compiling tools set up just fine too. and no, in Necros compiling GUI or whatever it's called, there's no errors messages. also, you want the map file, or the compiled file, because if it is the later, it doesn't exist 
@ranhcase 
Map file. There is email address on my profile page. 
 
no! nevermind, it compiled finally! thanks 
 
Glad it finally compiled. 
 
no!!!! nevermind, although it compiled, it doesn't have lights, they don't show up no matter what i do! although the first time i did it, it was alright, but then i had to change somethings, and now it the lights don't appear! 
Lit 
Make sure Light is checked if using the GUI.

Check your output folder for a .lit file of your map's name. Delete, and re-compile and then see.

Keep at it and we will figure it all out. 
 
i am using the GUi, and the light is checked.

i can't find any .lit file in my quake folder though. 
 
The .lit files should be in your id1\maps folder, I think, alongside your .bsps 
...Or Whatever Folder Your Bsp Is In... 
 
@ranhcase 
Do you have Light entities on your map? 
How To Make Door Not Stop? 
How to make door not stop opening or closing if it mashes some enemy to the pieces, I have been trying to create zombie masher, but soon as it touches zombie, masher stop and goes back up immediate. How to make it go all the way to the ground? 
Crusher 
Give the door "wait" "-1" (along with the toogle spawnflag and a trigger to keep it going.
Or use a func_train. 
 
If -1 wait basically makes it stay open/closed after triggering it once.. is this "toggle spawnflag" something different? 
 
Should I trigger at the same time also trigger_relay and make that rise the crusher back up later, after waiting couple seconds (delay)? 
 
The wait value makes it crush things to death in order to fully close, the additional toggle flag allows it to open/close multiple times.

For permanent, constantly moving crushers the func_train solution is better. 
Thank You* 
 
 
i know the .lit files should be in the id1\maps folder, but they are not there, and my map does have light entities on it 
CutNodePortals_r 
This is just a warning. This may be caused by planes that intersect at very acute angles. Check for "invisible walls" near the area specified. If you don't notice any problems it can usually be ignored. Making sure all vertexes are on a grid of 4 or larger might help. 
Ranhcase 
Have you done a search on your computer for your bsp's .lit file? Maybe it's been saved somewhere else for some reason. If not, maybe check your saving output paths? 
 
i've done that, all .lit files are from Hexen II, and i'm not mapping for Hexen.

Also, is there a tool like the necro's gui to compile maps, but for Quake II? 
@rick 
Thanks for the info.

I think we may have found a way to fix and avoid getting the errors, as well as not scrapping the map, yay. 
 
Not sure what you mean by all .lit files are from Hexen II.

Necros' GUI is just an interface that uses external tools. Trenchbroom 2 supports Quake II mapping and has a built-in compiling interface. Its configuration is a little less n00b-friendly than Necros' but should work fine. 
 
.lit files are only created if you use colored lighting. There is no point in looking for these if your lights are all desat. 
Ranhcase 
A few questions:
Does light compile fine? No errors? Are you sure your light values are correct? When you launch the map, is everything pitch black or fullbright? 
Lit Creation 
Some light tools do generate .lit files even if there are no actual colored lights in the level!

However, a map with standard lighting (=no colors) does not need a .lit file as the normal lightmap data is baked into the .bsp file. 
 
light seems to compile fine, atleast there's no errors there. when i open the map is fullbright

so Necros's GUI supports Quake II? Because, i do know that Trenchbroom 2 has a compiling interface in it, the problem is that i never managed to get it working.
Also, what i mean is that all .lit files are from Hexen II, not Quake 
 
What happens when you type r_fullbright 0 in the console?

negke: interesting, I wasn't aware of that. I don't really see the purpose though. 
 
nothing happens 
 
so Necros's GUI supports Quake II?
I have no idea but if Q2 tools are similar to Q1 tools, I don't see why not. Like I said, it's just an interface that runs external programs.

what i mean is that all .lit files are from Hexen II
Yes, you've already said that. I suppose you mean that searching for .lits on your computer only returned results belonging in your Hexen II folder. 
 
Yes! Exactly, searching for .lit files resulted only in Hexen II files 
 
So I've been trying to make a button which causes part of the wall to move out to create steps so the player can walk up to an otherwise inaccessible area. I had some trouble getting it to work, and I think I did... but I have no idea why it works.

Basically the button is a regular func_button and the two steps are func_doors. My initial setup was to have the button trigger both doors, each of which has a different lip key (they are the same length in the direction that they move) so they form steps when opened. When I tested this, however, they both moved the same distance. Then I set it up so the button only targeted the bottom step, and the bottom func_door targeted the top one. When I tested *that* they didn't move at all.

My next plan was to return to the original trigget setup, give the func_doors the same lip key, and make the bottom func_door longer in the direction that it opens so it would extend father before reaching the "lip distance"... but before I tried that I went to fix some other things and just deleted all targets and targetnames associated with the top step so that only the bottom one was set up, leaving the top a normal func_door with no trigger setups... and *this* made it do exactly what I wanted it to do.

So why did my first attempts not work, but my third attempt (which was not even a real attempt) did? 
@lpowell Re: Steps 
Are your steps(func_door's) touching each other?

Try the "Don't Link" spawnflag under the "flags" tab(or wherever you set entity flags in your editor).

Should be good to go. 
 
http://imgur.com/a/KjrgN

after one week i'm starting to build rooms.
my first room!

it's weird. i never made any type of art, but i can see pouring my creative energies in this way.

but the monsters don't get any ilumination when they step above the bars

i have a func_wall with skip textures because monster don't walk otherwise. i tried putting a regular brush with skip or clip textures and it didn't work.
but, in any case, that's not important in this room.

the problem is when models step above the bars they get rendered totally black. even when i move all the brushes to world 
Btw I Did This, All Was Fine. 
Create a func_button with "target = steps"

Create a func_door(s), your steps, with "targetname = steps"

^^^ steps need to be separately created as func_doors or they operate as one. You probably know that.

If your steps touch each other set the "Don't Link" spawnflag.

You have to set direction for the steps. In this basic setup without modifying any lip values the button will open the doors in which ever directions you set for a distance of their length minus 8 units.

Hope this helps.

Also, the button triggering one door and then that door triggering the next door... worked for me. 
@topher 
I believe monsters(models) take their lighting form the "lowest" floor.

Meaning that, wherever the monster can walk(horizontally), all lighting needs to be consistent across 3D vertical space for the monster to be lit correctly.

I recently had this issue as well, it drove me crazy. 
 
@damage_inc, they are touching; I didn't know touching func_door brushes would "link," that's probably what's causing both the "correct" and "incorrect" behavior. I think I can puzzle out what is going on.

And now for an unrelated question, which texture WADs have some cool stained-glass windows? Aside from id, rogue, and knave. 
 
Off the top of my head, there's a large one in Chicosruin. 
Door Don't Link 
I set this off always. Most of the time it's not what you want.

Daikatana has some stained glass textures as does Wolfenstein (RTCW). 
 
Why Door that should be open after trigger_counter calls it, it opens when some other door opens near it? Don't link doesn't work, I tried all kinds of possible combinations and nothing. What should I do? (yes, I'm doing vanilla Quake map, no mods) 
Triple Check 
I know you just stated so but be sure that ALL func_doors near the issue have Don't Link checked. It could be just one side of a door that is the culprit.

Secondly, make sure there isn't a targetname on one of the func_doors that could be causing an issue. Triple check both sides of the doors just to be sure. (Assuming you have 2 sides to each door.) 
In Id1 Progs 
how does one force mobs to infight? 
 
Setting aside the possibility of an elaborate high radius, low damage explosion with the owner somehow being assigned to a specific monster and initiated with negke-like trick ...

It is not possible because monsters do not look for other monsters, they look only for player.

Maybe you could change the QuakeC, but then it isn't id1 progs. 
 
Thanks, I'll check those WADs.

Finally... would Nihilism Unlimited care if I put the zer tree model into an AD map? I'm looking at the zer readme now and most of those emails look like they're dead as a doornail. Alternatively if anyone has an uo-to-date info for someone on the team.... 
Nihilism Unlimited. 
Darin McNeil (the main Zer programmer) works at id, maybe you can ask them: http://www.idsoftware.com/en-us#section-contact 
Serious Answer. 
It's a pretty shoddy model from a 1997 freeware mod, you can use it. 
 
Aren't there brush-modeled trees in some of the AD maps? If you're concerned about this, you could just copy these as the sources are included and permit re-use. 
There's One In Ad_azad 
in the top floor section, where you fight the necromancers. 
Quake1 Trees 
I just made an asset for quake trees.
Maybe there's something of your interest?

Q1Tree 
Eviscerated 
Is it a thing that a fiend will cause double damage if it leap attacks you while you are in midair?

I have a section where you are swimming upwards, and a fiend has a chance to leap at you. Every time I get hit by the leap I die instantly. I even had Yellow armor at 100HP! 
 
sounds like the fiend instagib bug where a fiend will kill you if it lands on your head - this has been in quake right from the start (feature lolol) 
Brutal 
Ah that describes what is happening. Hmm, I basically have an insta-kill "trap" at the moment. I'll have to re-work something. Thanks Kinn! 
 
it happened to me being gibbed by one of that leaps
you may be right, but i can't recall correctly when or how much health i had

but the player can be gibbed normally, because gib threshold for the player is -40.

acording to quakeC
damage of leap:: ldmg = 40 + 10*random();

perhaps the demon is jumping again in mid-air? 
Multiple Collisions 
The fiend deals damage in every every frame to each entity that it collides with, until it is resting on the ground. In a normal sideways leap the first collision stops the fiend's horizontal movement, so it doesn't collide with you on the second frame because it's not moving towards you.

Two things go wrong when the fiend attacks from above. Firstly, landing on a player doesn't count as resting on the ground for the fiend, so the attack animation continues after it hits you. Secondly, although the first collision cancelled its vertical motion, gravity accelerates it down again next frame, so you get repeated collisions. It isn't doing any more damage than normal per collision, it's just multiple collisions that stack to create near-instant death.

In Quoth there's a crude fix to this problem - leaping monsters can only inflict damage once per leap. If you're mapping for the vanilla jam then there's no workaround other than making sure the fiend can't attack from that far above. 
What A Fiend 
Thanks Preach, that about explains every facet of the fiend dilemma I could be having. I moved the fiend back a bit and his jump hasn't one-shot me in about 10 tests (Since you are now more or less horizontal with the bastard at the time.) I may leave it this way or just slap an ogre down instead. 
It Does Not Resolve THE Real Question... 
.. do Fiends have eyes ? 
 
Yes. 
#17954 
No, but before you gib, you do have about 1/100th of a second to look up and possibly resolve the age-old question of "do fiends have willies?" 
Yes 
To both eyes and willits. 
LOL 
 
Fiends Have Tim Willits? 
Poor guy... 
There's No Love For Willits 
not even in the doomworld forums. How much of the id old guard remains anyway? cloud, willits... is that it? I suppose stratton should be counted too. 
 
How do you remove wind ambient sound in vanilla Quake? 
#17961 
add -noambientsky to the vis command line 
Thank You~ 
 
How Do I Compile Maps In Trenchbroom Mac OS X 
Help me! i have no clue O_o

i've been compiling maps in console with windows, and now im tired of rebooting my computer everytime i want to map.

i need a total beginners guide, step by step. 
Did You Read The Manual? 
 
YES 
it didnt help me, its alot easier on windows to create a .bat file :/

please, i need help 
Naitelveni 
Have you tried using Automator to generate simple batch file? 
Nope, Whats That? 
please tell me more. 
What About The Builtin Compilation Support 
in TB2? Shouldn't that do what you want? 
I Dont Understand 
 
Look For The Section In The Manual 
TB2 can launch your compilers for you, so you don't need to create a batch file or shell script. You have to set it up though, it's under Run > Compile in the menu. 
FIXED 
The pathing was all screwed up, the automatic system didnt work for some reason, and I had to rename all the parameters in the runtools.

Thank you Khreathor for helping me! :) 
 
You're welcome :)

@SleepwalkR
We figured it out through TB2, as you suggested. 
How To Make Landscape For Quake Map? 
In modern level editors (e.g J.A.C.K. or TrenchBroom v2). 
DOOMer 
If you mean things like rock walls and bumpy ground then this is a great guide:

http://www.simonoc.com/pages/articles/rockwall1_1.htm

You can use the same tutorial for ground terrain, just make it less pronounced. 
 
and with tyrutils-ericw light.exe you have phong too!
it really helps like sock says 
 
I was soooo confused by landscape until TrenchBroom and its Vertex Manipulation came along.

Everything clicked after that. 
 
@Bloughsburgh, thanks for link.

@topher, thanks for note about tyrutils-ericw. Yes, I use this compilers.

@mukor, now i trying use Trencchbroom2 for create simple structure, but while it turns out badly :( This editor is very hardly for me. 
Wanna Try J.A.C.K Editor? 
 
Enemy Combos? 
I've been creating MP maps for a long time but SP is a new world for me and I do enjoy it. Wondering what enemy combos work more effectively and which ones don't work for other mappers? I have the tendency to combine a bunch of monster types but I'm not always happy with the results. Especially after seeing demos of my retrojam map.

Infighting is cool but I think it gets in the way of gameplay a lot so I need to keep learning about monsters placement and combos. Any input is appreciated. 
Newhouse 
I used J.A.C.K in past year. This good replace for classic WorldCraft1.6 and GtkRadiant 1.5. 
 
The basic idea in creating worthwhile battles with multiple enemies is mixing enemies of different attack types. ie projectile and melee or land and flying enemies.

sorry for being so brief, im on my way out the door. just wanted to get something out there in case conversation picks up in my absence. 
@dumptruck_ds 
In AD mod at least you can check "noinfighting", that is something I am going to use also. 
@newhouse 
I was unaware of that. Nice. I haven't even gotten to 1.5 yet. :( 
 
But since it changes a lot of things, it has to be introduced to player somehow. Only way might be letting player to make mistake in a non-dangerous situation, if not using text messages and stating that fact directly to the player that something is changed and the experience might be different. 
Pushing My +3Buttons 
Dumb question but my mind is fried.

What would be the reason when I push a button the texture doesn't switch to its off texture?

These are just the standard quake symbol textures I've used plenty of times before with no issue. The same thing is happening with shoot buttons as well. I thought maybe it was the .wad but it is happening for any +# textures for buttons.

Blah! 
Including It 
Are you including the +abutton frame in your map anywhere? Some compilers don't automatically include the animation textures, try applying that frame to a hidden face on a brush and recompile, then see if it works that time. 
 
I thought all the modern compilers fixed that problem, but yeah that could be it. I used to always include every texture in the sequence of any animated textures on a random brush somewhere, just in case. 
Doors 
Question:

Why does my double door start open when the level starts...but then closes after it's designated wait time. It then acts like a normal door from then on out.

Trying "Don't Link" causes the doors to not open at all. They do not have a targetname and are set to just be normal doors.

"Start Open" is not checked.

Da hell. 
And Answer 
Ugh, hate when I figure something out after finally submitting to asking.

Apparently doors want to try to open themselves for one time at the start of a level if there is a func_button nearby? What's the explanation for this occurrence? Solved but moving the button a few units away...but the button was already about 16 from the side of the door.

Is there a trick to making this work? 
 
Ahem.. this is a bad solution but, try giving all of them targetname, that way I fixed problems on my rj6 map. (I guess warnings about not using targetname, isn't critical?) 
@Bloughsburgh 
I think you have something else going on to cause your doors to act like that.

I have a "junk.map" that I try things out in when someone posts a problem like this. I couldn't duplicate it :(

I created a brush, then shift drag/copied it right next to itself, set each one separately as a func_door setting their open directions to opposite each other. Didn't do anything else to them.

Then I created a func_button and no matter where I placed it, my doors didn't open on map start. I even had the button inside the doors!

I'd say spend a few minutes creating a test map and see 
Ugh, Meant To Hit Preview 
I guess my above post is finished enough even though I accidentally hit submit instead of preview :(

Anyway, sorry couldn't help more. 
No Idea 
Yeah I have no clue, but the only thing I do know is that moving the button to another place in the room away from the door resolved the issue.

Thanks for trying to test stuff out! :) 
 
I even had the button inside the doors!
I didn't know that was possible! Did it work fine? It's giving me an idea for doors in base/tech environments. 
 
Only Quoth (afaik) has a special func_button variant that can be attached to a door:
https://tomeofpreach.wordpress.com/quoth/tutorial/func_door_button/ 
Button 
I just made a small hole in the door, I mean once the door opened, you could look into the frame of the door into a hole where the button sat. 
 
don't kill, the light, just turn it off by targetting it. 
 
okay, disregard that, i was replying to a question 700 posts ago. 
Better Late Than Never! 
 
Thanks Eric! 
That's aweso... oh, Quoth. Damn. 
DP Alpha 
Does DarkPlaces not support { alpha textures?

I am using vines from ad_start.wad and it works fine in every engine but DP...I get the pink texture along with the vines instead. 
Scratch That 
Uses the latest autobuild and the vines work fine so that's great.

But there is a kicker. Does DP support the alpha key on func entities?

Looks like my func_illusionaries are using alpha 1 even though set to .65.

Blah, as long as the vines work that's cool with me. 
 
Post #18000, nice.

Also, I'd be very surprised if DP didn't support brush entity alpha. Perhaps it was broken in the most recent autobuild or something? I wouldn't know, I don't use the engine. 
.alpha Requires Progs Support In DP; Doesn't In FitzQuake + Company 
DarkPlaces supports .alpha, but it must be a field in the progs.dat

Since id1 doesn't have an .alpha field in the progs, stock id1 in DarkPlaces won't support .alpha but Quoth or Arcane Dimensions would since they have a .alpha field in the progs.

FitzQuake automatically "inserts an .alpha field into the progs at load time" if protocol 666 is being used, so the progs doesn't matter. 
 
.alpha is a fully transparent entity, like a translucent glass window.

Entirely different from alpha masking "{", which current DarkPlaces autobuild does support. Using "{" will simply "just work" all the time in any supporting engine. 
Ummm... Alpha 1 
Works in my DP's with stock id1, I just tested it. You use "alpha" btw, not ".alpha".

Also, I know in Gotshun's Jump map we used "alpha"(for translucent windows) and { (for the alpha masked frame) together for the windows and it was stock progs. Worked fine.

Just relaying my experiences. 
Screenshot 
Just a box map with a player start, 2 lights and a func_wall with an alpha key set to .6

Note that, I only got this effect with func_wall's, illusionaries and detail was no bueno.

http://imgur.com/a/VmOhL

DP build is in the console, but I'm pretty sure this has worked for years for me. 
Thanks 
Thanks Baker that pretty much explains the current situation. The { work fine I just needed a newer build but the alpha key does not...and it also explains why Quoth and AD work but not id1.

damage_inc: Ah there we have it...my issue is happening with func_illusionaries...I actually do not have any func walls using alpha. Thanks for testing! 
Func_door No Block? 
Hi all, how do I make a func_door that does not get blocked by a player/monster? (i.e. just keeps crushing without going back) 
Narcaloid 
WTF? 
i dont understand this.

why cant i compile?

http://imgur.com/a/9UTvn 
 
Impossible to tell. Check the compiler .log files; presumably QBSP failed for some reason.

By the way, you run VIS with either -fast or -level 4, not both in the same command line. Fast is for testing, level 4 is precise one for release. 
Negke 
Thanks! 
Check The Compiler .log Files; Presumably QBSP Failed For Some Reason 
i dont have any 
 
compiling is very difficult... 
 
compailing is very difficult 
 
i had to reboot into windowa so i can compile 
A Tip For The New Guys 
Since there are many new mappers here - I recommend doing some research on basics of compiling a map.
This may be a starting point. BJP's Q1Tooltips and his Vis readme contain some useful information for troubleshooting and general knowledge, too.

I'm posting this, because in recent releases I noticed some levels were leaking and/or unvised or only fastvised, and that may have been due to a lack of understanding and possibly the uncritical use of compiling GUIs or in-editor scripts. Maybe run each of the tools in a command prompt window at least once to see what happens, or look for log files in the corresponding directories, e.g. qbsp.log. I'm critical of GUIs and script for reason that there's a risk of them swallowing important warnings and error messages which then go unnoticed for the unaware user.

On leaks/VIS: the basic idea is that a map must be air-tight, completely sealed off to the "outside", otherwise QBSP will report a leak. Another way to recognize a leak is by noclipping outside of the level, and if you can't see the interior but instead the backsides of the outer walls, you know something's wrong.
In this case, QBSP will generate a .pts file. When placed alongside the .bsp in the maps directory, you can use the pointfile console command to display a dotted line leading from towards the leaking spot. Some editors can load the .pts file as well. When located, it can be plugged; usually it's obvious and straightforward, though occasionally it can be quite obscure. More often than not a map has several leaks, so you may have to repeat the process.

Once the map is properly sealed, and only then, QBSP will generate a .prt file. It contains information on the vis portals the level is made up of, so to speak. This file is required for VIS to calculate the visibility of the world ('what is visible from where', so the game doesn't have to render the whole map at once)- without it, VIS cannot run.
There are two command line switches for VIS that matter here: -fast which does a quick but sloppy calculation used for testing purposes, and -level 4 which runs a slow and precise calculation = the one you must use for the final release. Depending on the size and structure of the level, this can take a while (although with multithreading tools and detail brushes, it's not much of a problem these days). A fullvis is important. Don't listen to people saying it's not because modern systems can handle it and so on!

To get an idea about how it works, you can check in game: using Fitzquake or Quakespasm, load one of the original maps and type r_showtris 1 in the console, then walk around and see how stuff appears and disappears if it's sufficiently blocked by other geometry.

By the way, the .vis file is just an autosave of the current state of the VIS process (because you can stop and resume it if necessary). After the job is done, the file is useless. Don't include it in your release. 
 
by Bengt Jardrup, v0.19 Jan 12 2007

Almost 10 years! 
VIS, Is There Really A Need? 
I know I know... don't shoot me.

VIS's only function is to make a map play "fast"/smooth right? Meaning, have the best frames possible. But with PC's today, even my old rig here, all levels typically play fast.

One night at Gotshun's we were looking through some of the large levels and were surprised to see quite a few had no VIS at all. Or at least "showtris 1" didn't show that anything was being removed/hidden from view.

This is why I ask this question. Is there some other benefit?

OFC, there's no ambient sky and water without at least running -fast(true?). 
Vis 
Ignoring world polys for a minute, I think only having to deal with the entities that are in the PVS has a big benefit - a coder should be able to explain better. 
#18021 
Don't be ridiculous. With proper mapping and use of func_detail, full vis will take seconds on a map that would have otherwise taken months.

Nowadays light is an exponentially bigger bottleneck in compiling than vis. 
 
@damage 
DarkPlaces doesn't support per entity alpha unless the progs supports the field

Here are pictures of the map petes1, which I believe you are familiar with ... and these pictures show the lack of translucency ...

DarkPlaces October 2016 build | DarkPlaces January 2017

Possibilities:

You have something in your Quake folder you don't realize. DarkPlaces reads every single pak and pk3 in your Quake folder regardless of the name, and will load any free floating file sitting around.

Plus there is an extra Windows directory under "Users" where something could have downloaded and it'll read from there too. 
Wait, What? 
I thought the last dp build was from 2014? where can I find these later builds? 
@Baker 
Here's my test DP's Quake and id1 directories:

http://imgur.com/a/1bVeR

pak2 is simply the watervissed maps and pak3 is mine which is simply a different console background.

I have no clue why it works for me, strange. Sorry if I've misled anyone. 
@kp 
https://icculus.org/twilight/darkplaces/download.html
The links under "Latest development autobuild release (updated every 6 hours)" 
Pak0.pak Seems Legit 
I checked the size of my pak0.pak(17.8 MB | 18,689,235 bytes), it matches what is in the QuakeWiki(1996-10-01 14:25:58 18689235). 
Ericw 
thanks, hidden in plain sight :P 
@damage 
Don't know. Being the master of your own Quake folder is something everyone personally has to bring to the party. ;-)

Keep in mind Bloughsburgh asked why DarkPlaces doesn't support entity alpha for stock id1.

Why would he make that up?

/If you see what I mean there, haha ;-) 
@damage 
That being said, I did some more tests and there is some sort of X factor going on here.

Perhaps something not well known about DarkPlaces.

I did a rough test with an external .ent file and it worked. But petes1.bsp doesn't?

So something strange or not well known is happening? 
 
Baker:Keep in mind Bloughsburgh asked why DarkPlaces doesn't support entity alpha for stock id1.

Why would he make that up?



Bloughsburgh:damage_inc: Ah there we have it...my issue is happening with func_illusionaries...I actually do not have any func walls using alpha.


He wasn't making it up.

IIRC, petes1 works as intended in QS but the brush settings are to subtle then for DP's. I to thought it didn't work, as well as someone on here, I forget the name of the person... but it does.

I'm not trying to be argumentative and hope it doesn't come off that way. I just want to know ;) 
@damage 
I did some more tests using external .ent files.

And entity alpha does seem to work in DarkPlaces?

Yet petes1.bsp doesn't? Not even when using Quoth.

So ... perhaps you are correct or there is something missing piece of information that would explain this?

I do know that historically DarkPlaces required an alpha field in the progs.dat to support alpha, which is one reason mods like Quoth have that field.

But apparently this has changed, and I get that because that's just the nature of engines adapting.

But I don't understand why it isn't being consistent.

+1 mysteries of the universe.

Looks like damage isn't insane and is in fact correct.

Baker's example may be correct and should show entity alpha, but doesn't but perhaps for different reason than the current topic.

Then again we still have Bloughburgh's example?

Conclusion: Hell if I know!!! 
@damage --- 
I wasn't trying to be either.

I think we both had good intents and wanted to get to the bottom of this.

Weird stuff. We both had affirmative examples, haha.

/Oh well ... 
Killpixel 
With this link: https://icculus.org/twilight/darkplaces/files/?C=M;O=D you can even access all builds sorted from most recent to oldest. I suggest keeping this link handy. 
 
IIRC, petes1 works as intended in QS but the brush settings are to subtle then for DP's. I to thought it didn't work, as well as someone on here, I forget the name of the person...
petes1 is Gotshun's Jump, right? In that case this person would be me. I originally thought the alpha on the windows didn't work but in fact it does, though it is indeed much less obvious than in QS. 
@Mugwump 
YES, Jump and yes... you! Since we haven't conversed much I couldn't be sure it was you.

For just a map release you can't have both a QS setting and a DP setting for things. So we went with the highest common denominator, QS. Especially considering the <3 DP gets around here :-P

Also, to make matters worse for me using DP, I have both upper and lower sky scroll slowed down. Until you posted I didn't remember that :( 
 
Especially considering the <3 DP gets around here
Not wrong. Though to be fair, Func_ is not the be-all-end-all of the Quake community. QuakeOne has more people who are only players, and while DP gets much more love there, you don't see many people talking about QS or Mark V...

For future maps, why not release two versions, one geared towards the Fitz/QS family and one for DP? They could both be included in the same archive to avoid a mess of engine-specific releases at Quaddicted. When I'm ready to release maps, that's what I intend to do if I notice such behavioral differences. 
Gamma / Brightness Of Maps 
I'm always afraid I making my maps too dark. I'll load up the id levels from time to time to do an eyeball comparison. But is there some more "formal" way of ensuring maps aren't too dark?

Maybe a way to measure levels on a screenshot in Photoshop or a similar method? 
 
If your monitor is properly calibrated and your Quake set to default brightness/gamma, then if it's not too dark on your screen it should be good for most people.

Of course, there's also a matter of taste at play here: someone like NewHouse tends to make rather dark maps. I like it but I remember some people complaining about it when he released his first map. You can't please everyone. 
Question 
http://imgur.com/a/K40Wh

my question is:
if i have those two brushes, with non-integer vertices but with integer planes,, i can expect problems in-game, or weird qbsp problems?
how well qbsp handle rational numbers? 
 
I like to have a bit of overlap in my brushes in that situation, so if things get rounded off or otherwise mangled they usually turn out okay anyway. 
 
Intersecting brushes are generally okay. You can sometimes get odd lighting at the junction/seam where they meet. You could also create basically the same thing with separate brushes that have all vertices on grid. 
Help With Testing/launching 
how do i get to actually test the level at its current state, what i mean is, when i try testing the level it says that the .bsp file doesn't exist on the maps folder, and if it was there before, it can be run but any change made won't appear. or is that not possible at all. 
@ranhcase 
You should always be able to test your maps.

Without more information, there can only be three possibilities.

1)Your map has an error that stopped the compiler from creating the .bsp

2)You are compiling to a directory outside of "id1/maps", OR "your MOD/maps" and then not moving the file into the corresponding maps directory.

3)You are creating for a MOD and not launching with the -game "your MOD" parameter while having your .bsp saved in the "your MOD/maps" directory.

I think I covered it! HTH's 
@damage_inc 
I don't think you understood me, or is me that is not understanding you well, i wan't to be able to test the map from the buil-in tool for launching the map, the "Run/Launch" tool

1)i managed to compile the map and runs fine in Quake 2

2)i'm compiling the map just fine. the .bsp file is in the base2q/maps folder and it is runing.

3)i'm not creating the map for any mods, just normal, clean Q2.

:/ 
@ranhcase 
What editor you use foe Q2 mapping? And what compiling tools you use for compile your map? Show log of the your compiling process. 
I Think Ranhcase Is Using Trenchbroom For Q2 
He mentioned it before previously, but not 100% certain though. 
@ranhcase 
Yeah, it seems I didn't understand.

Is it that the "Run/Launch" tool doesn't have all the right path's setup?

I don't use TB so I'll stop here, hope you get it fixed. 
 
yes, i'm using trenchbroom to map for q2, i think i've set the right path in the launch tool, but i'm not sure anymore... 
 
If you're using Trenchbroom's built-in compiling interface, it should look like this: http://celephais.net/board/view_thread.php?id=60908&start=2480 
Ranhcase 
Did you try to manually put the bsp into the right folder and run a map using console command in game? 
 
Pay attention to point 4 in the pic from the link. 
Ranhcase 
You should post a screenshot of your compilation profile, i.e., the window from which you compile the map so that we can see if something is wrong with the paths. 
 
i don't think i expressed myself very well, i can compile my map, any map, the thing is, i can't use the launch tool in trenchbroom to 'launch' the map from trenchbroom. Again, the map can be compiled, without any issue, is just the built-in launch tool that's not working...i don't even know if this is the right place to ask this. 
 
is just the built-in launch tool that's not working
And this can be caused by a bad path in your compiling interface settings. As Sleep said, posting your profile could help pinpoint the issue, so do that. Have you checked the post I've linked in #18052? 
 
I think this: ( http://i.imgur.com/omHjQeN.png ) is what you want 
 
No, your compiling profile: click Run then Compile... A window pops up, this is it. 
 
Don't forget to actually select your profile in that window, so the desired informations are visible, before taking your screenshot. 
 
no mugwump. hes showing the right screen.

he has no trouble compiling or running his map in game. hes having trouble using trenchbrooms game launcher.

this would be better off in the trenchbroom thread, that being said.

but, to help with the problem, what version of trenchbroom are you using?

i believe previous versions had that feature broken.

Im using RC1 and it will load the map set up exactly as you have it written.

https://github.com/kduske/TrenchBroom/releases/tag/v2.0.0-RC1

1. Is your map a part of a mod?
2. Can you load the map in game?
3. What happens when you try to launch with those given parameters you have typed in? 
 
mind you im using quake and not quake 2 to test this, but it should be exactly the same. 
 
I see a previous post of yours that answers my questions, Rahncase. Aside from number 3. let me know what happens when you try to launch the game with your current parameters.

Hopefully the version of TB I linked solves the issue. 
This Is What SleepwalkR Asked 
Are you telling me the author doesn't know how to troubleshoot his own program? 
 
Sleepwalkr misunderstood what he was asking for is all.

Once you start coming through with some compiled maps, Ill let people take advice from you. 
Mukor 
The problem appears to be that the compilation profile doesn't properly copy the bsp to the required location inside of the game (probably baseq2/maps). That's why I asked for that, and not for the launch dialog, which seems fine at first glance. 
 
He did SAY the bsps are in his baseq2 folder which is why i figured you maybe misinterpreted.

What sleep is saying is that at the end of your compilation setup you need to include "Copy Files" to move the necessary files from your working folder into your baseq2 folder.


Heres how mine is set up for Q1:

http://imgur.com/7FiizBR 
 
i don't use the compiling tool from trenchbroom, i use a .bat file for compiling maps, i didn't managed to get that working a single time, and i can't figure it out at all (here is the setup for the .bat in case is necessary:( http://i.imgur.com/2E0xDj4.png ) .


trenchbroom 2.0.0 RC1

1)Is not part of any mod.

2)i can load the map in game completely fine

3)when i try to launch those parameters it runs the previous version of the map that is present on the /maps folder, if theres no .bsp file there, it says that the file doesn't exist. 
 
the problem lies in your .bat. i dont what EXACTLY, but its definitely the problem.

In order to solve this i went ahead and learned Q2 map compiling and have a basic set up for you to copy.

first, if you dont have it already: download this: http://www.quake2.com/qworkshop/files/colormap.zip and extract it to baseq2/pics.

second, to get trenchbroom setup for compiling follow this: http://i.imgur.com/TIgJJ78.png

use the "+" circled in red to add each step of the compiling process.

In place of my locations for the compiling tools, use the "..." circled in green to add the locations of your tools.

This got a simple test.map to compile and run in standard quake. I launched the game from trenchbroom using the same parameters you currently have set: http://i.imgur.com/vsKkWmt.png 
 
i just copied word by word from the image you send

it didn't work :/, here's the output http://i.imgur.com/HRGPMee.png 
 
Youre telling QBSP to process a bsp file. it needs a .map. i underlined where i got this from:

http://imgur.com/iHxGKV1

Refer to my previous post and make sure youve copied everything properly. 
 
it seems to be working fine now, but the copy file process isn't running. 
 
no, nevermind, the copy file process is running as it should 
 
So to clarify:

You can both compile with trenchbroom AND run your compiled maps from trenchbroom? 
TB In Mac 
In the compiling window, the box that has "..." does not work. I did manage to get the compiler to work in mac but i find it more difficult than building and running a batch file in windows. 
 
Nait, please report that to github: https://github.com/kduske/TrenchBroom/issues

or allow me to do so on your behalf, if you dont have a github account/dont want to make one.

i strongly encourage active participation in reporting issues given you are currently doing a lot of mapping. plzkthx <3 :-* 
 
i dont have an github acccount, you can make the report on behaf of me. 
TB Compiling 
it would be cool if compiling maps would be totally automatic. You would have an Export option in the File menu and it would give a popup window with all the possible options that can be checked or unchecked and then you just press OK. 
Nait 
 
I've been using batch files and Windows 7 for nearly a decade without problems. Most issues can be avoided by not letting Windows think for you.

Put your Quake folder directly in the C: drive, keep your maps, the compiling programs, and your .bat file in Quake/maps 
Bloughsburgh 
Thanks! ill give this a try, i think with windows creating a bat-file is quite simple. and thats my main way of compiling with mapping on windows, with macs i dont know how to create batch files 
Surface Lighting? 
What is this "surface lighting" people have been talking a lot lately, when and how to use it? Is there certain techniques I need to know? 
@newhouse 
Scroll down to the bottom of this page. Super helpful feature in ericw's compiling tools.

http://ericwa.github.io/tyrutils-ericw/ 
 
Really don't get it. Delay 2, light 150 is really strong combination. Then You have to pick texture for that _surface key, then it reflects it all over the place? Is this kind of replacing colored lighting in some cases, remember Pulsar talking about using it for lava in his explorejam2 map. 
 
It emits light from the texture you set in the _surface key. Pretty simple concept, really.

Have a light texture? Use surface lighting to make the texture emit light. Instead of placing a bunch of light entities, you only have to place one with _surface set. 
@newhouse 
You can color the light or change the keys any way you want. That's just an example there. I believe there is a way to adjust how far from the surface of the texture the entity is placed and how many are placed over a large area. The default is 4 units from the surface and every 128 units a new light is added. It's all in the readme. So go map but go RTFM first. :P 
 
Sorry I read it, and I don't understand it.

So it.. reflects light, does the light need to touch something or not? Or will it be automatically value for every surface texture (brush that has that texture).

Will then brush's face that has that same texture.. reflect light around it or what? 
 
Sorry I'm over-thinking everything to be too complex, that is why I can't read manuals like you guys do. 
 
You have one point light entity with a texture name set on the _surface key

Now this one point light is considered a template and will not display light from itself.

But any texture with the name specified as the value in the _surface key will have that point light template applied about 2 units above the surface. You can use the _surface_offset (Maybe not the right formatting) to adjust how far the light template is from the texture.

So you could have 1 point light used to cast light from all of a specific light texture. 
Thank You Very Much 
Now that makes sense, I simple prefer more practical answers. 
 
This will good for plats and trains, and all kind of places where light wouldn't touch otherwise, right? 
 
As I remember, you place one master light to define all the properties. One of those is the texture name. The others are all the normal light key/value settings. When light.exe runs, it automatically creates a light entity, with the properties you defined (brightness, delay, wait, etc), some number of units away from (in front of, below, above, etc) every surface with the texture you specified.

For surfaces above a certain size (64x64?) it starts adding more lights. This is where I always had problems. The way the surfaces were subdivided seemed erratic and unpredictable. Maybe that has gotten fixed, it's been a long time since I tried it. 
NewHouse 
You'll have to go into the editor and decide for yourself where surface lights could be used best.

The example of ericw's site is a good case for it though. Where any place where the small rune texture is used it gives off light.

Delay 2, light 150 was just an example...you could do anything you want. If your originally plan was to place a point light with a high wait value on every instance of a rune texture then _surface lighting makes a great deal of sense!

I haven't played with surface lighting all that much but for when I did it worked quite well. I still like to fine tune values for individual sources however as different room sizes can change how the light is displayed.

You can also make the _surface lights act as spotlights with the _surface_spotlight key and value of 1 
I Tried It, Results Weren't As Expected. 
https://drive.google.com/file/d/0BwxYkKdSD855cUlrYVl1Vk14WDg/view?usp=sharing

It feels like it doesn't light everything equally, maybe that is something to expect.

So should it be like lamps, rune icons etc. and not plane surfaces? like in my case I tried to use texture I used for extending platforms. 
Surface 
I think that has to do with a new surface light being added every 128 units. So if you have large planes you are going to get some subdivisions and not the good Rush kind.

Lamps, and light textures in general are a much more suited option. 
@Bloughsburgh 
But then again, it only works for maps where every light source from one specific texture is somewhat designed to be same, same range and intensity. Surface lighting would be good for giving this .. "ambient light" feel to some places that doesn't have much real light sources like fires, lamps etc.

You thinking about the same thing? 
@Rick 
What is difference between delay 3 and 4? 
Lights 
maps where every light source from one specific texture is somewhat designed to be same, same range and intensity.

That's generally how lights should be...consistent so surface lighting could be beneficial here. In terms of ambient light where there are scarce sources of light then I just think of delay 5 lights. 
 
Oh sorry, I use delay 2 and delay 5 together.. delay 2 would be consistent of course. 
Another Question About AD Mod 
Is it possible to make door call target again, when it closes? For example I'm trying to turn on some lights when door opens, but when it closes it turns off lights. 
Aargh 
this could have saved me so many light ents.., 
Doors 
So the issue is that the lights are targeted again when the doors close?

If you just want the lights to turn on when the door opens for some initial wow factor then just put a trigger brush in the doorway. 
@Newhouse 
If you target a light with your doors(only one though) yes, every open and close cycle of the doors will turn the light off/on or on/off(spawnflag set to "start off").

If you give both doors the light as a target nothing will happen. 
Oh Wait, I Misunderstood 
testing again... 
@Newhouse 
Sorry for the confusion.

From what I tested, it seems you'll need to set the door to "toggle", then set up a trigger brush to open the door and turn on the light. Then copy that trigger brush where the player will hit it again. Setting up delays and resets as needed.

BTW, the door and light can have the same name, the trigger brush will activate both.

If I left it up to only the door to trigger the light it only worked for either the open OR close operation. You couldn't get both. 
Delay 3 And 4? 
I don't know. Neither sounds very useful so I've never tried them. 
@damage_inc 
Thank you, timing will be hard to calculate though.. if only there would be closed event to know exactly when it is actually fully closed.

Func_train have these corner events, but re-creating door to be func_train might not be wise move. Unless it is easy to create func_train behave like doors, also including same sounds like door's have. 
@Newhouse 
func_train as a door which triggers the light ;)

http://www.quaketastic.com/files/misc/func_train_ex_Newhouse.zip

If you need an explanation let me know. 
AD Mod Scripting, Func_train's Corner Functions 
More experienced AD mappers, here is questions for you.
How do you use func_train's corner_route, corner_switch and corner_pause, is there any maps already using these a lot? 
 
now i know why the orange box is called the orange box

there is a pack of developer textures for quake like those in HL2 ? 
Making Func_train Work Like Door 
After some testing it seems like I can use trigger_once, disable it and then reset it when needed. Since func_train door has only two states: open / closed, triggering that same trigger_once in a right moment makes it behave like doors, by that mean they open again. 
Func_train Door Can Work Just Like A Normal Door. 
Without extra triggers/complications.

In the example map I posted in #18110, all you need to do is give path corner 2(p2) a wait value(wait at corner) that you want.

Ex: Giving it a wait value of 4 would be 4 seconds before it closed.

I gave both path corners a -1 wait value just to demonstrate the functionality in a controlled way. 
 
There is no problem with wait atm.

All I need to know atm is how do you change path_corner state from forward to alt forward? I use Corner Event to set active trigger again to check if player is near the door still. 
AD Scripting 
Better question, how do you make it change path_corner's state only when trigger_once calls it? 
AD Socks 
It might be best to send an e-mail to Sock himself if you do not find your answers. I can't think of a test map that uses the corner events but it is described in detail in the AD readme. 
*sighs 
I tried but I don't know what you want anymore :(

A door has an open position and a closed position, thus, using a func_train as a door requires two path corners. The door targets the first path corner... then the first path corner targets(target of forward route) the second path corner with the second targeting the first. So they loop.

I can't envision what you want since that is a door. It can be toggled or close automatically same as any door. Using standard triggers or buttons targeting the door.

Either way, hope you get it sorted out. 
 
Thank you for helping me. I will try to understand what readme tells me, before I bother Sock too much.

Here is picture to help you visualize what I'm trying to do:
https://drive.google.com/file/d/0BwxYkKdSD855UWF5bVpRUm90NWc/view?usp=sharing 
Targetnames 
Seems back in the day people tried to keep targetnames short. There even is a switch in some light tool to shorten the names after compiling. What's the reason for that? Did old engines have issues with long strings or was it memory consideration? 
Help With Skybox And Music 
So I recently started fiddeling with trenchbroom.
I figured most of the stuff but I dont know how to do skyboxes.
My other request is to find out how to make a certain music track play.
Thank you in advance.
Ps.: I've just set up an amazing double helix staircase and cannot wait to show it off. 
@brassbite 
Skyboxes
In TB, when you add some texture wads to your texture collection menu. Some wads has simple skybox textures, their name starts with sky it seems: something like sky1, sky_stars etc.

You can place brushes with those textures, and they will work as a sky. What I know, you can only have one sky texture.

Music
when you click whatever normal brush, you will have keys listed on your right side window. Search through them and find the key "message". Type number on empty textfield near it and it corresponds the track number. 
 
"sounds" not "message".

To use a skybox instead of a sky texture, specify the skybox name in the "sky" field in worldspawn (same entity as where you specify music) 
Sorry, Message Is For Map Name 
 
 
Why would you use sky field in worldspawn, if you need to seal map anyway? 
 
Lolwut 
Newhouse, You Still Seal It As Per Normal. 
The texture given in the sky field replaces whatever sky texture you use in your map for the skybox. It won't draw sky on void areas if that's what you thought it did. 
 
correction for clarity:

replaces whatever sky texture you use in your map for the skybox

replaces whatever sky texture you use in your map with the skybox 
That Surely Helps A Lot. 
Not much, but surely might be useful if you get bored of your current skybox. 
Brassbite 
something like this?

but with better scale, bigger and more spaced, i suppose. this shit i made it in fifteen minutes and it's too cramped.

http://imgur.com/a/yQ9Fv

also, look in the entity inspector:

key 'sounds' value '07'. that reproduces track07 music in-game. 
 
Only a single helix, but no steps.

http://quaketastic.com/files/screen_shots/jam66601.jpg 
AD QC - FTEQCC? 
Hi all, i'd like to fiddle around the Arcane Dimensions QC - what's the best / most recent compiler - is it FTEQCC? 
Edit 
and...just as I posted that I notice that FTEQCC is credited in the AD readme - I guess I just answered my own question then? 
Thanks Anyways 
I found a video about skyboxes https://youtube.com/watch?v=aB3vgFVV_Ac
The reason I want to have them in my maps is simply because they're the up to date solution of showing sky in outdoor areas. On the other hand I dont want to use default sky textures.
-End of rant- 
@brassbite, A Little More Detail 
Skyboxes consist of 6 textures(think of a cube) which represent back, down, front, left, right and up.

These are stored in

<your Quake directory>/id1/gfx/env

OR

<your Quake directory>/<your MOD directory>/gfx/env

Usually they are named like this as an example:

gehenna_bk.tga
gehenna_dn.tga
gehenna_ft.tga
gehenna_lf.tga
gehenna_rt.tga
gehenna_up.tga

The last two characters(bk, dn, ft, lf, rt and up) in the name before the extension(.tga) denotes where they are to be placed in game.

When assigning a custom skybox texture you ignore the last two characters as the game engine expects those.

So, if in the console using Quakespasm you typed: sky gehenna_ Quakespasm would load those textures I listed above.

In Darkplaces it's loadsky gehenna_

And... in your editor, in the worldspawn key for "sky", you would put "gehenna_" for it's value.

I don't use TB but it ws posted above how to do that.

Now, anywhere in the editor where you assign ANY normal sky texture(you have to do this), in game it will be replaced with your custom skybox.

Noting that, depending on the orientation of the surface you assigned the normal sky texture to, would dictate which skybox texture would be drawn. Again, think of the skybox as a cube surrounding your level.

hth's 
@brassbite 
In case you haven't seen this site - you can make you're own randomized skybox: pretty cool - although I always stick to "retro" skies. Just my preference.

http://wwwtyro.github.io/space-3d/#animationSpeed=1&fov=80&nebulae=true&pointStars=true&resolution=1024&seed=58l9983tau4g&stars=true&sun=true 
 
how to change from .dfx to .bsp 
 
how to change from .dfx to .bsp 
@hasan 
I know that your question was already answered somewhere in this thread.
Which editor do you use?
The common bsp/quake level editors, such as J.A.C.K., Radiant, Worldcraft, or Trenchbroom give you a .map or .vmf which then has to be 'compiled' to .bsp
https://quakewiki.org/wiki/Getting_Started_Mapping
Here's some info you might find helpfull. 
Scourge Of Armagon Soundtrack Copyright? 
Is it right to use Scourge of Armagon soundtrack for custom maps? What about Dissolution Of Eternity soundtrack? Quickly googling, I just see links where to download them but nothing about copyright. Even files I downloaded through steam, don't mention about copyright at all.

I'm just asking, because some of those tracks aren't that bad I would like to use them, but only if it doesn't create some kind of copyright war or something like that. 
Careful Lad 
I imagine there's a team of copyright sleuths working round the clock trying to hunt down guys like you who are trying to put a game soundtrack file from 1997 into a free user-made map from that game.

Ten years at least if you get caught. Better edit your post, stat. 
There Is Nothing Wrong With Asking Tbh 
 
What's Tbh? 
Trenchbroomhelp???? 
Tbh = To Be Honest 
 
I Knew My Guess Was Crap 
 
More FGD Woes 
I'm trying to pare down my JACK setup to just base id Quake and I can't get entity models to show up. I am using only the quake.fgd that came with JACK, id1 base game directory, no mod directory, and only base Quake WADs. The FGD's entities seem to list models with them, but they do not show up in JACK. Do I need to unpack the pak files for them to show up or something? 
Maybe Just Try Daz's Erictools .fgd 
Damage 
I'll give it a try, thanks! The JACK FGD seems to be pretty limited and actually doesn't include some of the entity model definitions, had to add them myself. I wonder what id worked with in the beginning... 
Damage 2 
Just had to add the info_player_start model and everything else looks pretty good. Thanks! 
Unbutchering A .map File 
So I wanted to convert a .map from Quake's standard format to Valve 220, mostly because some of the details I wanted to achieve are simply impossible in Standard format as far as I can tell.

There are a few editors out there that seem to load standard format and then save it in Valve 220, like J.A.C.K, but when I try and use the resulting .map in my compilers it spews a long stream of errors/warnings and fails, and loading it up again in TB2 crashes the editor...

So, my question is, is there a better way to convert a .map? Or, alternatively, is there a way to un-fuck all the brushes after converting it?
I'm uploading the "fucked" version of the map:
https://dl.dropboxusercontent.com/s/9rygba032vxyl7l/it%27s%20fucked.zip

Also feel free to let me know how I'm dumb for not starting the map in Valve 220 in the first place. 
Open In A Text Editor, Do A Find/replace Of '\' With '/' 
 
 
That fixed the errors at the start, but it still won't compile due to all the suddenly malformed brushes. 
Do You Have The Original .map 
Before the 220 format change attempt? 
 
after 42 days of using an editor i can say this:
a) i have no problems with the technical aspects, or making relatively complex brushes
b) i have problems making sense of the scale and size of things. i'm checking maps and taking notes, so it's not that bad, i will get all this by my self.
c) i have problems with actually making good rooms, good gameplay, have consistency, etc. in other words, i know how to make things, but not when or why to use them to make a good map.

i'm not asking tutorials or tips. i just want to know if this is tipical.
i just need more practice right?

i was expecting that in 1 month i could make a decent (5/10 stars) map even when i don't get some technical stuff, and it's happening the opposite. 
Really Weird Issue With Jack 
I'm using JACK 1.1.1064 and I'm having a really weird WAD issue. If I install a WAD and try to single it out in the texture browser, none or only a few of the textures show up. However, they do show up in the 3D viewport, so they're not missing. I've also recently noticed that they appear to show up in other WADs. I have the 5 part Quake set of WADs and I've noticed the entirety of the Knave WAD showing up in one of the Quake WADs. I've also noticed Sock's Egyptian pack in another of the Quake WADs. I'm so confused. Has anyone had this issue before?

Here's what it looks like when I click only knave.wad in the texture browser. You can see only a few of the hundreds of textures in the pack.
And here's some more of the Knave textures showing up in quake.wad.

What gives? 
@damage_inc 
https://dl.dropboxusercontent.com/s/410j5skkwoo9byj/pritchard1.map

Here's the current version of the map in standard format. If you can figure out a way to achieve what I could not, I'd be eternally grateful. :p 
@Pritchard 
You are using TB?

I imagine since you are not talking about the .jmf format.

Anyway, even your regular .map has errors in it when I load it in JACK[invalid solid structure(tiny edge)], and a few others.

Now, in JACK... what about a "select all/copy" then a "File/new map/paste"? Followed with: Save/Save as, which will be a .jmf file and lastly, an Export map?

That's what I did. And as far as I can tell, I got a 220 map format version.

In Worldspawn there's this:

"mapversion" "220"

If I paste the differences(the actual brush text) of the .map files it won't make sense here on func_. I'll just say it looks like 220 stuff is in there?

I don't have a dropbox account, sorry:
http://www.quaketastic.com/files/misc/pritchard1_test.zip

I don't know a whole lot about the .map format differences though, tbh.

Hope this works for you, fingers crossed ;) 
@Pritchard: I Forgot To Mention 
How could I forget this darnit :(

I couldn't get it(regular .map version) to compile without attempting to fix the brushwork errors.

I use tyrutils-ericw v0.15.9 and get stopped with a convex brush error message. I have no idea how it compiles for you! 
 
Also, if that works when you try, make sure texture lock is on when you do it. Otherwise your textures will possibly get misaligned 
Pritchard 
That map contains corrupt brushes, see https://github.com/kduske/TrenchBroom/issues/1697 
Corrupt Brushes 
@SleepwalkR Yeah, I figured that the 220 format map had busted brushes, since it complains about non-convex etc. when I try and compile it.

@damage_inc it's strange that you can't compile the normal version, I know it might have some funky brushes in places but it only complains about leaks in my compiler. I've attached a build log as proof: http://pastebin.com/B1RJAqHK

Also, the map file in your link still crashes/fails to compile - what did you do exactly? It still has non-convex faces. 
I Believe... 
All I did was give you a version 220 of your map which contains the same invalid brushwork as your regular .map!

My mistake was assuming your .map compiled(it doesn't for me) and subsequently uploading something worth nothing :( Apologies, I figured this out after it was to late.

I believe all you need to do is fix your invalid brushwork and save your map. Then start a new version 220 map and copy everything over to it?

Your problems start with the original .map regardless of how you can compile it! Which is crazy considering we both use the same version of tools.

Here's my log file output: http://pastebin.com/jd6e68PR 
Pritchard 
try Alt + P in JACK and see if it can fix your problems. 
#18157 
 
 
@kreathor, sadly it cannot. Many of the errors it suggested it couldn't fix, and the ones it could "fix" resulted in affected brushes being stretched out into infinity etc.

I think I'm just going to have to deal with the Standard format limitations at this point, it compiles fine with no errors for me and annoying skewed textures are just something I'll have to learn to deal with/avoid. 
Fence/Alpha Masked Textures 
http://i.imgur.com/r1foDCg.png

I'm sure this has been asked here before, but I'm not sure how to search for it in the thread - what is the best way to do alpha-masked textures in Quake, so that they don't have issues like in that screenshot? I know that you can make a brush into a func_illusionary as one fix, but this texture is being used as part of a func_door... 
JACK Editor 
A very stupid question, but where can I find documentation on how the editor works? I've been searching for a while now but besides a FAQ and a list of reasons why it's great for Quake, I can't seem to find anything explaining the editor :S 
Sprony 
The official JACK FAQ page has some information. The support page on the same site also recommends you check out a VHE 3.3+ reference manual, since JACK is very similar to GoldSrc VHE.

I recognize your name from MapCore, aren't you already pretty familiar with the Source engine Hammer from CS:GO? JACK shares much of the same UI, shortcuts, and tools from VHE and Hammer. 
Pritchard 
what is wrong with the screenshot? 
@shamblernaut 
Right in the center of the image, where the fence texture'd brush meets the solid one, you can see a gap that lets you look straight through to the other side. The gap is as thick as the fence-textured brush. 
 
Basically, in this instance, you want the grate texture to appear on both sides of the door?

Make two brushes for that part of the door? 
Skip Texture Issue? 
Using "skip" on the other sides of that brush? 
^^^ Disregard 
meh, a func_door is okay with skip. It's world brushes I was thinking of. 
 
I ended up fixing my issue by making the fence texture into its own door entity, rather than including it in the door itself. 
 
Hey guys- I'm sure this is one of the dumbest kinda questions, but I can't for the life of me seem to figure it out. I'm messing around with the play_sound_triggered entity in Quakespasm, and I feel like at one point I was able to kill the entity via trigger, but for whatever reason I can't now. Is there a way to stop a sound from playing, or am I just totally mis-remembering things? 
Sevin 
Thank you! I will look for a VHE 3.3+ reference manual.

Yeah, I'm from Mapcore but I'm a writer/director, not a designer. It's just that you guys keep making these awesome maps so I want to give it a go.

I only have experience with GTKRadiant 1.4 
Sprony 
Why not use a Radiant editor then? There are several Radiant-based editors you can use with Quake. I believe this custom NetRadiant is the most up-to-date at the moment. 
You Could Also Just Keep Using GTKRadiant 
It supports Quake.
http://icculus.org/gtkradiant/ 
Sevin 
Yes, thank you. I'm aware of that. However, I specifically picked this editor because it's supposed to be a lot like Hammer. So, if I like editing and I wish to pursue it more, it would be an easier transition then with another editor, since Hammer is still being used in (modern) games. 
Fair Enough 
I quite like JACK, I think you'll find it easy enough to pick it up. 
@SpronyvanJohnson 
I assume you are aware of Help>Command List... from the menu in JACK? 
Brick Texture Wad 
When I visited Bremen last year, I photographed many brickwalls because I wanted to make some textures for quake. I talked about it in the inpiration thread and khreathor showed interest.
Here's a dropbox link for some samples:
https://www.dropbox.com/s/1x338wm7glu9wpe/Bricks.zip?dl=0
I've still got a few others in store... 
Brassbite 
I did one texture from DSC01759.JPG, because it was the worst "scenario", from what you have provided. I'm working on a tutorial, should be ready tomorrow.
Bricks
as WAD
in-game screenshot

I haven't fixed all flaws in this texture. Bricks are too wide and white mortar doesn't look good. From my experience bright colors don't work well in Quake.
But you'll be able to fix this. 
Ok, Thanks For That 
That one was the worst szenario because the shot is from an angle, am I right? Or was the colour the problem?
When this is 'finished' I should upload it to Quaddicted. 
Compiler Doesn't Draw Part Of The Face 
Screenshot from the game: http://i.imgur.com/5EnM15i.png
The gray rectangle is a nodraw texture, you can see other parts of level through it. But it's a part of 1 brush which looks in the editor like this: http://i.imgur.com/4jL0oCS.png
How can quake make 1 face with two different textures, and how to fix it? 
#18188 
That's actually just a good old-fashioned HOM ("hall of mirrors") glitch, which qbsp will occasionally shart out for no obvious reason.

The "fix" is to try rearranging your brushes in an attempt to make qbsp chop them up in a different way. 
Or 
Alternatively, turn the troubled brush it into a func_wall or some other entity. Of course, that might also lead to a leak if the brush is touching the void. 
About Map Hacks 
Hey, if anybody knows where to look at existing map hacks, if those are documented?

In case of vanilla quake, I wish I could make triggers be active after certain events, like the area you once passed through but now it has triggers that activates certain things. 
 
Sorry I might have been too busy reading these, I guess Dormant triggers is what I'm looking for.
https://quakewiki.org/wiki/Map_based_hacks 
Also NewHouse 
 
There's also a thread on this board called "Teaching Old Progs.dat New Tricks." 
 
Thank you~

It seems like it has all the existing hacks? Is all working hacks going to get there, which are discussed on that thread "Teaching Old Progs.dat New Tricks"? don't know why but it seems to be pretty busy thread in overall. 
 
Logic gate triggers using spikeshooters are the classic way of having "triggered" triggers. I've used them several times with no problem. They do require extra entities and models to implement. 
 
And the idea of doing it with spikeshooters looks even more terrible when you can just use the neat solution linked in post #18192 
 
I had at least one version of a Radiant based editor that didn't get along well with the brush based info_notnull method, but other than that it has worked fine for me. 
Noob Question 
Quake uses lightmaps, correct? Is it not possible to edit the luxel density? 
 
"_lightmap_scale" "n"
Forces all surfaces+submodels to use this specific lightmap scale. Removes "LMSHIFT" field.

I believe this is what you're looking for? its in tyrutils-ericw. 
#18200 
requires engine support too.
and by that, I mean it only works with fteqw. 
So 
It's only possible to control lightmaps globally, and even then only in one engine? 
 
Quake uses lightmaps, and the luxel scale is hardcoded at 1 lightmap sample per 16 texels.
Since you can control the texture scale in your map editor, this give control over the lightmap scale as a side effect of changing the texture scale, but you can't change them independently (in vanilla quake). Skacky's map jam5 map is an example using 128x128 textures and a texture scale of 0.5 (iirc), so it has double the normal lightmap resolution: https://www.quaddicted.com/reviews/func_mapjam5.html

The flag mukor mentioned, and some others in my light tool, are more or less FTEQW-only extensions 
Eric 
Thanks, that makes sense. Do you have a Steam account? I have some more questions, don't want to pollute the thread with running dialog. 
 
Yep, I'm just "ericw" on steam. I wouldn't worry about posting here though, since other people may have the same questions too :)
(or http://celephais.net/board/view_thread.php?id=61211&start=701 if it's about tyrutils-ericw) 
Eric 
I think I added you, found an ericw with negke on the friends list. 
Noise Gate / Blocker? 
How do you make noise gate or blocker in Quake1? 
Func_walls With .001 Alpha Can Work 
Surrounding the monster... 
Okay, I Will Give It A Try* 
 
 
In this case ogres are patrolling and they keep making noises a lot, this area is suppose to be secret area and noises are kind of giving away that location. Should I try to give an extra box surround that area? That doesn't sound logical, right? 
Newhouse 
give them the ambush flag, they'll be silent (I think) 
 
@Shamblernaut
They have ambush flag, but since they are patrolling their chainsaw scratches the ground. Don't know is there an another flag to remove that sound effect. 
 
If its id1, youre out of luck.

If its AD, check the "NoIdle" spawnflag. 
Ogre Sounds 
Quake doesn't have any clever way to muffle a sound by building extra boxes, you can hear them if they are near enough regardless of the geometry. So we need to find a way to stop the noise being made in the first place, here are two ideas:

If ogres are on patrol, they make a sound each time they hit a path_corner. One thing you could do is make it impossible for the ogres to actually reach their first path_corner, by blocking it off with a func_wall. Once the secret area is revealed, you can delete the func_wall and the ogres' patrolling will resume.

The second idea is to change the classname of the ogres to monster_ogre_marksman. There are a few subtle (and almost surely unintentional) changes to behaviour in an ogre when you give it this classname. One of the side effects is that it doesn't make sounds when it hits a path corner, so that might sort things in a single simple change.

While typing this up, I thought up a variation of the second method, which might generalise to other monsters in an interesting way. Time for a new map hack article... 
@Preach 
Hmm.. I tried that "monster_ogre_marksman", but it makes sounds as well. Maybe I will try out that func_wall and I remove them when player enters that area. 
Ah True 
They do make the grumbling sounds still, it only spares you the chainsaw dragging sound. I guess that teleporting them into the room once it's revealed isn't an option owing to the one-time noise? What about pseudo-teleporting them with rapidly moving platforms that drop them into place from a long distance away. That could be disguised I expect... 
Sign On Buffer Explosions 
Over the years the sign on buffer limit has been vexing mappers. There has been many good posts from aguirRe and Preach talking about ways to reduce the buffer and what it does. I know the limit has changed over the years with engines increasing the size from 8K to the latest (QS) 64k. I do realize that it cannot increase anymore without a different (999) protocol change and 64K is really the limit of protocol 666.

My latest map is hitting the 64K limit and I know there is plenty of ways I can reduce this with delay spawning entities. My question is there any advantage to really reducing the sign on buffer size down to a reasonable size? Once I have got it below the 64K limit is there any bad impact on the engine for loading a large sign on buffer maps?

One of the previous posts about the sign on buffer say that a quick/save after delay spawning will increase the sign on buffer. From my tests the sign on buffer seems to remain the same regardless of how much has spawned after the map was first loaded. The quick save/load does not increase the sign on buffer and I am wondering why not? In theory the save file should contain a lot more active entities since the map first started, yet the sign on buffer is the same! 
Compiling Error 
I tried to testcompile an early stage of my first map.
I set up Necros compiling GUI 'correct'. I'm using eric w's tyrutils. But I get a qbsp error: MSVCR120.dll is apparently missing. 
Brassbite 
There is a microsoft runtime my compilers need. DL link is under the download buttons at https://ericwa.github.io/tyrutils-ericw/ 
#18217 @sock 
FTE+QSS split up the signon stuff, so unless a mod actually uses MSG_INIT then there is no limit - even with protocol 15 (although other limits like max static ents come in to play).
The singular exception to this is the svc_serverdata packet, which can still exceed 8kb whenever a mod/map precaches too many models or sounds (including filename lengths).
(its possible that this will break clients with proquake's mid-map demo recording code, but qss won't have a problem).

NQ's reliables are flushed in 1024 (or more if no longer vanilla) chunks.
If you try sending more than 8k to a vanilla client like proquake then you can crash that client... or server... other than that it doesn't really matter, it'll just take a little longer for the data to arrive over a network.
If its the local client then the networking code will just copy it all over in one chunk, so as long as an engine supports 64k there is absolutely no harm in 60k signon buffers in single-player.

However, protocol 999 with its bigger coords and angles will double the size of significant chunks of data. dpp7 will have the same sort of issue. Thus be sure to test with these, and try to leave a few kb slop for future bloat.
Or just simply tell everyone to use QSS/FTE and stop worrying about it. :s 
#18220 @Spike 
Thanks for the explanation on the sign on buffer. I know FTE+QSS works really well and the rain looks especially awesome! My concern is QS/DP because they don't have good solution to break up client/server packets. I know this map will never work with NQ or any MP focused engine and I am fine with that.

I am curious to know, why does the sign on buffer not change when loading a save game? Surely this is the same type of event when starting a map a fresh for the first time? 
I'll Try It Again Tomorrow 
I had assumed that installing Visual Studio 2015 for TrenchBroom (cause imma newb) would make Visual Studio 2013 unnecessary. I will see tomorrow if installing 2013 fixes the issue.
Thanks for pointing at the obvious!
I never look at that :D 
Sv.signon @sock 
the signon buffer consists of 3 parts...
the first part is all the data generated by makestatic, ambientsound, or MSG_INIT.
the second part is the baselines, generated from the entities that have a model set after the second tick.
the third part is anything like the first part that was added after the server was spawned, and won't actually be sent to any client that was already connected when it was added - hopefully your mod won't be generating any of that...

loading a saved game works by loading up the map as normal then wiping out all the entities and replacing with the ents loaded from the saved game (hence precache mismatches being a thing).
thus the first part contains all the same stuff generated by the qc (assuming you didn't set deathmatch 1 just before loading...). the second part is also generated from the entities in the initial map spawn rather than the ones after that (which is kinda lame, but hey, at least the max size is known).
the third part is... well, its your fault if its there. it'll of course be missing in a loaded game, as will anything else you wrote to any network messages...

but yeah, the signon buffer is just a blob of network messages that get sent when clients connect.
My code avoids using it primarily so that clients can be sent data based upon the protocol extensions that said client supports (instead of requiring all to use the same), so its all generated on the fly, with a little extra code to avoid overflowing reliable buffers. Other engines could easily just implement multiple signon buffers and just switch over to the next when the prior one gets a little full.
You need this sort of stuff if you're going to have 32k+ ents... 
Delay Spawning 
the signon buffer consists of 3 parts...
the first part is all the data generated by makestatic, ambientsound, or MSG_INIT

AD does not have much static stuff, but I have plenty of ambientsounds entities all over the map.

the second part is the baselines, generated from the entities that have a model set after the second tick
This is the stuff I have been converting to delay spawns via triggers

the third part is anything like the first part that was added after the server was spawned, and won't actually be sent to any client that was already connected when it was added - hopefully your mod won't be generating any of that
Is this third part all the delay spawned stuff after the map is loaded? Won't this all be added to the sign on buffer for a loadgame?

My question is, If I delay spawn a bunch of entities after the map has started, will they impact the sign on buffer for a savegame? If a map reaches the 64K sign on buffer limit, does delay spawning solve the problem or does it comes back later with savegame sign on buffer? 
 
that third part is basically sent to /dev/null in singleplayer or saved games.
this is a problem if you're delaying the makestatic or ambientsound calls.

for regular entities, delaying its spawn means that you'll have no baseline generated for that entity. this will result in less data being sent in the signon buffer, but you'll be increasing the data sent every single packet while that entity is visible.

by all means use movetype=movetype_none and nextthink=0 until the player gets close as a way to reduce cpu time spent in the server, but if you're just doing it to reduce the signon buffer sizes then I'd urge you to do that ONLY while your target engine's signon sizes are too low.
that said, if your engine has proper deltas (qw, fte, or dpp5+ protocols), then baselines don't really matter too much anyway. 
 
does delay spawning solve the problem or does it comes back later with savegame sign on buffer?

I think it solves the problem.. as Spike said, when you load a savegame, the signon buffer is based on loading the map from the beginning. It doesn't look like anything from the save game can get added to the signon buffer.

I also did a quick test to confirm this in ad_swampy, signon buffer on a fresh start is around 20K bytes, and loading a save from around 1/3 through the map has a signon buffer of 19880 bytes. 
Part 3 Delayed Makestatic Spawns 
Spike, could you theoretically use the save game detection trick to restore those makestatic/ambientsound calls in the third part of the sign-on? Replay all of those calls back to the player on the frame that they load the save? Of course, you'd need some way to store in the save game which calls need to be made again, by e.g. keeping an entity around with the details of the makestatic call. 
Take From One, Give To Another 
when you load a savegame, the signon buffer is based on loading the map from the beginning
All my tests point to the same conclusions as Eric, if I delay spawn models they are excluded from the signon buffer (start and savegame)

for regular entities, delaying its spawn means that you'll have no baseline generated for that entity. this will result in less data being sent in the signon buffer, but you'll be increasing the data sent every single packet while that entity is visible
I assumed there must of been a downside to reducing entities appearing in the sign on buffer and it seems this is it. So the client will send info on all delay spawn entities when they are within the portal space of the player? I assume once the player moves on to another area (with proper portal setup) then they are no longer sent? I imagine this extra frame traffic could be bad for MP but fine for SP? 
 
@sock
SV_CreateBaseline is called from SV_SpawnServer, this is the same function responsible for 'map' etc.
loading a saved game basically does 'map foo; deleteent ALL; loadentsfromfile'.
so yes, same as ericw - the signon buffer should normally be consistent over reloading games. The only exception to that is if some cvar screwed up your saved game, causing that initial state to get loaded differently (which may also affect model precaches, messing those up).

delaying an entity from getting its model will prevent the server from generating a baseline for that entity. nothing will be added to the signon buffer in this case, and both client+server will use some fallback baseline (all those fields set to 0).
NQ's networking sends a delta from the baseline in every single packet for every entity which is visible to the player entity, so if nothing else, you're adding modelindex and origin_z values to every packet for every visible entity (the other stuff is much more likely to change from the baselines during the course of the game anyway, or remain 0 like colormap, skin, or angles_x+z).

so yes, forcing the prevention of baselines isn't catastophic (and I'd say engines should do it automatically if they've no other way to avoid signons overflowing), but its certainly not ideal.

if you've a thousand monsters, you could try setting their baselines with frame 0 and angle_y 0, and reverting back to their proper values after. this will save a couple of bytes per monster with little real loss once they're angry at you. maybe also origin_x+y for 4/8 bytes per (especially if they're patrolling).

@Preach
you don't want to actually be just calling makestatic or ambientsound once the game has started, as noone on the server at the time will see them. you would need to use writebytes with MSG_ALL or something, THEN you could call the builtin. And yes, if you wanted to restore them after a saved game you'd need to detect that and resend.
Hence why mods don't normally use makestatic for corpses etc...
(side note: makestatic doubles up as a remove(), and writebytes are still as evil as they've always been especially when you have 16bit modelindexes and protocols that incompatibly change the svcs in question) 
SZ_GetSpace 8012 Is Full Buffer Size 
Hello!
I got trouble! Situation is:
Single map, originally gl quake (not any mode).
I think i put too many entities on map. Because when i deleting 1 the last i putted entity (item_health) - map is working. Error appearing when i try to load map.
Is the decision of this error whithout reducing entity counts?
Im not finished puting monster, items on the map and want to putting items till the finish the map. 
@xlarve 
Use a better engine.
Or read the above conversation about signon buffers (aka: use a better engine). 
JACK Texture Display Problem 
Hey, I love J.A.C.K. and have been getting back into mapping for Q2 as a result! So, thanks for that!

Unfortunately, I've encountered a problem with texture display in the 3d-view. I've posted details HERE: http://leray.proboards.com/thread/3857/jack-3d-view-textures?page=1&scrollTo=28859 including a screenshot and logs and so on.

Any Ideas? 
 
Have you tried pressing TAB key few times to see if you have set proper 3D mode in a viewport? 
 
Thanks, I wasn't aware of the TAB shortcut key; I'd previously been through those different modes via the view menu.
Changing modes just cycles through wireframe, filled (colored) polygons, whited-out entirely and then a greyscale looking version of filled polygons (as in the screenshot I posted) 
 
Hmmm...
I have 2 ideas you can try:
1) Go to Tools -> Options... -> "Game Profiles" tab.
There you'll find "Texture Format" dropdown. Switch it to "All" and reimport packs if needed.

2) Maybe something is blocking access to textures?
Quit all texture/wad/wal editors and run J.A.C.K. as an administrator.

Btw. can you see textures in a Texture Browser? 
@Spike 
Spike, tnx!
I setup client quakespasm and quake1 map loading very good! 
Can Someone Explain Protocols? 
I know 666 is kind of the standard, but what other protocols have been used/are used? Is 666 specific to FitzQuake/QuakeSpasm? Do they just increase entity/bmodel/brush limits?/ 
666 
The protocol was first released in Fitzquake 0.85 (2009 iirc).

There's some info here:
https://quakewiki.org/wiki/Network_Protocols
https://quakewiki.org/wiki/Fitzquake_Protocol

Do they just increase entity/bmodel/brush limits?
Pretty much, except not brush limits; the network protocols don't care how much geometric detail is in the map.
There are also some rendering things in 666 / other extended protocols, for example supporting the "alpha" key on bmodels (for making transparent glass) needs protocol support. 
 
i want a trigger_once (to1) (or a info_notnull hack with similar functionality) that kill a func_wall.

but only after an event (triggered by another trigger_once to2). so the player triggers to2 and to1 becomes active.
if the player hasn't triggered to2, to1 shouldn't be triggered. it should be inactive even if the player touch the trigger brush.

so:
player touches to1. nothing happens, to1 exists. func_wall exists

then player touches to2. to2 is triggered.

A) now, if the player don't touch to1, the func_wall keep existing, to1 isn't triggered

B) now, if the player touches to1, it's triggered and the func_wall is killed.

i need these two functionalities

an conditional, in other words

in hideous pseudocode:

if ( player.touch(to1) )
__if ( to2.istriggered() )
____kill func_wall
__else
____//do nothing
____//to1 keeps existing and isn't triggered
--endif
endif 
 
ok, i figured it out with post #3923 in this thread

the browser search function becomes a little slow with the +18000 messages in this thread 
Setting Music & Skybox 
Hi, I'm having a go at mapping with Trenchbroom, I seem to have mostly gotten the hang of brushes, lighting and entities but I'm not sure how to set the music and the skybox. Apparently the "sounds" field of the worldspawn entity lets you set the music, however setting this to track04 or any other track doesn't result in music playing when I run the map. 
Lets Start With Music: 
Remove the word "track" and possibly the "0"

try

"sounds" "4" 
As For The Skybox 
I believe that functionality was not in base Quake, skybox textures were set by actually texturing your skybox with them. Newer engines and FGD's allow you to input a skybox texture name in the worldspawn and it will load up in game as long as the skybox textures are stored id1 (or whatever the mod folder is)/gfx/env and one of the base skybox textures is used in-editor to define the sky. 
 
Alright I managed to get music working using Mukor's suggestion, however I'm still having issues with the skybox, I noticed this: https://s23.postimg.org/mbvhz0kyz/sky1.png when I opened the map.

How do you suggest I go about setting the skybox? Having to place the sky textures in that directory is a bit of an annoyance, and with this setup I'd assume anyone I shared the map with would have to do the same thing. I also tried leaving the sky field blank, as when I run the main game inputting "sky" returns: sky "", but this was also unsuccessful. 
 
Do you have a sky named "sky1_XX" in the folder?

you need to do it as follows:

"sky" "sky1_" 
 
Check that the .tga files are in, e.g:

quake directory/id1/gfx/env/sky1_XX.tga

The "sky" command in the engine console lets you load a specific sky, overriding what is in worldspawn, so you could enter: "sky sky1_" for testing. 
 
I think there's a bit of confusion, I'm not wanting to use a custom sky, just the standard purple, cloudy quake sky, is there any way to use the default sky without having to have these files in gfx/env?

Additionally, I loaded some sky files from Arcane Dimensions into the folder - rather than faffing about converting files - and attempted to load the skybox but I seem to be stuck with a blank grey sky, there was no output on the console. Do I need to run vis in order for the skybox to appear? 
 
Argh, alright, I had to surround the map with a big box for the skybox to be drawn on, that's that fixed, thanks for the help. 
 
Sky (or a custom skybox) will be drawn on every proper sky-textured brush. No need to box a map, just put sky brushes on the ceilings/outer walls where you want it to be. 
 
So I've finally plugged all the leaks in my map, but now I get this error when I go to compile:

http://imgur.com/r9kAtW7

What is a degenerate edge and how do I prevent it? 
 
"Argh, alright, I had to surround the map with a big box for the skybox to be drawn on, that's that fixed, thanks for the help."

The map was not sealed. If you look at the output from QBSP or check its log file, you will see it say LEAKED at some point. Although "boxing" the map will work to fix this, it's usually not the best way. 
Pointfile Is Your Friend... 
 
 
"Pointfile Is Your Friend..."

In this case though, it wasn't a problem of finding a small leak. It appears to me that the basic concept of a "sealed" map had not yet been understood. 
 
... he basic concept of a "sealed" map had not yet been understood...

wow... so the advice to read aguirRe's Holy Mapping Bible is more than relevant in this case:

http://web.comhem.se/bjp/tooltips.txt

repent sinner... repent ! 
 
Is there any significant downside to creating a box around the map to simplify sealing? Only thing I can think of is that when you run vis, external surfaces that would never be seen will end up as being considered potentially visible which could hamper performance on larger maps compared to properly sealing everything off (just guessing here based on a loose idea of how vis works).

I'll have a look at the mapping bible, thanks! 
 
That's basically it. People still like to play quake on their potato computers, so lazy vising like that or no vising at all will make them grumpy. It's best practice to properly seal maps. 
 
Last thing I can think of at the moment, but what's a good way to make rock walls look good? Creating a wall out of small blocks and mangling them with the vertex editor works reasonably well but it's kinda labor intensive and its easy to overdo it. 
Kim Smoltz 
Perhaps try making one large wall, then cutting it into 8 or so pieces (using the clip tool and keeping both sides after the cut), then selecting all the pieces at once and using the vertex mode to drag some of the vertexes where the pieces join. That way they naturally conform to the shape of each other and hopefully its a quicker way to get natural looking rock. The more you cut up the wall, the finer the detail you will get. 
 
I think I found a good method, make a kind of "palette wall" that I work on to ensure it looks good, then duplicate chunks of it to make other walls. The first result was too angular but a repeat with smaller brushes should turn out well. 
 
I use hexenmapper's method and I'm quite proud of the rockwork I can build. I usually use either 16x16 or 32x32 (i think - going off memory here) brushes. It does take a loooong time but in my mind the results are well worth it. It would definitely be quicker if you used larger brushes, which would be fine depending on your aesthetic. 
 
Got a pretty decent looking wall this way: https://s31.postimg.org/wv6wbz3d7/spasm0000.png 
Wall 
looks decent, but take care with light.

The dark blends show the lightfall is crossed creating the dark blur.
Changing the light to one "light40 wait 0.04" and another "light 200" could result in a more blended effect. 
 
Kim if youre using:

http://ericwa.github.io/tyrutils-ericw/

...turn that wall into a "func_group" and add "_phong" as a key with a value of 1.

This will smooth out the lightmaps on that specific wall. 
Also A Good Tutoiral: 
http://simonoc.com/pages/articles/rockwall1_1.htm

Looks like a good start, I'd try to stick with quads rather than triangles and maybe make the scale a bit bigger 
Reached Occupant But No Leak? 
Hey everyone, I'm doing some BSP2 mapping for hexen 2 and I ran into a little snag that's driving me crazy.

I have a fairly decent sized level, and the amount of detail requires I use bsp2, but I'm getting "reached occupant at <coords>" whenever I try to add this new area

http://i.imgur.com/FPsiXoR.jpg

There's nothing different about it construction wise, it's not off grid, it's connected to this main area here:

http://i.imgur.com/rd3OGON.jpg

The cliff wall on the left, I cut the brush in two and started making a hallway.

Now it throws reached occupant and points to an entity on the other side of the level, and loading the pointfile it does not draw a line to any hole.

At first i thought i was just missing the hole, but if i move the new room away from there and section it off and put the wall back together, it compiles fine!

I tried making a smaller cave-type entrance in the same spot with there being more wall, and that compiles fine too!

It's literally if i just connect the path using the same sky, and I'm really confused as to why this is happening 
Murphy's Law ? 
 
Ok Wtf? I Fixed It Randomly... 
...by making this cliff face on the other side of the map a func_wall

http://i.imgur.com/a2UU7WL.jpg

???

Could it be the way the brush was constructed and the verts were positioned were causing qbsp to shit itself? Early today I got a couple QBSP crashes too randomly until i restored a backup 
 
QBSP shitting itself would not be a big surprise. I've had brushes that should be fine cause issues before, although that's often because I got too ambitious with stretching them out to thin points and other bad ideas... 
Most Likely An Invalid Brush 
TB's Vertex editing makes it easy to create invalid brushes. Might be a very short edge or just too many faces. Make sure to check the issue list, too. 
Since I'm Here, Might As Well Ask 
What's a better way to construct an irregular outdoor area? Starting as a box room and adding in rock brushes and func_details over it to produce the illusion of a round area? Or cutting up your brushes that are touching the void and modifying their shape directly?

Or is it down to preference? I've been doing it both ways but I'm not sure which is better 
 
Func_detail shouldnt touch void. Throw a brush behind any that do. 
 
My Method is to start by grouping each brush to keep things workable and then cut them in half longways (http://i.imgur.com/iqJiGyt.png), make one side into a func_detail and then cut like so: http://i.imgur.com/CyZOHmx.png

and then etc. etc. for your detailing. I make sure my floor/ceiling brushes extend out to meet the outer walls.

It takes a bit of practice to make stuff look good but effects like phong with the lighting go a long way to a good looking finished product. 
BLARGH FAACK. 
Trying to compile a test map in Jackhammer, getting the following error:

************ ERROR ************
Error opening C:\Quake\Id1\cb_deco.wad;C:\Quake\Id1\cb_obj.wad: Invalid argument

Bullshit, invalid -- the files are in the directory. There was something you had to do to link the .wads to a map back in the Radiant days, wondering if it's needed still? 
 
Try "wad" "\quake\id1\cb_deco.wad;..." maybe. 
Hi Neg =D 
Well, that information's already in the mapfile:

{
"classname" "worldspawn"
"sounds" "1"
"worldtype" "0"
"mapversion" "220"
"wad" "C:\Quake\Id1\cb_deco.wad;C:\Quake\Id1\cb_obj.wad"
"_generator" "J.A.C.K. 1.1.1064 (vpQuake)"
Crisis Averted. 
Reinstalling TyrUtils (which I thought I was using anyways) apparently solved the problem. Sigh. 
Degenerate Edge 
Getting an issue with qbsp:
************ ERROR ************
Degenerate edge at (0.000 0.000 0.000)

However even after seeing nothing suspicious - and moving everything in the area to be sure - it persisted. Some searching revealed it's apparently an issue with the editor accidentally creating a brush with a size of 0 in all dimensions, and that most editors should have built in tools to remove it. How do I go about doing this in Trenchbroom? 
 
Huh, nevermind, the issue is gone after I removed my rock wall to have a crack at making one following the guide ericw posted. 
 
Huh, nevermind, the issue is gone after I removed my rock wall to have a crack at making one following the guide ericw posted. 
Func_Train Won't Damage Players? 
In Quake 1, is it possible to have a func_train damage and kill players when it touches them, without having to push them into a wall for the damage to actually be applied? It seems like it will only kill the player when they've been pushed into another surface. 
 
I'm not really able to test it, but it could be as simple as adding
"touch" "train_blocked"
as a key to the train. 
Not By Regular Means 
There's a hack that *kind of* does that, but it's not entirely reliable.
If you add "touch" "hurt_touch" and a sufficiently high "dmg" value to the func_train, it'll kill the player when he actively touches it. Actively means the player needs to move towards the train in order for the damage to be applied; just standing still will make the train push the player as usual.
Preach probably knows a way to do it more reliably. Depends on what the whole thing is for really, and if there isn't another approach. 
 
@czg

Thanks! That did exactly what I wanted it to do. I didn't know I could just add that keyvalue to the entity. 
How Feasible Are Brush Based Trees In BSP2? 
I made these out of brushes + _phong for a swamp and I was quite happy with the result

http://www.youtube.com/watch?v=ksL2sIViaFs

They are quite detailed and I made sure to fix any non-integer verts that popped up, but how feasible is this for BSP2? Would I be able to fill up a decent sized level with these? 
Umm 
At this point you may prefer a .map to .mdl converter. 
What About As Entities? 
I had made a large group of trees as one func breakable with negative health so they would be like a group of trees with accurate collision. Is having them as ents that way still a problem?

I could convert them to mdl no problem and use skip for collision, it just helped me save on temp ent limit problems that would be caused by too many tree entities in one visleaf 
 
Coming Back To Q1 Mapping [EDIT]
Posted by demorlo [73.138.207.223] on 2017/03/03 16:37:16
I've started to map again and i'm trying to known the current toolset for Q1. I've chosen QuakeSpasm as my engine, since it runs pretty well on Linux. And TrenchBroom seems to be the standard now. However:

- What are the current options for building BSP's?
- What is being used for textures? 
 
Documentation On Parsing MAP Format [EDIT]
Posted by demorlo [73.138.207.223] on 2017/03/03 16:39:26
I've been able to find lot's and lot's of detailed information on the BSP format and how to render it, but the MAP is another story. Does anyone have any good links on the details of the format? Not only Q1, but the differences between Q1, Q2 and Q3 as well. 
 
Ok so I pretty much have the same question I had last time... but this time with doors. Can I make it so that touching a func_door kills the player? 
Use Trigger_hurt? 
You can use a thin trigger_hurt brush assigned with enough damage to kill the player, placed right in front of the door.

Then if you had a button(or another entity/trigger/action)to open the door you would also add a "killtarget" targeting the trigger_hurt brush.

Here's the setup...

door:
targetname = dr1
spawnflag set to "toggle"

trigger_hurt:
targetname = kill_payer_now
Damage(dmg) = 1000

button:
target = dr1
killtarget = kill_player_now

In JACK adding a killtarget to a button is done using "smart edit" and adding a new key/value pair. I don't know about TB and other editors.

You of course can adjust this to suit your needs.

hth's,
- damage_ 
MissBubbles 
You mean, a door that crushes the player while closing? It's the property "dmg". Give it a high value like 1000. 
 
I should have clarified. In my original post about the func_train issue, I wanted the player to be killed by merely touching the train, not the force of the train pushing you into the wall. This was made possibly by using "touch" "train_blocked" as a keyvalue.

I'm trying to replicate that effect but this time with a door. Essentially, I want to create a large spike ( using a func_door ) that acts as a trap that kills the player as if by impalement, instead of being " crushed " aka pushed into a wall by the spike. So the problem is that, even though I'm giving it a high damage value, it isn't doing anything to the player without having another surface nearby to press them into.

If that isn't possible, I could try to redesign the whole thing by using a func_train instead of a func_door I suppose. 
I'm Not Able To Look At The Source Atm So I Don't Know For Sure 
I'm not sure if func_door overwrites the touch function in its setup. I know it does if you give it a message, but it might not if you leave it blank? If it does, you should be able to use the same trick as for the train. 
Oh Never Mind. 
From https://quakewiki.org/wiki/doors.qc
self.touch = door_touch;
It always overrides the touch function, so you can't use that trick.

I guess you could maybe do the whole thing as an info_notnull and add all the door functionality manually? It's not doing anything crazy on setup, you just have to explicitly set its movement and give it sounds and stuff.

Posting on mobile so I can't verify anything... 
 
Or simply a clip brush above the spike? 
MissBubbles 
Then just make your spike inside a trigger_hurt. 
Hacks On Doors 
 
Success 
Here's how to do it:

https://tomeofpreach.wordpress.com/2017/03/05/masquerading-as-a-door/

Here's a test map that demonstrates it:

http://www.quaketastic.com/files/single_player/maps/mask.zip

Obviously this is a bit more complicated than just adding one key to an entity, but I can't see a simpler way. Let me know if it misbehaves. 
Nice 
Obviously way over the top for something as simple as a spike trap, but I'm curious as to which other application this may have. 
 
@Preach Thanks for the help - unfortunately this solution looks a bit over my head, and I'm not sure how I would go about applying it to the way I have my trap set up. I've never messed with these types of entities before. As far as my problem goes, I might just look into other ways to set up the trap itself, as in the positioning of it, not the entity functions. I appreciate you going out of your way to help though! 
 
Hey, if someone knows more about quake textures, I have question for you.

Is there similar textures like wizard wood, something that would go to trees and roots? 
 
Is there a pre-made texture wad featuring all the textures from Quake, Rogue and Hipnotic? I had been using one called q.wad that claimed to be, but I got around to finishing Rogue and realised there were many textures there that weren't in the .wad. 
 
Fgd For Ericw Compile Tools 
I've updated my FGD file for version v0.15.9 of Ericw tools so you can now set phong on brush models and projected textures on lights.

https://dl.dropboxusercontent.com/u/33279452/quake4ericwTools.fgd

Tested with J.A.C.K steam release 
 
Too many vertices (65579 > 65535). Recompile with the "-bsp2" flag to lift this restriction.

is this bad? is compiling in bsp2 a bad thing? 
#18308 
Is your map sealed? If not, then seal your map and the problem will go away.

If your map is sealed, then it usually means your map is bum-splashingly large. This is not generally a problem now, and bsp2 is not bad, but it means people can only play it in bsp2-supporting engines. Is that an issue today? I doubt it. If something thinks it is, I'd like to hear reasons. 
Ahem 
If something thinks it is

If *someone* thinks it is 
Kinn 
Thanks for clearing that for me! 
 
Are there any basic map scripting guides? I'm wanting to make a brush (or rather a group of brushes) move 64 units while rotating so that it appears to be rolling out of the way. Attempting to search for this turns up a lot of unrelated results, or stuff to do with HUD scripting for Quakeworld. 
@Kim 
Rotating brushes are not a feature of vanilla Quake. You'd need to use the mission pack Scourge of Armagon or another mod that has the same feature.

Hipnotic quake-c (original release 3.12.97) - with compiler warnings fixed. A great mod code base if you want: rotating brushes / doors, water swell, rubble, clocks, earthquakes, etc. Featured in "Scourge of Armagon" - Mission Pack 1. NOTE: any code that requires models / sounds must be modified or you must acquire the mission pack.

http://www.moddb.com/groups/qc/downloads/hipnotic-quake-c-release 
 
Ah, in that case I might just move the brush rather than delving into this for my first map, it's only for a secret, so digging into this to add a little bit of detail rather than focusing on the map itself is missing the forest for the trees. Although I'll certainly have a look once I become more adept at making maps.

If I shift into stuff more pertinent to actual design, the best kind of secret seems to be one where the player notices a potential rocket/nade/slope jump, tries it and is rewarded both for being observant and having the ability to make the jump. But when that isn't on the table, is it best to make the reward for finding a secret visible to make them start hunting for it? Originally I had the key hidden behind an octagonal panel, and the key could be seen around the edges, but I'm unsure whether it's better to directly signpost secrets like this or just to create interesting areas in the map that prompt investigation, that then leads to finding a secret. It probably doesn't matter as much for little ammo caches and the like, but for something like a key that will unlock a sizeable secret or the only LG/RL available in the map I'm not too sure which approach is best. 
Two Questions: 
1. I once had documentation on the amount of map unit the player can traverse per second, when he jumps, how he climbs stairs, anybody still has it?

2. Can sky brushes be turned into func_doors, especially func_door_secret? 
 
I'm assuming you're wanting to hide a secret in the sky rather than actually move the sky brushes that seal the map. You should be able to make a "fake" sky brush that has a space behind it in order to hide something, as you can see in the linked image any brush that isn't actually part of the skybox but has been given a sky texture will just blend into the skybox (here I removed the bounding skybox so it's visible): https://s30.postimg.org/5cjbru1q9/spasm0000.png

If you're actually wanting to move the skybox that seals the map I'm fairly sure that's impossible because a door is considered a brush entity, and in order for the map to be built no entity can trace a line into the void. 
#18315: Don't Require Trick Jumps In Q1SP, Even For Secrets 
the best kind of secret seems to be one where the player notices a potential rocket/nade/slope jump, tries it and is rewarded both for being observant and having the ability to make the jump.

Err, I would disagree completely. Very few maps hide their secrets in areas accessible only via rocket/grenade-jump, and I would say a secret should be accessible in some other way. Rocket jumping and especially grenade jumping are advanced player skills that are used for speedrunning and sequence breaking. They shouldn't be required by any area of your map, including secrets, for at least two reasons:

1) If your map requires specialised/advanced movement skills, you're excluding a large number of players.

2) Because rocket/grenade-jumping are tricks used in sequence-breaking, there is the implicit assumption that the designer would not require them. Hence even players who are able to do these jumps would often refrain from using them when playing through a map, in order to experience the map as intended by the mapper. So someone might spend a lot of time looking for the "correct" way of accessing a secret, despite being able to rocket-jump to it. So if your secrets require rocket/grenade-jumps, you're bound to frustrate/annoy certain players.

The same would mostly apply to slope-jumping, but it's a slighly different animal. On one hand, many players may not even know that slope-jumping is a thing in Quake -- so it's even more "advanced" in a sense -- but on the other hand, it does not damage the player, so it carries less risk than rocket jumping. It is something that may in theory even happen by accident. So you could, if you design your map well, get players to slope-jump even if they never knew if was possible. There are a few maps that do exactly that -- but you really need to know what you're doing as a mapper. I would say that if you're still figuring out good map/gameplay design, refrain from requiring any trick jumps in Q1SP. 
Kim 
This is what I've been doing, I'm glad you confirmed me what I'm intending to do works. Thanks! 
#18315: Bla Bla Bla, Part 2 
is it best to make the reward for finding a secret visible to make them start hunting for it? Originally I had the key hidden behind an octagonal panel, and the key could be seen around the edges, but I'm unsure whether it's better to directly signpost secrets like this or just to create interesting areas in the map that prompt investigation, that then leads to finding a secret.

In my conceited opinion, little glimpses of items that are not directly accessible but tease the player are cool, so if you can easily do that in your map, I'd say go for it. It's not crucial, though, so if it would e.g. ruin the aesthetic of the area, there's no need to force it.

The important thing for me as a player, whether or not the secret is "signposted" by a visible item, is that the solution to the secret should make sense, and not be completely random (e.g. a secret door or func_illusionary that is in no way visually differentiated from its surroundings).

interesting areas in the map that prompt investigation, that then leads to finding a secret --> you can't go wrong with this, I think (with or without a teasing item). I personally love these kinds of secrets and am always a little disappointed when I explore around and am not rewarded. I know that some mappers will look at how their beta testers play through their map and which nooks and crannies they tend to discover while exploring the map, and then add secrets there. 
Secrets And Trick Jumping - Probably A Bad Idea 
Yeah, I just want to agree wholeheartedly with total_newbie, because this is also a pet peeve of mine.

The overwhelming problem with trick jumps - as total_newbie says - is that more often than not, you can use them to utterly break a map, because map designers typically do not do extensive QA to determine all the ways that rocket/slope/grenade jumps can break the design, so players should assume that if they are trickjumping around, they may be breaking everything anyway, and any hidden areas found may not actually have been intended to be found that way by the designer.

On the other hand, there may be a case for doing it if the mapper specifically states that trickjumping is a valid way to play the map, but you'd have to communicate that to the player clearly somehow, and it will still probably annoy people who aren't the l33t speedrunner type. 
One Suggetions For Slope Jumps. 
It is good to experiment though, something not so relevant might become relevant if it is expressed in a right way.. maybe making circular shaped pillar "J" and on top of it secret weapon or something. But remember make it possible, that player can jump on top of it without using slope jump skill, but that would be the first possible "easy slope secret" if you're making more maps that would extend that idea further.

I think some player's might try to run against that J-shaped pillar and press jump accidentally at the right moment and angle, and then possible learn that nice trick first time. Make the pillar small that it looks like player could barely jump on top of it, that might strive players most likely jump against it and try running. 
Suggestion* 
 
 
Isn't slope jumping in id1, in e4m1? That makes it seem pretty legit. 
 
I used sky textured doors (or maybe func_walls) to hide monsters up in the sky in Castle of Oblivion. I remember testing it in an early version of Fitzquake and the sky textures didn't animate, but that was fixed in later versions. 
 
Isn't slope jumping in id1, in e4m1?

I think you're right.

To be honest, I still think requiring trick jumping for secrets is a bad idea, but an even worse idea is me being all preachy about it, so I'm gonna change my advice to "just do whatever you think is cool". 
 
I absolutely disagree that building maps to facilitate or encourage rocket jumping should be off-limits. In fact it's a pet peeve of *mine* that while rocket jumping is such a well-known, recognized mechanic, there are only a handful of single-player maps that are built with it in mind. Not that I think every map should require it, but just that considering how many maps are out there I think I could use more like digs07.

I agree with Kinn that it would be a good idea to explain in the readme that your map requires rocket jumping, or state that there's a "super secret" that requires a rocket jump to access. It's really unfortunate that, as Kinn states, most mappers seem not to care about this extremely cool mechanic, and it has resulted in players assuming it's only a way to "break" the map.

I do enjoy "breaking" maps with rocket jumps if I see an opportunity, in all honesty, but there is so much potential to make really cool levels built with the skill in mind. Might make a few quick proof-of-concept maps after I finish my QUMP entry. 
 
The moment you begin building a map where rocket jumping is an intentional means of progression, players will start using rocket jumping as if it was an "allowed" mechanic in maps where it wasn't.

"I can't find any way to get up, guess I need to rocket jump! *breaks progression and gets annoyed at "the map being unfair* "

This isn't me theoretizing either, it's already happened: https://www.youtube.com/watch?v=RDCtyDycIOI&t=36m27s 
 
I don't think anything in a single player map should require a rocket jump.

I generally build things in a way that it will be obvious to the player when they are not supposed to be able to get somewhere. If they want to ignore that, it's not a problem. No clip is easier though. 
Otp 
Then I'll be sure to put a message in the readme after where I explain the map requires rocket jumping saying "don't do this on any other map, you filthy cheater," etc. 
 
Otp, though in that map it wasn't either required, wind pad just wasn't as obvious to the player as it should have been. 
 
Doesn't matter.

"The way forward is unclear, maybe I need to rocket jump" is not a behavior that should be encouraged. 
I Agree With OTP But... 
I think you can have a puzzle that requires a specific maneuver if you tell the player. It may not work for everyone but a shootable hint along the lines of "The Well of Wishes Awaits in the Crypt of Decay" would be fine by me. And a good example of giving the player positive feedback for figuring a little secret or out. Use the stretched faces behind a blocked off area just as in the id1 Start level

Here are some suggestions:

"A fire at your feet will show you the way."

"A quick blast will lift your spirits."

"Hey dipshit rocket jump up there." 
 
Just put down some scorch-marks. Sure, quake doesn't have them normally, but when people see a burned texture on the floor, it might give them a hint that "hey, i'm supposed to try something here!"

Worrying about whether or not this sort of thing is a bad thing to teach players is a losing battle. Most people already know about rocket jumping, and although some choose not to use it, there really isn't anything you can do to stop people who want to. People will break your map when they play it if they can, and there really isn't anything you can do about it, except for building it better so that they don't feel the need to. 
Thanks Pritchard 
Seriously, insisting that incorporating one of the coolest, most iconic unintentional mechanics in a game is off-limits to people making maps for this game *as a hobby* because it *encourages bad behavior* in the playerbase is pretty silly. Like Pritchard said above, its pretty widely known about, and I would add not even hard to learn, pretending it doesn't exist is silly especially given the rich opportunities to make cool shut that exist.

This is way off topic though. 
Skill Select Room 
I tried looking at some source files from maps, but i cant figure it out. Someone please walk me thru the process.

I want to set a skill select area in my map without changing the map. 
 
As far as I know you have to change or restart the level after the difficulty has been set, because what difficulty it is on (0,1,2,3*) can change which monsters are spawned or not.

*3 is nightmare and normally doesn't change anything from hard but I think there are some hacks to make it behave differently to hard as well... 
Lpowell 
Have you considered mapping for something like Q3 or Warsow ****as a hobby****? 
 
@Nait 
I can't find an exact link for a tutorial for this but I know it involves using runes and an info_player_start2

Take a look at the source for sock's Fallen From Grace:

http://www.simonoc.com/pages/design/sp/fallen.htm

I have not tried this but it's probably fairly simple. 
Skill Select Room 
The issue has been resolved. thanks. 
Kinda Off Topic? 
I justed wanted to fart in here and say that Discord is *amazing* for working on maps with a small team. You can drag and drop pics, demos, map files, wads etc into the chat window and it'll upload them for everyone else with no fuss etc. You can pin useful messages and files for everyone to see. It even has full voice chat if you want to use that. And all from a web interface! (Or an app)

I've been digging it. 
Yes 
i think we should migrate from irc to discord at some point ;) 
Good Idea 
I made a start on it https://discord.gg/NJ8sKQf

I don't expect it to take over irc, but we can give it a shot perhaps 
Writing New Lines In Messages? 
I've been trying to figure out how to set a new line of text in a message lately but can't seem to get it to work. It appears that in id's maps they use a backslash followed by the letter n to do just this, but whenever I try it it doesn't work, and it just shows the command being written in the message in game. What gives? 
Ah Damn 
you're using TrenchBroom 2 RC3 right?

It's a bug in TrenchBroom. Not much you can do at the moment because they get converted to \\n whenever you save, though I guess you can open the .map in a text editor and find/replace \\n with \n before compiling. 
 
Yup, TB2 RC3. I didn't know it was a bug, thanks for shedding some light on this issue though. I'll try what you suggested. 
Skulls/bones 
Anyone know of a good 'pile-of-skulls/bones' texture? 
 
skulls2 from februus 
#18350 
Maybe also floorskull1 as used in ad_necrokeep (don't know where it's from originally). 
If A Monster Can't Teleport... 
Here's something that wakes up a grunt, e1m3-style.

Quaketastic download: http://www.quaketastic.com/files/misc/hcmnstrtest.zip 
Note: Hcmnstertest 
However, you can't play the level until info_player_start is in it. 
Hcmnstertest (wtih Info_player_start) 
Alternatively, you could try this.

Quaketastic download: http://www.quaketastic.com/files/misc/hcmnstrtestips.zip 
But Still... 
...You get the "no info_player_start" nonetheless until it's fixed. 
 
I'm guilty of commenting too many times in any single thread within the span of 1 hour, but thankfully hcmnstertestips is fixed. 
 
Is there any way to deal with the double line of mortar that occurs if you use brick textures on large walls due to the edges of each 64*64 texture meeting? The only thing that comes to mind is clipping one row of pixels from the texture but I was hoping there was an option in-editor for this at seems like it would be a common problem 
Kim 
Absolutely not. Quake's wad texture art cannot be procedurally modified like that, either in editor, at compile, or in-game. You'll simply have to make a new texture that just has a 1 pixel mortar line. 
I'm Intrigued Though... 
What's the problem it's causing? 
 
most decent brick textures should tile properly without a double-thick mortar line. 
Yah 
I assumed you are talking about quake's stock textures. If you're just using a poorly tiled custom texture then I can see how that would be pants. 
 
@Kinn
It's just an eyesore having double lines of mortar at regular intervals on brick walls, but it's a minor issue so i'll finish the map before looking into it.

Moving on, how can I include custom models in my map, I was able to modify the .fgd file for Trenchbroom and place the models but Quakespasm complains that there's no spawn function for the entities. 
Kim 
Is it a custom texture? Sorry to be a pain, but any chance you could post a screenshot? 
 
 
To get custom .mdl files (things like trees, etc.) in to a map, one way is to run the map under a mod like AD or Quoth. Both of these have entities (AD's misc_model and Quoth's mapobject_custom) for this. 
 
So would that simply entail using the .fgd or .def file included with AD and then running the map under AD? 
 
*using the .fgd or .def file included with AD with trenchbroom. 
Kim 
Ah, right - wbrick1_2 from rogue.

I've made a fixed version for you which you can download as a .wad here: https://drive.google.com/open?id=0B74rZcw0hvZpT0dOSzZCN0JlNWs 
Kim Sorry, Use This One Instead... 
 
Yep, pretty much just load the AD fgd in trenchbroom, use the misc_model entity in your map, and install the .bsp in quake/ad/maps/, and load the map under AD in the engine.

You'll need to put the .mdl somewhere, and then put the path into the correct field of the misc_model entity. Normally, mdl files go in "quake/mod_name/progs" but you could also put it in "quake/ad/maps/your_map_name_XXX.mdl" which might be more tidy when it comes to distributing the map. 
 
@Kinn
Thanks, having the fixed texture from the start should save me having to manually replace textures later.
@ericw
Great, that simplifies things a lot. 
Building Arch Door Frames 
Hello,

I'm a new mapper. I'm using Trenchbroom2 and I often have a problem with building frames that fits around the arch-shaped doors of Quake. I can't easily get all sides of the frame being the same thickness.

Ideally, I would like to extrude the frame from the arch-shaped door's outside faces. When I extrude, I would expect the shape to snap to a grid aligned to the surface normal that I extrude from. However, when I do that, my extruded brush aligns to the axis-aligned grid, so when I do the slanted parts of the frame, they don't have the same thickness. This makes it impossible to have a door frame with a uniform width.

The other way I found to do a uniform arch frame is to rotate brushes around the door. This way, the thickness is guaranteed to be the same but it's very restrictive on the angles chosen, error-prone and complicated.

Do you guys have any tips to help me on building arches or similar structures? 
 
You can rotate in smaller increments in TB by entering a value in the menu bar and using that. The Gizmo sadly always rotates by the same interval :(

I think I would have to see pictures to understand what you're trying to do when you're extruding. 
#18373 
http://imgur.com/a/tmtmz

Here a small tutorial i did for arches in TrenchBroom a little while back. 
 
This is an example of what I want to do (see the metal frame) :

http://imgur.com/a/1RioT

This one I did by rotating a piece around a brush with the door texture, cutting the door to fit with the frame. It doesn't give me the granularity I would like.

Ideally, I would like to be able to cut the door however I like and then extrude the frame from each outer faces of the door's brush. But that doesn't give me a frame with a uniform width (because of the snapping). 
 
And thanks mukor for the arches tutorial! It doesn't solve my problem but it seems like a way that generates cleaner geometry than how I was doing it in the past. I will use this way in the future 
 
Apparently I forgot to use my name on the previous replies... sorry about that! 
 
Does anyone know what's causing this weird shadow?
https://s10.postimg.org/7vs4ur9qx/spasm0000.png

I'm getting some strange behaviour around the disturbed coffins I'm placing, another one i've placed allows the player to walk through the side of it, and this one seems to cause janky shadow behaviour. 
 
Yeah, both of those are probably technically compiler (qbsp/light) bugs.

The lighting one is caused when there is an obstruction close to a face (less than 2 units away), so the coffin is preventing the lighting from getting set up properly for the floor. I actually will have a fix for this in the next version of my light tool, but for now you can either lift the coffin off the floor by 2 units (might be visible), or turn it into a func_wall and set the keys "_shadow" "1" so it still casts shadows.

The bad collision is just, qbsp tends to mess up on rotated geometry. Try making that coffin a func_wall as well. 
 
That fixed both issues, thanks. 
Where I Can Download SpeedBaze Texturepack? 
Hello! I am newbie, and I currently got inspired by R.P.G.'s map "And All That Could Have Been".

I read from Quaddicted description, that it used Speedbase textures, and I want to play with those.

There is some aesthetics that I really like. 
Here 
Thanks! 
appreciated much! 
Two Issues 
I've realised why I don't see stuff like the coffins I'm placing commonly in maps, it seems that once you rotate angled surfaces on 2 or more axis texture lock fails and it becomes night impossible to align textures correctly. I take it I just need to be more conservative with rotating complex geometry?

Secondly, I'm able to place models using AD's misc_model, but as I can't see the model in-editor precise placement becomes tricky, is there any way to enable a preview, or a flag that will bring the base of the model flush with the surface above/below it? 
Kim 
Also, when rotating composite objects arbitrarily (objects made of more than one brush) your plane points will be off-grid, and you will probably have micro-cracks where the brushes meet due to float inaccuracy. That could cause issues in the bsp, as you found earlier. 
 
Yeah, the limited texture lock comes from the vanilla .MAP format; Quake itself/compiled .BSP's can handle full texture lock.

You can choose the Valve 220 map format when you start a new map in TrenchBroom 2, which has full texture lock, the only problem is I don't know an easy / reliable way to convert vanilla to 220 if you've already started the map in vanilla format. 
 
Yeah, not being able to convert really sucks. Someone should write a tool to do it, assuming it would be possible at all. I'm stuck on standard format because when I started the map 220 was broken-ish in tb2... 
 
Hm.. yeah I'm going to take a shot at adding it to qbsp. 
 
How would that work? QBSP outputting a new .map? 
 
Yeah, it should be a separate tool I guess, but for now I just added a "-convert valve220" flag to qbsp that makes it output a new .MAP and exit. It adds a suffix so it doesn't overwrite the input map file. Seems to be working so I'll post a beta soon! 
Ericw 
That's fantastic! I'm in the same boat as Pritchard, and have been hoping for a standard-->220 converter for about a year and a half now. 
@EricW 
See this is why people are still mapping for Quake after 20 years. Tools updated by people who give a shit! Amazing - I have had this affect me a few times as well so this would be a welcome addition. Thanks. 
Textures For My Castle? 
I started my first map going for a claustrophibic castle look, and used Ik-White textures because I loved mapjam2's aestetic the most. Now I have noticed that my architecture isn't interesting enough to compensate for the small number of ik- blue/white textures, as architecture was strong with ikka's maps. To replace the white textures I want to go with some nice brick walls. I would consider going with default Quake, just write the texture name. 
@brassbite, Few Suggestions 
quake.wad, try some grey city textures? Search "city". In ad_start, search "stone". knave.wad has also some really good choices. 
Consider Trying 
http://celephais.net/board/view_thread.php?id=61211&start=770

This new update fixes a bug where < 1 unit gaps could cause bugs in light generation. It looks like what's happening there.
The other option is to look at your brushes and figure out what's weird about them. It's usually not a good idea to have such tiny gaps anyway... 
Wait What 
I need to remember to refresh both my memory and my browser... That post was written as a reply to #18379 which is quite an old post now... 
Please Compile... 
So with the help of the compiling log and the point file I could avoid getting a pts after compiling. I need help fixing three last errors. Warning 19: No entitys in empty space no filling performed (hull 1&2).
Warning 16 Texture TB_empty not found. How do I find those damn entitys flying in outer space? How do I find the face which I didn't texture, that got the standard Trenchbroom texture? 
 
Warning 19: No entitys in empty space no filling performed (hull 1&2).
This can happen if you have almost no entities in the map, and all of them are near walls.
When qbsp builds hull1/2, it expands all of the burshes, and if they happen to cover up all of the entities when expanded you can get this error. 
Thx 
Well that's probably the issue 19 solved because I just wanted to have a sneakpeak of the level ingame and I just started working on it. How many units should I elavate my info_player1_start? I guess 10 should do. I still have to find the untextured face(es). 
UM! 
42 
Checking To See If I Can Post 
 
Quake Map Limits 
Hi I was wondering if anyone had any information about if modern quake engines have any limitations with respect to brushes, vertices, entities etc...

I am trying to make a map but am getting a little carried away with it. I am worried that I am working on something that will never run because I've taken it too far or something. It's gonna be awhile before it's sealed up and am wondering if that time would be better spent simplifying the brushwork.

SS of map in editor:
http://i.imgur.com/riPcFnE.png

SS of map in game (from a few days ago:)
http://i.imgur.com/m128dD2.png 
 
https://quakewiki.org/wiki/Engine_Limits
and with BSP2 you can go with even higher limits 
Thanks. 
Okay next question, is there a way to check if a map exceeds these limits without compiling? 
Map Limits 
is there a way to check if a map exceeds these limits without compiling
no. pretty much all the limits are subject to qbsp's csg or bsp tree logic, which can even vary from one qbsp to the next.
While you could try guessing based upon brush count, quite often its what you did with them that counts.

For instance, if your map has no leaks then the outside part of your map can be completely cut away, the leafs are merged, the nodes are redundant, those faces can be discarded, etc - this significantly reduces the amount of data needed.
If you have a lot of surfaces all cutting through each other then you'll have noticably more nodes/clipnodes per brush. Stuff like that.

Do note that there's an unsigned variant/reinterpretation of the vanilla format which doubles the formats limits from 32k to 64k in various cases, which is incompatible with vanilla (hence how various engines claim various 64k limits where vanilla does not). Many qbsps will generate this without even realising it (although light+vis utils might then bug out if they're really old, depending on what you exceeded). 
 
So from what you say and what I've read, I understand that as long as I'm sensible with my brush work, seal the map, use updated tools and compile with BSP2 that I don't have much to worry about?? 
 
Don't use BSP2 from the start, switch to it only when you reach the first limit.
Check your bsp with bspinfo to get more precise data, but from screenshots you have posted, I think you're far from the first limit. 
Thanks. 
 
If 
You use tyrutils it will give an error once you exceed the limits. Then you can add "-bsp2" to the qbsp parameters. 
LEAK LEAK LEAK 
I'm in leak hell. Absolutely stumped :P

Using Tyrutils v15.4 & J.A.C.K editor

The map leaks through solid walls into the void. There are no entities outside the level. The map is sealed. I've meticulously checked everything. When I put giant brushes over half the map to leak hunt, the un-boxes part leaks, this repeats no matter where I put the brushes. I literally covered the entire level in giant brushes aside from the player start box and it still leaked.

Any ideas a very much appreciated :) 
Oh Fuckety Fuck 
Here's a brush from the map file
( 193.373 -320.665 600 ) ( 192.665 -321.373 600 ) ( 216 -343.293 600 ) COP1_2 [ 0.707093 -0.707121 0 -11.127 ] [ -0.707107 -0.707107 -0 -59.0101 ] 0 1.00098 0.999997
( 215.293 -344 632 ) ( 192.665 -321.373 632 ) ( 216 -343.293 632 ) COP1_2 [ 0.707114 -0.707099 0 -11.4788 ] [ -0.707107 -0.707107 -0 -59.01 ] 0 1 0.999997
( 216 -343.293 632 ) ( 216 -343.293 600 ) ( 215.293 -344 632 ) COP1_2 [ 0.707099 0.707114 -0 59.0142 ] [ -0 -0 -1 56 ] 0 0.999997 1
( 192.665 -321.373 632 ) ( 192.665 -321.373 600 ) ( 193.373 -320.665 632 ) COP1_2 [ 0.707099 0.707114 0 59.0139 ] [ 0 0 -1 56 ] 0 0.999997 1
( 215.293 -344 632 ) ( 215.293 -344 600 ) ( 192.665 -321.373 632 ) COP1_2 [ 0.707107 -0.707107 -0 -11.4797 ] [ -0 -0 -1 56 ] 0 1 1
( 193.373 -320.665 632 ) ( 193.373 -320.665 600 ) ( 216 -343.293 632 ) RUNE_A [ 0.707107 -0.707107 0 -11.4801 ] [ 0 -0 -1 24 ] 0 0.999999 1


Horray for guinea pigging new level editors 
Found The Cause 
In JACK you can free rotate a selection of vertices in vertex edit mode around a pivot point under your mouse cursor by right click -> dragging in the 2d view. Even if you go back and move the rotated verts back onto grid after the operation they will be off by a tiny amount, resulting in the crazy decimal points.

So : PSA - Don't use vertex free rotate mode! 
Curve Texture Advice 
http://i.imgur.com/2qIIzYV.png

So, I recently converted my map from standard to valve 220 format, thanks to ericw's recent tool update. As nice as textures not "shearing" all of the time when you do weird and kinky things to your brushes is though, I find myself missing the nicer way that standard format seems to handle textures wrapped around curved brushes.

The image linked at the top of the post is an example of this - both are valve 220 brushes, but the left one has texturing from before I converted the map, and the other has had its textures freshly "reset" to no offset/rotation/scaling.

Does anyone have any tips for getting the sort of look that the brush on the left has for "new" brushes? I imagine it must be possible in the format still, but it obviously does not come naturally... 
Bad Surface Extents 
Getting this error in Quakespazm. Solutions I've tried is using the find/replace feature in notepad to remove all water/sky textures from map, and also tied "-subdivide 256" on the Txqbsp command line. (without fully understanding what it does.) It still fails to load.

I'm beginning to think that the issue is architectural. i.e. too much visible to player or something. Could that be the case? The map on a fastvis was in the ballpark of 30+ megs which is something I've never seen before. And if thats the case, is there anything I can do to salvage the map?

in editor screenshot:
http://i.imgur.com/4b0xReO.png 
 
It's definitely not too much architectural detail, most likely bad texture alignment on a face.

My light tool used to print an error for this with the texture name and coordinates of the face to aid fixing it, but it looks like that message was broken at some point. I can take a look at the bsp if you want. 
Fgd For Ericw Compile Tools 
I'm trying download DaZ's .fgd from post #18307, but I get the 404 error.
Where I get JACK-compatible .fgd for vanilla Quake and Ericw compilers? 
Drow 
I had this error recently, you may have a brush somewhere with a texture that is either squished waaaaay to small or stretched waaaay to high.

I ended up pasting the map file into excel, using spaces to delimit the rows, then sorting by the last row to see the highest and lowest values.

I don't know what the exact limits are, but I would get rid of any texture that is scaled smaller than 0.1 or larger than 5. 
 
if you notice in the SS, that none of the textures are aligned, that is because I selected all and reset textures in an effort to solve a problem with texture scale that was causing BSP to fail.. It worked but loading the map would still crash the engine. "Bad Surface Extants." it says.

I managed to compile a "working" version of the map by placing a giant brush in the middle of it, effectively blocking view to the other side. It runs fine apparently in Quakespasm no problem but the map was targeted for quakeworld and in QW its a disaster.

QS SS: http://i.imgur.com/22j6yh3.png
QW SS: http://i.imgur.com/4QWcwXM.png

I thought that running a full vis overnight might solve the QW issues but when I woke up it still had 33 hrs to go. Also in QW it takes some time for it to load and you need the -mem 128 command line too.

It was a lot of fun putting this map together but find that working within the the perimeters of QBSP and engine (somewhat restrictive) capabilities to be an unforeseen challenge. I'm still compelled to work on it, but a lot of my focus will be on scaling it back, or salvaging the more clever brushwork (by my standards) for more sensible application.

I loved mapping for Quake back in the day and find that modern editors are so fluid and responsive that it's very easy to become drunk with power. 
 
Which compilers did you use - does this occur with bjptools_xt or tyrutils_ericw? 
 
TxQBSP 1.13 I want to experiment more with the existing compilers though. 
Pritchard 
Make sure that your faces are all set to 'world' alignment, not 'face'. (P.S. world/face terms used by Worldcraft/JACK/Hammer and may not match terminology for your editor) 
Drow's Screenshot 
is so similar to a map I was working on over a year ago it's crazy... it took me a second to realise it wasnt the same map. 
DOOMer 
DaZ 
Big thanks for this. 
How To Create Glass? 
how to create transparent glass? 
Clear Glass 
Introduce manganese dioxide into the manufacturing process. 
Skip Tool 
... is your friend ... (but I didn;t have link in mind where you could find it)

OK, others, please correct me if I do not remember properly:

1/ Create a brush using a "plain" water texture (i.e using only one color) and name it *<watername>: this wil be your glass

2/ Create a func_wall of the exact same size, and use a skip texture there

3/ Add skip tool in your list of compilation tool, after bsp process (bsp/skip/vis/light). So ultimately the func_wall will have its texture removed but remains solid (you can't pass through it), but the "water" texture remains gicing the glass texture visual.

4/ Load the map, and adjust r_water_alpha value in the console to a value that is below 1.. the closer to 0, the more transparent the glass.

Enjoy ! 
#18429 
An alternative way is to use a solid color texture (such as grey) and make it a func_wall.

Add an alpha key with value of however transparent you want the glass (So .65 for example). 
That Will Work Too... 
... but I am not sure this is supported by all engines... not even sure the other techniques is working with all engines either.. though... 
 
https://www.quaddicted.com/reviews/mfxsp17.html

This map has an example of glass. It comes with a .map that you can look at to see how it was done. 
 
Neither technique would work with the original engines as far as I know, but I'm pretty sure that the alpha key has been a thing for a while... someone correct me if I'm wrong of course. 
 
alpha key doesn't always work as intented. I usually make teleporters' liquid a func_wall with alpha 1, but it often looks transparent anyway (I noticed that in videos/streams) 
Hmm 
Quakespasm supports seperate alpha for water/slime/lava/telefluid set in worldspawn just fyi :) 
Vertexes Limit 
What are the potential problems if exceeding the vertexes limit? I'm pretty much right at it now. However, only just noticed that I had exceeded it by roughly 4000 in MCE with no apparent downsides that I'm aware of?! 
Where Is This Information At! 
Quakespasm supports seperate alpha for water/slime/lava/telefluid set in worldspawn just fyi :)

I must have missed it. 
 
BSP 29 has a hard limit of 65536 verts, because face edges reference verts with a 16-bit unsigned integer. I doubt any qbsp will let you exceed this and still write out a BSP 29 file because the map rendering would be totally messed up if it did.

Where was the warning / limit coming from? 
@damage_inc 
http://quakespasm.sourceforge.net/Quakespasm.html#ss6.3

func_wall with alpha 1, but it often looks transparent anyway (I noticed that in videos/streams)
What engine was that with? AFAIK that is a bug, at least with the Fitzquake / protocol 666 interpretation of alpha. the Fitz 0.85 code specifically mentions that "_alpha" "0" means to use r_wateralpha for liquids, but other "_alpha" values besides 0 take precedence over r_wateralpha 
@ericw 
Thanks so much. Bookmarked! 
Ericw 
TxQbsp reports WARNING: Vertexes 33657 exceed normal engine max 32767.

But it seems there are no consequences, maybe only in software Quake. 
 
vanilla's vertex limit is 65535 apparently.
I didn't check the asm to ensure that it doesn't sign extend, but otherwise the datatypes are already unsigned and thus already 65k. 
 
What engine was that with?

Quakespasm, don't know the version, I guess the recent one. Gotta check it out myself.
Btw it was with func_illusionary, not func_wall if that matters. Works correctly in latest mark v tho. 
Question About WinQuake R_surfs And Edges 
Hi, I've been searching for some info but wasn't able to find anything conclusive. The map I'm working on is almost done, I've made some huge changes and the map is now fully playable in WinQuake, a program I've not used in... let's not say how long.

The only problem is greyflash, I know easily fixable by setting r_surfs and r_edges to say 10000, and the map runs perfect. I wan't to reduce the amount of polys being rendered so the map runs akin to and id map. Essentially max 800 surfs, 2400 edges. I am almost there, 80% of the map is below this limit.

Will doing a full vis help this? Haven't done it yet and it may take at least a day or so. Is there any other way to reduce what is rendered, I've already simplified and added "S turns." Any help is appreciated.

Thanks. 
 
I think you should have run vis first, before making huge changes. In GLQuake, vis can reduce r_speeds by a factor of 10 or more. If that has any correlation to r_surfs and r_edges in WinQuake, it may have been all you needed to do. 
 
Yeah that's what I was guessing. The reason I made changes had nothing to do with VIS. I had to reduce entities, edicts and marksurfaces to be compliant with WinQuake. I will give VIS level 4 a try though. Thank you. 
..a Health Consuming Doubt 
help guys:
I'm trying a Q1 total conversion(a true one! as Carmack stated in gpl readme) and I created my monsters totally re-skinning the standard knight model in qme.
So,in a supposed commercial release, may I use them also with the knight animations left untouched in qme ?
-my monsters don't resemble id original in any way and after all animations frames are only numeric values in qme.. not assets I guess- 
Since 
the knights are in the free shareware Quake demo (pak0.PAK), you're fine. 
Shareware Does Not Mean Free To Use 
Besides, shareware Quake may only be used to testplay the game, not used to run mods or build upon. Don't be fooled by things like nQuake and the like claiming it's all legal and "free Quake". 
Not A Lawyer, However: 
I'm pretty sure the sources were GPL'd and not the assets. Unless you're remodelling the whole thing from scratch, you can't use so much as a frame. 
..interesting 
yes, indeed the id assets remain under copyright, but I hoped at least one may use a flat-shaded primitive monster model as a base :(
..that could save me a lot of work
By the way why nobody tries to do TC's anymore since gpl license let you even sell them ? 
 
yes, indeed the id assets remain under copyright, but I hoped at least one may use a flat-shaded primitive monster model as a base :(
..that could save me a lot of work

Make new, better models. Old ones are ok, but for example UVs are garbage, wastes a lot of space.

By the way why nobody tries to do TC's anymore since gpl license let you even sell them ?
Laziness... ;D
Making TC is like making a new game. idTech 2 is quite outdated and has few annoying downsides, so I guess people prefer to work on their project with newer engines, especially when engines like Unity/Unreal are widely available. 
The Only Positive To Using Idtech2 
Would be if you were already familiar with it and wanted to develop in an iterative manner, replacing what you needed to as you got to it.

... And having said that there are probably still better options out there for this. 
Lightmapped Water 
hey guys... what's the current state of lit water? engines that support it? main branches of compilers that do? 
Item_key1 
How do I turn the key into a rune key?
I don't know the spawnflag or key name. 
 
"worldtype" "1" in worldspawn

(there's also "2" for base keys: https://quakewiki.org/wiki/worldspawn
Worldtype 
Change Worldtype key to value 1 (Metal/Runic) from World Spawn. 
Which Ambient Sound Change In Different Worldtypes? 
As the QuakeWiki says that it's not only for the purpose of changing key models.
Thanks anyways for that info. 
It Only Affects Keys And Doors 
Different key models and pickup sounds, and the sounds/touch messages of key doors. 
Sorry One Last Question.. 
When creating my own monsters/animations in QME do I have to maintain all references, names/numbers of frames, numbers of vertices/objects or else QC will go mad and possibly won't load ?(!)
thank 
#18465 
If you want to use original progs, then you'll have to keep same frames as original models, because reading frames into animations is hardcoded in QC.

So for example if run is on frame1-frame10, you'll have to make new run animation in this range. 
I'm Back, Hello Mappers 
My Quake forever proyect is back. It was forgotten long time for the exams, music, video proyects, searching my center. My biggest trouble is fix the leaks, point file, glitches.

I'm using TB 2.0 version and I really need your help guys to fix my maps, I have the leak .pts file generated from the qbsp in my directory, but I don't know were to put the reached occupant in TB 2.0 (-1248 64 -24 supposedly). In the old TB I remember I can put the coordinates of the leak and automatly select the object coincident. How I do it in TB 2.0? 
...And How I Add Light To A Plat, Button, Door? 
 
Add Light To Entity 
 
#18470 
Why on earth would you add light properties to some arbitrary entity when you can just make a light entity in the place where you need the light (which makes what's going on clearer in the editor)...?

Is there any trick/benefit here that I'm missing? 
Related Point... 
(assuming tyrutils-ericw used) you can add the "_minlight" key to a brush model to give the model a uniform base light level, but adding the "light" key just makes it act like a regular light (right?) and because that light will be emitted from the model origin, it is unlikely to light the brush model in a way that you'd like. 
Adding Light 
To powerups and weapons can make it easier to light instead of having a hard-to-select light on top of the item.

Otherwise, ya put in a normal light. 
Light On Non-lights 
I'm sure that once upon a time light tools would only look at the lighting keys from entities whose classname began with "light". Has that changed?

I'd be glad if it has changed, as it's really helpful for mapobjects in two ways: firstly you can create a custom torch model etc and have it emit light just like a normal torch. I was considering adding a classname "light_mapobject_custom" to Quoth to work around it.

Secondly: for mapobjects which aren't obviously lights, a tight spotlight pointing straight down can be used to finely control the light levels of the model (perhaps with negative light if it's too bright). Adding the keys directly to the mapobject entity would make this trick a bit simpler and more robust. 
#18474 
A good post. 
#18475 
A well put posted post. 
Light Key Support 
I got the idea for lights on weapons from id, e4m6 or 7 I think.

I thought all compilers supported this? 
Just Wanted To Know... 
can water brushes be a door, platform or train? How about changing water levels like in OoT? The only design flaws were the obviously broken boot-change mechanic and the sometimes not so obvious hints to a puzzle, otherwise it stands as one of the best dungeons of the game. 
Not In ID1. 
 
 
Making my first Quake map I somehow managed to assign a light value to an enforcer. It took me a while to figure out why that monster closet was so bright.

I don't remember what the actual compiling tools were. That was 1996/97 so probably whatever came with the original Worldcraft. 
#18470, Thanks Qmaster! 
I hope it will work :) 
@Rick Haha Nice! 
#18478: take a look at http://quake.chaoticbox.com/downloads/extras_r4.zip mod. It has the best usage of changing water levels that I've found so far.

Also, AD supports puddles that drain with the trigger_touchsound which oddly is more of a func_ since it is visible. 
Delayed Entity Creation? 
Complete noob to mapping here, been experimenting with it and have been trying to figure out a kind of odd scenario- is there a way to prevent an entity from appearing until the player has done something else in the map, i.e. pressing a button or killing a certain enemy? I know monsters can be teleported in, but I mean things like a pickup or message trigger not existing until it's called. Something like the episode gates that only appear if you have the rune, but within a single map (and without runes).

I'd imagine it's possible to kludge something together for item pickups (hide them in the roof/walls/floor and raise them when triggered), but what about entities that can't be pushed around like that? 
Yes. 
It depends on the MOD you use.
With vanilla quake you only have the ability to have monsters spawned in from closets. (Think of rooms not connected to the map layout. Put a trigger_teleport around the monster, and a teleport_destination where you want to spawn that monster. All you have to do is now to target the trigger_teleport when desired. (Button pressed or trigger_counter fired or or...)

With MODs like Quoth or AD this is even easier, just give the monster a spawnflag (iirc 32 in quoth, 96 in AD) and target the monster via your setup. (Monster needs a targetname set for this to work.) 
#18487 
One (complicated) option I've considered using but haven't yet was having an exact copy of the section of your map with the revised entities.

So you have section A of the map and an alternate version that's unreachable outside the play area. Let's call it A-2. Your player moves through A and kills monsters etc. Moves forward to section B (make sure and separate A from B with a "gate" of some kind - a door, teleporter, elevator.) The player moves thru B to hit a button or solve a puzzle required to move ahead back in section A. By teleporting the player back or finding some other way to route them back to the copy A-2 you could have all kinds of things going on. The dead monsters would be missing but I can't think of any other downside other than that interconnected areas would not work with this method. 
 
@18488
I know about teleporting monsters, I was hoping for something similar for entities that can't be teleported (which monsters can be) and can't be pushed by func_doors (which health/armor/weapons/pickups can be).

@18489
That's actually a damn clever idea, and the dead monsters could be handled by adding static dead-monster models in the second version of the map- they wouldn't be in the exact spots they died in the original, but not many players would be that attentive anyway. Only thing is depending on the size of the map section, that could be a *lot* of brushes and entities to double up on (and if the branching point is at the very start of the map, pretty much out of the question), and would require some smart design to not make the transition too obvious. 
Check These Articles 
https://tomeofpreach.wordpress.com/2017/03/14/further-logic-gates-for-2017/

I think you are looking for logic gates?

In vanilla quake you can setup up logic gate map hacks to get things like triggers activating AFTER you do something else in the map. 
 
Check out the entity state system in Arcane Dimensions. It generalizes the idea of starting "off" (invisible, like it's not spawned), "disabled" (visible but no interactions), or "on" (visible and normal behaviour) to most entities.

You can start an entity in a particular state, and switch entities to a new state by triggering a "trigger_entitystate_on" or "trigger_entitystate_off" (etc.) that targets the entity you want to modify.

It's great for swapping in new gameplay to the same area of a map. 
 
@Bloughsburgh
I've read a number of articles on that site regarding logic gates in Quake, and the implementation seems solid, even if reading it tends to make me go glassy-eyed after a bit- however the issue here isn't making something (call it Thing A) only usable after the player does something else, it's making Thing A not be apparent or interactive to the player in the first place until they do something else.

Think of it like walking down a hallway, doing something at the end of the hallway, then on the way back a message appears telling the player something by way of a trigger_once that now exists in the hall. In this case the trigger_once is Thing A. I know you could make that message appear easily by use of an automatic delay once the player accomplishes whatever's at the end of the hall, but you won't be able to dictate exactly where they are when the message comes through.

I hope I'm making sense, it's hard to put this type of thing into words and I am not good with computer.

@ericw
Arcane Dimensions is actually the exact mod that made me start thinking about this- specifically, the keycards in Crucial Error and tomes in Bogbottom that don't appear at all until you've already been someplace else and triggered whatever causes them to appear. I know AD has heaps of new features like that but I was looking for something that works in vanilla Quake, in a single .bsp without requiring a -game switch or any additional codebase used. 
Hmm 
Walking down the hallway and in the middle is an inactive trigger and on the way back that trigger is now active and will provide a message?

That's a logic gate to me.

Now if you want that now active trigger to make something appear that isn't an item? I could be over complicating things but you could do something like have it lower from an invisible func_door in the ceiling being targeted by that previous inactive trigger or thing A haha.

It's confusing to be sure. 
Mid Map Spawning 
People always link to the logic gate one but that's massively overkill a lot of the time. They mean to link to this tutorial:

https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/

Important editorial note, this tutorial includes a prank! The first example of spawning an ogre doesn't work, it just crashes your map. Perhaps I should have started with an example that works, then moved on to one that doesn't, oh well. The point is that you can delay spawn a trigger using the method in this article, which does exactly what you need for your hallway example.

This works for a variety of entities, but triggers are certainly the best case. Monsters don't work, but you can use teleporters there. If you try this trick on a particular entity and it doesn't work, just say and I'll see if I can find a trick... 
@preach Is The Man 
Thanks. I hope the original poster is able to use this. I will try it out too. 
The Man Indeed! 
The method in that article is dead simple and works perfectly, thanks a ton! Haven't experimented with many other entity types yet but it works fine for the hallway example from above- I cobbled together a quick example map (.bsp and .map included) for anyone browsing in the future who can't quite figure it out. 
 
When I'm distributing my map, is it alright to include my own folder that becomes part of the mod the map is for?

My map uses AD, but I have a small set of custom models I need to include with my map. To keep things organized, right now I have them stored in a separate folder from where models are usually stored in AD (progs/), which is simply named "pritchard".

Is this the right way to include custom models with my map? 
Yes 
In fact it's the correct way of avoiding any filename conflicts. 
Right Otp 
All you want is to avoid any conflicts between assets.
Do follow these simple guidelines.

/progs/ is for .mdl and .mdl only!

/maps/your_folder_here/ is for anything .bsp.
For example all breakable rubble models you make should go into maps/your_folder_here/ (if they are bsp, but i assume nobody makes rubble .mdls these days)
Bsp models are the easier way to have external custom content. 
Darkplaces And Trenchbroom 
Hey guys!

Long time Quake fan, first time poster. I've been playing a lot of Darkplaces Mod for Q1 recently and decided to look into mapping for it. I'm familiar with GTKRadiant as I used to make Jedi Knight 2 and Quake 3 maps but after some googling I found Trenbroom and decided I wanted to use it.

Is it possible to use Trenchbroom to make levels for Quake 1 Darkplaces? I can't find a tutorial on how to setup Trenchbroom to do it. Does anyone have one? I keep getting the error "cannot find: (filepath)" 
 
Ericw Surface Light Prefab? 
Does somebody have a prefab map that predefines all surface lights as light entities for ericw's light? 
Re:surface Lights 
Is it normal that they're very bright with very low light values?

E.g. I use -surflight_subdivide 8 -bounce 4 and light=2 is already kinda bright 
 
I don't have an example map handy, but the surface lights feature is pretty dumb (was one of the first things I wrote when learning lighting). it's just automated copy/paste of the template entity, and with "-surflight_subdivide 8" they'll be duplicated every 8x8 units, which will create a ton of lights. There's no scaling of brightness to compensate for the subdivision size. 
Megaman 
Unless ericw has changed it, bounce values above 1 do nothing. It's binary, on or off. 
Im Back! 
Hows everyone doing? I'm back this time i bought Quake 3 from steam, downloaded it and gtkradiant and now when i try to make a map it shows "shader image missing" on 99% of the textures? Can anyone please help????! 
@ #18507 
Have you specified the correct path-name for the location of the shaders? Check this link: https://jkhub.org/topic/2800-shader-image-missing/

Otherwise I have no idea, might have better luck on a Q3 dedicated or Radiant forum.

Redfield 
A Good Old Hipnotic Rotator Question. 
Hi everyone, there is a lot of information about rotating brushes available, but its a complex thing depending on what one is building. I haven't been able to find anything concrete.

I have built a rotating bridge in a map for Arcane Dimensions using the standard Hipnotic entities with A.D. The bridge works fine, is lit, and has collision, the problem is the bridge is so large I have to use "a million" func_movewalls for the collision.

I found a post by Preach hinting that you can use Hipnotic rotation and add "solid" to the shell without using func_movewalls. I have no idea what this means or if its possible without changing the code. As it is, the bridge works fine I'm just wondering if someone can help me simplify the func_movewalls issue.

Thanks, Redfield 
@ #18507 
Just a stab in the dark here but have you un-pak'd the textures?

Another possible helpful link: https://ws.q3df.org/level_design/editors/ 
Redfield 
I think that's the very reason the Hipnotic rotation code is considered such as massive hack and extremely awkward to use.
No idea what Preach said or hinted at, nor what your bridge looks like and how it's supposed to work, but just to throw in a random idea for a workaround: perhaps you could block the player from crossing the bridge until the rotation has finished? And only use the movewalls for the floor parts and spawn an invisible func_wall afterwards to make sure everything clips correctly once the bridge is in its final position? 
On Rotate_object 
Give key of "solid" and value of "4".

Don't know what will happen once it rotates but good luck. 
 
support for rotating SOLID_BSP entities depends upon the engine in question.

hipnotic rotation is a massive hack because it works around the engine not supporting rotation for physics, and that it does so by using so many entities.
unfortunately many engines still do not offer a better alternative, and frankly, hull size limitations will always be an issue with true rotation anyway. 
 
Players can walk across moderately sized gaps without incident, can't they? Depending on who will be using your bridge, perhaps you could just chop bits out of your func_movewall hell to reduce the entity count. Be careful, as the gaps will have to be conservative, and if monsters need to cross while it's in motion it probably won't work very well.

You could also incorporate the latter part of negke's suggestion into this to make it work better when it's stationary. 
Its Coming Together... 
Thanks for the tips everyone. I did make some adjustments to the func_movewalls and now there is less of them and it works more fluidly. The problem was they weren't square brushes along the axis of rotation and so were being displaced in one direction or the other. I made them the same length and width and now they move more fluidly with the rotate_object.

I made a cheesy video of it that can be seen here: https://www.youtube.com/watch?v=uWMlfJ4cFfQ The movewalls are made visible in the video. If anyone wants to take a look and give some suggestions I'd appreciate it.

I did try adding a solid key with value 4. It had no effect I could see. The brushes were non solid and I couldn't walk on the bridge. I could also try negke's suggestion and simply have some func_walls that are invisible and toggle based on the switch, but as it is the movewalls are doing an ok job.

This was a real puzzle. I initially had the func_movewalls as a grouped entity and nothing worked. It drove me nuts trying to figure out what was wrong. 
Cool 
I was picturing a drawbridge but that is even better. 
It's Kind Of Like The End Of Episode 2. 
 
Shifted Clip Hull On Train? 
I seem to have two trains here that have a shifted cliphull (or draw surfaces?)

any idea on that? 
 
See if you accidentally gave them an angle field. 
Mission Packs 
Maybe I'm missing something, but why don't more people use weapons/monsters from the mission packs? I almost never see them used; even Quoth is way more common to use for variety. I do sometimes see mission pack textures used in packs for jams, but that's about it. 
@sevin 
I've wondered the same thing. I have planned on doing multiple versions of the same map for a while to give players alternative playthroughs. My Deathmatch map Lividus release added support for both mission packs but I've only just started SP mapping a while back. My current map will be released for vanilla and maybe a Zerstorer version later. I think it's a good idea to take a bit of extra time and give people more than just one version. Maybe a "remix" version for Hipnotic or Rogue or both with all new secrets. I think that would be a fun approach and entice people to replay maps.

I believe I saw a project a few months back here that combines everything from the mission packs and other mods into one giant progs.dat/pak but not sure of the status.

More info on my Lividus map here: https://secretlevelsite.wordpress.com/my-levels/ 
Oh Awesome 
i probably did. what does that do? 
Dumptruck 
What do you mean that you "added support" for both mission packs? As in the weapons from the packs are included in the your DM map? And your current map being released for vanilla and Zerstorer? You just mean the theme? Like the Zerstorer version will use Zer textures or something? 
Sevin 
Well "added support" is a clumsy way of saying I made additional bsps with those entities added to the map. In the zip file I provided 3 separate versions of the map for id1, hipnotic and rogue.

I'm not sure how far I will go beyond textures for the Zerstorer version of my current map. I played the original when it came out (1997?) so I need to read the the dev notes and see how much work making a specific version for that mod would take. IIRC there are only new weapons, sound code and cinematic tools. It's funny because someone said on QuakeOne "reminds me of Zerstorer" so I thought what the heck? Let me "re-skin" the level and add a few entities as I did before. Not sure if it's gonna be a mess or worthwhile. 
Dumptruck 
And by entities you just mean you added the weapon entities for each version of the game as some variety for the deathmatch?

Yeah, I suppose the defining elements of Zer were the cutscenes and textures. Just wanted to clarify what you meant.

It's kind of a shame about the mission packs, it just seems really odd to me that they are barely even mentioned on Func. I don't think I've ever played a release with mission pack content outside of textures used for a retrojam or something. 
 
There are a lot of mods out there that borrow enemies and gameplay (rotating brushes etc.) from the packs...
As to why there are so few maps made for the packs themselves, perhaps it's an accessibility thing? I have no idea where I'd go to find editor .fgd or .def files for them, nor documentation in general for that matter...

Not that I've really looked, but still... 
My Map 
Terracity uses gremlins. #shamelessplug

But my uber mod will make accessing using mission pack content easy...someday #shamelessplug2omg

There is a link for mispack fgds zip on this site:https://www.quakewiki.net/archives/worldcraft/files/files.shtm 
And Example Maps At The Bottom Of That Page 
 
3rd Post Sorry Sorry 
Just wanted to say that you struck a cord with me because being able to use both mision packs was the original impetus for my uber mod. And I couldn't leave out AD, and so on. 
Qmaster 
What's your uber mod? You got a thread about it yet? 
Still In Development 
Combines totality of features from ID1, Hipnotic, Rogue, Quoth (not latest version), Kinn, and several other mods all under and including AD latest version along with my additions such as my programmable syncronizing robot (megasuper func_train).

Close to feature complete, working on documentation, readme, example map, and finishing at least one of my sprawling maps that uses the mod before releasing it. 
Hmm 
So it's going to be an amalgamation of entities from official Id content and big mods? Lots of different monsters/weapons/textures etc.? 
Re: Mission Packs 
I suppose they aren't used much, because they were never freely available and easily accessible like mods and aren't as versatile. Even now, I'd imagine many players only own the main game, not the mission packs.

Personally, I don't really think it's worthwhile making or re-playing a map a second time in the missonpacks just for some additional monsters or items - only if the experience was substantially different. 
So 
When were they added to Steam? Both the packs are $6 total, easily accessible.

I'm not saying maps should be remixed to be used with entities in mission packs - or other mods for that matter - but it just seems strange that base maps aren't made with a mixture of the guns/monsters that the mission packs include. After all, it's official content. Why miss out on that variety? 
Are Their Any Mapping Tools 
...that allow you to "mirror" brushes? e.g. Make a "flipped" copy of a room or level?

I tend to recall this but it may have been a dream or something from Doom editors. 
QuArK Has Mirror Duplicators. 
 
@mfx 
Shit!

To mis-quote Indiana Jones: "Quarks, it had to be Quarks."

I appreciate all the Quark has to offer -- but the UI is so baffling to me I've never used it to even build a box room. 
Tb Has Flip 
Ctrl+f 
 
Netradiant can do it. You just make a copy, then you can flip or rotate on any axis 
Ericw 
heh.

I use Tb2 everyday and didn't realize that. doh!

Thanks for the responses guys. 
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