News | Forum | People | FAQ | Links | Search | Register | Log in
Mapping For Quake: TrenchBroom 2.0.x Tutorial Series
My new tutorial series has begun. This is appropriate for total beginners or experienced mappers who want to give TB2 a try (or just a look.) Links and a cheat sheet are available in the description.

Watch here
First | Previous | Next | Last
@damage_inc, Kinn 
Let's move to general abuse. 
Does TB 2 Have Hammer's ALT+RMB Texture Transfer Yet? 
 
Episodes 7 & 8 
@qmaster 
You can select a face with Shift and then Alt-click any other face to apply the selected texture. AFAIK you cannot paint a bunch of textures all at once from the selection.

That may have changed? If so I missed it. Is this what you mean? 
I Believe 
That he's referring to Hammer's texture wrap function. It's a really neat feature that allows you to wrap textures around faces a brush seamlessly. 
^^^ 
Ahh I see. Yes I think Muk0r added a request for this on the TB GitHub a while back. Not sure if it's in or planned.

There have been some additions to the Valve 220 format mode which I have not tried yet. 
Hmm 
Is there documentation on Valve 220? I keep hearing that term thrown around and I don't know what it means in relation to other map format versions. 
 
Texture wrapping works in TB, just select a face and alt-shift click a neighbouring face (or alt-ctrl? All these shortcuts are stored in my muscle memory and not my brain), it's pretty awesome. 
Thanks Bal 
Time to download TB again. 
Yeah 
Just to be clear, this obviously only works in valve220, but I wouldn't recommend anyone use anything other than valve220 at this point. 
Dumptruck 
One thing I've noticed you do is that you don't really explain why you do set up something a certain way. For example, you don't explain why you should pick "standard" for the map type as opposed to "valve". You don't explain why you need to keep your Quake dev folder in the root of a drive. You just kind of tell us that this is how you do it, but it would be helpful to understand why it must be that way, or if it can be changed in some circumstances. 
Sevin 
I think since the tutorials are for beginners, the idea is to not flood them with too many technical considerations and options, and get them mapping and using the tools as fast as possible.
If you stop to explain everything you'll probably lose people as you go. 
@sevin 
Bal is 100% correct. The tutorials are for beginners and every decision starts there.

Also I had originally planned a 9 part series of Quake 101 videos that explained everything in detail before one brush was laid down. Sort of a lecture series. I wished I hadn't dragged my feet on those. (I blame the Xmas Jam!) Once Sleepwalker told me 2.0 was imminent I changed focus.

The reason I haven't mentioned Valve 220 yet is when I started these there were still issues with it. Those are fixed now. When I get to the texturing video I will explain all that. If the user is making a standard map they can convert it easily with ericw-tools. 
Episode 9 
Episode 10 
Episode 11 
Episode 12 
Well Done 
After watching a couple of your tutorial videos I got the urge to make a quake map again. Didn't have this feeling for many years.
Everything is set up and working. We will see what comes out of it.
Big thanks! 
Entities Part 2 
Any chance of adding a link to the .map of the map used for that tutorial? Possibly even in the video's description? 
@Ankh @oGkspAz 
@Ankh You're very welcome - this is why I am doing these tuts.

@oGkspAz When all 4 of the episodes are completed I will post that file. 3 reasons:

1. I know it's probably easier to have the map in front of you but I would prefer ppl to make their own stuff and get the muscle memory down. It's too easy to give upon something that is confusing and copy and paste. I want the viewer to figure it out for yourself.

2. There are some bad things in the map I don't want people to see and think that are okay to do. :)

3. I may add more elements to the map before the end of the series. 
Episode 13 
 
Is it true that Quake always uses axis-aligned bounding boxes for determining when a trigger is touched? I think I remember that being the case, and for some reason it came to mind when I was watching your examples (even tho your examples are on-axis).

If so, it might be worth mentioning at some point that if you have diagonal doors or weirdly rotated/shaped trigger brushes then they're not going to be activated exactly like you would expect. 
 
Looks like the answer to the question is "yep" because negke just mentioned that on the mapping help thread (#19534 there). And he highlighted another potential gotcha -- along with the behavior of rotated/angled stuff, you can also get surprised by the behavior of a trigger made out of multiple brushes.

This is a little inside-baseball but also very unintuitive and hard to debug if you don't know about it, so maybe it's worth covering at some point.

Regardless, keep up the good work. :-) 
@Johnny Law 
Weird coincidence huh? When I get to more advanced brushwork I'll make sure and include this caveat.

To be honest, I have nowhere near this level of knowledge for the hard tech stuff in Quake. I try and research things I am a bit hazy on, and other bits of info are sort of hard coded in my brain after years of messing around with id tech.

Thanks I'm gonna do my best with the limited knowledge I do have to share. :) 
 
It's probably worth asking questions in threads as you find things you don't have good "evidence" for - feeling like you know something isn't necessarily enough. A lot of the knowledge about how quake works is essentially passed down in "oral tradition" (huehuehuehuehe). Not enough of the nitty-gritty practical implementation tips and tricks have been written down in easily discoverable places.

Or you could try reading the entire mapping help thread. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.