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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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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 
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