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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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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 :) 
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