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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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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. 
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