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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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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? 
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