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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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Play_sound_triggered 
is the 'toggle' flag a spawnflag? I tried setting a key/value of 'toggle' '1' and it didn't do anything. (each triggering of the play_sound_triggered causes another instance of the loop to start). 
 
yeah, 'flag' is spawnflags (not 'flags', which is also a var, but used internally by qc).

as for the compiling gui, it's just to save you time from making batch files. 
Er 
Will you please explain exactly how you tried to use a command prompt? There is no way that a command prompt wouldn't work if you are using it properly.

We need to start off with the basics here I think.

Copy your .map file into a new directory on your c: called "qbsp".
Put your TxQbsp.exe in the same folder.

Open a command prompt (click start, then type cmd in the search/run bar at the bottom of the start menu).

Then type in the command prompt:

cd c:\qbsp

then type

txqbsp yourmap


Then report back here as to what happens. 
 
everytime I put in:
...desktop\maps\txqbsp.exe test

It says, there was an error.
There error says that there is no such file or directory. 
 
when the test.map (as you called it) is in the same directory as txqbsp is, it should work.

when you try to test qbsp with the command "test" it won't.
Just giving the qbsp command without a map of string compiles a qbsp_log.txt with all possible commands one can give.

So if there's an error or file mising at least you can try to see if qbsp compiles a log.txt
then you can try to search for your map and see if it is there in thre same directory.

As winxp and higher don't use dos commands anymore, you might try to make a sublink to qbsp file, and there specify your argues like

program > txqbsp your map. 
 
now its telling me "No world brushes on line 1" though im hoping thats just the map problem now?? Sorry for being so bad at this kinda stuff but im new to it 
Well Dont 
Do what I tell you! Put it in either c:\quake\id1\maps

or

c:\qbsp\

and then type either

cd c:\quake\id1\maps

or

cd c:\qbsp\

and then we'll talk 
 
I got it working. It turns out I guess the compiler I was using was screwed up or something, but I replaced it with the one you gave me Ricky, thanks guys. 
You're Welcome 
you heard the boss.
do what he tells you.

and be glad he didn't gave you qmap.


Hah! 
Snow Textures 
any wads besides rune.wad that have any? 
Burmal Quest, I Have Some Hexen Snow Textures 
You'll have to use texmex to get the burmal quest textures afaik. I'm working on some custom snow textures, based on some hexen 'german medieval' textures. 
 
i'll have to look over hexen textures i guess, i didn't remember there were any. thanks!

looking at the screen, that looks like the hexen textures right?

don't really tile all that well, do they? :S
will have to experiment. 
... 
looking at the screen
referring to the screenshot of brumal quest (alk15) on quaddicted. 
 
Daikantana has good snowfiles. I can remember there was a daikantana.wad on quaddicted. 
Actually 
There are 4 daikatan texture set, one per episode.
You will need DKT3.wad for snowy texture ;) 
Thanks! 
forgot alll about dkt! :D 
Osnow.wad 
ogro + snow

it was in a dm map a while back. long while back actually. i can't remember for the life of me who it was by or what it was called though :( 
There Are Some In Here: 
Found It! 
 
looks like that map was made for glquake clients... fullbrights on the snow kind of ruin the look now. :P

still, not too hard to palette swap a few pixels around. thanks :) 
Rj 
Still need those Ogro textures fixed for fullbrights? 
Ooh 
yes please! do you have them or need sending? 
Send Me The Ones You Need Fixed 
and I'll give them a try. 
Rotating Entities Again Again 
Cause they're everyone's favourite. Hipnotic ones of course.

So I'm trying to trap the player in what is essentially a rectangular room that's rotating on a point at one end, and after a lot of fiddling I've got it down to just having a lot of narrow movewalls. The problem is it works for the longer walls sections, but if they run all the way to the end (furthest from the point of rotation) they easily push the blocks out of the way and fall out. Any thoughts? :E 
 
hmm okay I've done a bit more investigating, and it seems like the problem is corners. As soon as the player is pressing on two walls on opposite sides they push them apart... guess I'll have to rethink this sequence :E 
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