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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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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 
 
in my experience, it's best to stay away from what you're describing because func_movewalls are just not that reliable when implemented that way.

as you've noticed, if two movewalls are pushing the player, the collision can't be resolved properly which allows the player to sort of wiggle through between them.

the best you can do is to make them insta-kill, either with straight up high damage or setting the movewalls to damage on touch rather than block. 
 
Yeah I'll have to just bin the sequence, or rather, use it later when I can just place it over lava so there is no need for walls anyway. With the area it's set I can't really just kill the player if they touch it :(

Oh well, the section should be fun as it is anyway :E 
Uh 
There is a way of doing it without movewalls. Never used it myself (yet), but;

http://kneedeepinthedoomed.wordpress.com/page/3/

Scroll down. You'll need to do some legwork and use a custom progs though. RMQ will work, but the gameplay changes maybe aren't what you're after.

What you're describing sounds like the opening bit of The Pit and the Pendulum... 
Using Quoth... 
...so can't really use any different progs.

I'm over it now though, it's just another thing to add to the 'do in a later map' pile, which is getting pretty big now :E 
Messages In Fitzquake 
Just trying out different engines at the moment, and Fitzquake throws up a fair list of exceeded warning messages when loading my current project. Nothing is crashing or glitching, but I'm curious as to what a couple of them are:

marksurfaces
signon buffer 
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