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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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Oh god, that guy rambles so much

the main reason i wish video tutorials would die in a fire. :\

most of the people who do them know what they are doing but they usually have annoying voices or can't seem to string more than 3 words together without saying 'um' or somesuch, or their mics suck or all kinds of things that make them irritating.
i remember having to put up with tons of that when learning D3. 
You Can Cycle Modes 
by clicking the buttons in the toolbar (i.e. the ertex button, the clipping button), rather than learning the key combos. I click the buttons ;)

And yeah, the guy rambles, I just picked the vid from random really, just wanted to find one which explained the vertex and clipping tools :) 
There's A Tutorial On Using Wc 
At the qadapter page. http://quakeone.com/qadapter 
Well 
there is a great tutorial about WC included with the program. Just klick help or so. 
 
Then teleport him into place when the player reaches the area.

Actually that is something I don't know how to do, trigger teleporters like that. 
Eh? 
You just place him (or any other monster for that matter) inside a regular trigger_teleport and have a trigger_once or any other entity target it to set it off. 
Yep 
Teleporters start off if given a targetname. 
Make Your Teleport Brush 
Tie it to the entity "trigger_teleport".
Position your monster inside the trigger_teleport.
Give the trigger_teleport a key "target" with the value "yourNastyAmbush"
Give it another key "targetname" with the value "triggerYourNastyAmbush"
Make a trigger_once trigger and put it where you want the player to be when the monster appears.
Give the trigger_once a key "target" with the value "triggerYourNastyAmbush"
Put an entity "info_teleport_destination" where you want the monster to appear, and give it the key "targetname" with the value "yourNastyAmbush".

So now when the player touches the trigger_once, it will fire and trigger the tigger_teleport to send the monster to the info_teleport_destination.

Nne of these entities will be visible in game, except for the monster!

This is the way it is done using original ID progs. If using Quoth you can just give a monster the flag "spawned", and when triggered (when a trigger_once has a key "target" with a value equal to the monster's key "targetname") the monster will appear.

If you noclip outside some of the original Quake maps from id you will notice that there are dark rooms outside the map, and if you go in them you will find they are full of monsters waiting to be teleported into the map. 
Ah 
I thought spawn rooms were used slightly different, didn't know teleporters could be targetted like that.

I'm just being dumb again, okay. I should have done more with regular progs :) 
 
So yeah, I figured out how to use it, but I can't compile my map with it. What do I need to do to? 
 
That was me, I had a brainfart, sorry. 
Save To A .map File 
Run your qbsp, vis and light from a command prompt.

Make dir on c: called "mymap"

Save your .map file there

Put all your tools (TxQbsp.exe, WVis,exe and Light.exe) in the dir.

Load a command prompt (in windows click start, then type in the "run" or "search" bar:

cmd

Press enter.

Command Prompt appears! :)


type:

cd c:\mymap

then type:

txqbsp yourMapName

then type (eg):

vis -fast yourMapName

then type (eg):

light -extra4 yourMapName

Your compiled map would now be in the c:\mymap\ DIR. 
Links For Tools (the Best Tools IMO) 
The Manual Way 
The build menu is customizable, but I never bothered with it for Q1. Just do it the oldschool way by opening a command prompt and run the compile tools manually. This way it's also easier to catch warnings and error messages.

And remember to add the texture wad path to the map's worldspawn entity.

Which version are you using anyway? 
Hm, I'm A Slow Typer 
 
 
I'm using 1.5.0, since that's the latest version. 
Ok (so Am I) 
I recommend getting the latest nightly build (2007-04-26) from the SVN then, in case you only took the installer. 
This One 
http://zerowing.idsoftware.com/files/radiant/nightly/1.5/GtkRadiant-1.5.0-2007-04-26.msi

And check out the key shortcuts in the manual. They will make your life A LOT easier. 
 
I did. They do make things easier. It's still not as simple to use as QuArK, but on the other hand, it doesn't habitually corrupt a brush every 20 minutes or so. So all in all, it's a good trade-off. 
Might Want To Try Netradiant 
It's pretty much just a version of gtkradiant, except that it's actually still being updated. 
 
on the other hand, it doesn't habitually corrupt a brush every 20 minutes or so. So all in all, it's a good trade-off.

Thanks for that :) 
 
It's "Jardrup" dammit. Stop raping a good Danish name. 
Swedish 
Like that Tom Green song... 
 
sorry 
While We're At It 
I hate if English-speaking people misspell foreign words with e and i according to their pronounciation, e.g. Weiner or Einstien. Fucking jerks. You hear that, Ritschert????? 
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