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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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Regioning 
It's a little awkward to use at times, but it does the job. Using this, you can still hide stuff within the selected region, so it's better for that purpose. It's also a good idea to make a shortcut for "Region off". 
Brush Number... 
at least some compilers will give an error with a brush number, this lets you find that brush. How else you gonna find it? 
Didn't Think Of That. 
But any other time it seems silly. 
 
that does sound handy. the other way is to go to the given line number in the map file (in a text editor) make a note of the coords and find it that way, which is a bit long winded 
Neg 
sikkpin's radiant has alt+x, alt+y and alt+z to the different axis regions and then alt+o for region off. nothing like that in gtkr/netradiant? 
Regions 
Did I understand it correctly that a region will only display what's already in the view? Is that only a performance enhancement? Or does it reduce visual clutter in any way? 
 
it reduces visual clutter, yes. when you turn a region on, everything outside the region isn't shown. 
But What 
defines a region? How is it then different from a visgroup? 
 
necros: Not by default anyway. Only for turning brushes into a region, not for deactivating it.

SleepwalkR: You select a bunch of brushes (=a certain region of the map) and the rest will not be displayed. For example, if you have a multi-story building but only want to work on the upper floor, you can make that a region so the 2D top view is less cluttered. It's like a negative hide function. 
Cool 
Thanks for explaining. 
 
QuArK's system is the best though. You can organise your map in a "folder tree". You have folders in which you can put your brushes and entities. Those you can then make ignored on building, hide, gray out, make unselectable etc. Could not be easier to organise complex maps. 
 
How Do Those 
get stored? Are they hidden in comments in the map file? Or is there an extra file next to the map? Or does Quark have its own format? 
 
It has its own map format, .qkm (binary I think). When you tell it to build, it saves a .map file. You can also always save as .map but then you lose those groups and some other features. 
Hmm 
I wonder why they don't just save their extra info as comments in the map files. 
Yeah 
quark really has the best way of organizing stuff. from what i remember when i worked on hl2 stuff, the wc visgroups are ok, but they aren't as easily managed as quark groups are. 
 
I use groups only if I really have to. Otherwise I use Cubic Clip. 
Heh - I Just Dont Use Them 
Sometimes I have to grab half of the map and hide it, but there's no control over it really, I just use rectangle select and hide half of the map. 
 
Does anyone know how to compile maps right from the Netradiant menus? Is that even possible for Quake 1? 
 
You need to edit the default_build_menu.xml file in the q1.game folder. 
 
No output in the console thing. Is that possible with hmap2 or any of the linux build tools? 
QC Error In Coop Mode 
I'm stumped here. In coop mode (or to be more precise anything with maxplayers > 1) one of the hacks in Mappi2 causes an error that crashes some engines. The culprit is a customized notnull door entity (of the generator cables - the purpose was to make it nonsolid) which becomes erroneous when more than one player slot is active, because this change in the edict list invalidates the entity's owner field.

I worked around it by changing the entity in question to "use" "func_wall" with "owner" "1" so that it only appears when triggered and is nonsolid at least for the first player. This setup works fine in coop mode.

However, for a reason I don't understand it still causes an error in coop if the berzerker mode (=axe only) is enabled. Not only when the entity is triggered, but already on mapstart. The game displays then a "door_fire: self.owner != self" and the cable doesn't appear.

Any ideas why that could be? Does the removal of the shotgun for the first player mess with the edict list, too? It seems so as there's also a 'walkmonster in wall' warning from a vore inside a func_wall (set to be his owner). But why only with maxplayers > 1?

mappi2tmp.zip 
"owner" "1|2" 
Just throwing it out there. Probably won't work. 
Hmm. 
You've got yourself a tough one there, but the question that I'd want to investigate first is not why it's breaking in berserker mode, but how you're getting away with it in the other modes. There is no way that you can run door_fire if owner is anything but self. Have you assigned door_fire to a particular field yourself? 
 
I didn't use door_fire anywhere. However, could it be related to the other (now only) door hack in the map: the water from the bucket puzzle? For the warning message does not appear on Easy (where said entity is flagged out). When the maps starts in bezerk mode, a script is run that activates and removes a whole bunch of entities including the water door.
Not that it would be any less strange. 
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