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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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Are you talking about teleporting in scrags? Why are they awake before they teleport in the first place? 
 
All monsters are woken on map start. They don't have their own teleporter each to save entities and make for a slightly more random spawning effect. I might put a door behind them that slowly pushes them into the teleporter, or just leave it like that as they apprently all do spawn eventually. 
\maps\smqx11_drew1a.bsp: No Such File Or Directory ??? 
** Executing...
** Command: Change Directory
** Parameters: C:\Program Files (x86)\Steam\steamapps\common\quake


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.map" "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.map"


** Executing...
** Command: c:\program files\worldcraft\quaketools\nomapversion.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a"


** Executing...
** Command: c:\program files\worldcraft\quaketools\txqbsp.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a"

TxQBSP 1.12 -- Modified by Bengt Jardrup

Inputfile: C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.map
Outputfile: C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.bsp
------ LoadMapFile ------
Title: "Infiltration"
9818 faces
1621 brushes
515 entities
127 miptex
1569 texinfo
Added 26 texture frames

Building hulls sequentially...
Processing hull 0...
------ Brush_LoadEntity ------
----+----+
1487 brushes read
------ CSGFaces ------
----+----+
9010 brushfaces
7010 csgfaces
6320 mergedfaces
------ SolidBSP ------
7009 split nodes
2984 solid leafs
3888 empty leafs
138 water leafs
14284 leaffaces
13054 nodefaces
------ FillOutside ------
1548 outleafs
------ MergeAll ------
4866 mergefaces
------ SolidBSP ------
----+----+
2636 split nodes
1197 solid leafs
1341 empty leafs
99 water leafs
7706 leaffaces
5761 nodefaces
------ Portalize ------
1440 vis leafs
4711 vis portals
------ Tjunc ------
5582 world edges
20228 edge points
4337 edges added by tjunctions
0 faces added by tjunctions
------ MakeFaceEdges ------
----+----+
------ GrowRegions ------
************ ERROR ************
Entity with no valid brushes or textures on line 15942

Elapsed time : 0:04

Peak memory used : 8.2 MB

** Executing...
** Command: c:\program files\worldcraft\quaketools\vis.exe
** Parameters: -fast "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a"

---- Vis 2.31 ---- Modified by Bengt Jardrup

************ ERROR ************
Error opening C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.bsp: No such file or directory

Elapsed time : 0:00

** Executing...
** Command: c:\program files\worldcraft\quaketools\light.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a"

----- Light 1.43 ---- Modified by Bengt Jardrup

************ ERROR ************
Error opening C:\Program Files (x86)\Steam\steamapps\common\quake\Id1\maps\smqx11_drew1a.bsp: No such file or directory

Elapsed time : 0:00


any idea what is going on here? I have done very little since the last compile, when this worked just fine. Added a door with a clip brush. 
 
It needs at least one brush with a visible texture. Clip brushes in funcs only work if the boundaries are defined by visible brushes. 
The Reason There Is No File Or Directory Is Because 
The TxQBSP program failed with the error:

Entity with no valid brushes or textures on line 15942

What you need to do is go to Map => Check for Problems

Then you need to scroll to the bottom and look for something like "entity with no brush". Highlight the error, then click on goto, close the dialogue and press delete. When you press 'goto' or 'mark' (i forget), it will send the 2D view to the middle of the map. 
Thanks Guys, Thought It Might Be The Door 
 
One More Possibly Stupid Q 
I want 6 buttons which will target a trigger_counter. but I want each one to also target an info notnull explosion. I know in Quoth I could simply make target2. Should I be relying on relays here or what? 
Drew: Yes To Relays 
You'd need to give each button a unique target and give the notnull the corresponding targetname. You'd then need six relays each triggered by one button, so that all the relays target the counter. Each relay has a different targetname, but the same target. 
 
Are you using Quoth or not? :E 
2 Unit Brushes Versus Qbsp 
some of the face-coordinates are too close together, and may cause troubles for some build-tools

error Quark6.1 ~ QBSP
If I ignore it compiles fine.
I couldn't find it in ToolTips.

I have some small brushes on lights that are ore only 2 units. If I turn them into func_wall they may be no problem for vis but then I loos my light additions.

What can I change, surround it with a brush clip? 
Muad'Clip (Children Of Duh) 
Re: scrags vs teles
Apparently flymonsters need a little more room to move for said setup to work. The teleport triggers were 8 units wide and placed against the wall. Making the room some 32 units longer, so they are now more in the open, allows the scrags to touch them properly when flying in the direction of the player. Seems they clip differently to the world than walkmonsters or something. 
Thnx 
prbly wont do it anyway though 
Ugh 
this is supposed to be an SM but still having problems here. a trigger, which was targetting a door, is no longer targetting a door. It is set up to do so as any other trigger would be, but it isn't working. any suggestions regarding what could be the problem/questions that might help? 
 
door_dont_link on/off on the doors in question? that will be 90% of the problems with doors. :P

also note, linked doors with a target on each will trigger multiple times, just like unlinked doors.

linked doors with the same targetname will have problems too. i think they just don't open if there's an even number of doors. 
Yeah 
That's probably it.

A normal door without that flag looks for any other door touching its trigger area, and links it's movement to it.

If it's targeted by a trigger then that breaks. 
 
Not its trigger area, only the actual brushes. But yeah, when in doubt always set door_dont_link. 
Door Don't Link 
is set.

I have tried rebuilding the door. I have tried rebuilding the trigger.

I cannot figure out what it is that I changed to make the scenario which initially worked stop working.

there is a trigger once in front of the door in question, meant to trigger it. Aftewards, an ambush is meant to launch. After six buttons have been pressed, the aforementioned door is meant to lower. doors are not set to link, the door revealing the ambush monsters has a different targetname.

This is officially NOT a speedmap any longer. this sucks. 
 
Probably something that's too obvious to easily spot. Check angles, lip, wait, toogle, targetnames, other doors that might reach there in their extended position etc. 
Yeah 
I'm gonna take a break and see if it becomes apparent next time I look at it. if not, fuck it, I will streamline. 
There Are Two Great Scraps From Czg 
czg05 & czg17, maybe we should start some competition to finish these maps? anyone? or negke should look at them, or maybe czg himself could make it. (please czg) :)
i tried to combine two maps into one proper map, but i stucked for lack of inspiration for almost three years now. 
 
i'd sure like to see something made out of czg05 scraps. or even just with lunaran's doom textures. 
Yeah 
that shit would have been incredible. that scrap as it is is pretty incredible, actually. 
SKIP And DarkPlaces 
Skip as a visiblity blocket does not work on DarkPlaces as its traceline hits surfaces, not solids in the bsp like regular engines. It still clips, but monsters can see through it.
Skip should only work if it unlinks the texture from the leafs, which the current ones don't.
There may be a DP gameplayfix (default off), but it's uncertain.

So... once again DP fucks us over. >:(
No doubt it's all logical and technically correct, but as so often incompatible to 'standard' Quake engines. 
Well... 
Current skip tools are built on a hack, which only works if your engine follows closely to how stock engines handled BSPs. (for example, Fitzquake 0.75 doesn't support skips because I didn't know about them at the time. (Fixed in 0.80.))

So it's not really darkplaces' fault that the hack fails, unless LH considered it a priority to support levels that use it (which would be nice, but then again skip is more of a mapper thing, and Lordhavoc lives more in the modder world, and things that are important in one community are sometimes not even a blip on the radar in the other community.) 
 
Yes, that makes sense.

I always consider the old stock engines as benchmark for all things Q1SP and I can't recall a single map of mine where I wasn't screwed by DP in one way or another. But then the response is all "don't use hacks then, use qc" and I'm wtf, mind the roots, even though there's some truth in it. It wouldn't be much of problem if the engine was only popular among the modders, but unfortunately every other newbie uses it as well which can easily lead to confusion when encountering such an issue. Oh well.

Just posted it as FYI to keep in mind the people here if using skip in their maps. 
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