News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
Moon 
Make sure you have all the faces of a sky brush covered in a sky texture. 
 
Find LordHavoc on irc.anynet.org and tell him :-P

Tx vs Tree: Tree always worked well for me, but I agreed to switch to Tx when it came time to choose a compiler for BSP2, simply because everyone else seems to use Tx and I wanted to avoid an unnecessary conflict. Greg lewis did good work with Tree but MH said the code was pretty messy when compared to Tx.

Tx compiles all my maps fine, and the BSP2 version compiles all RMQ maps just fine and supports proper bmodel rotation as well.

I guess the BSP2 tools should be in the RMQ Demo 3 as well as the engine, but we should make it clear that these tools / that format is experimental. 
Yeah 
But they are things that the community has been wanting for a long time - "no limits" mapping with colored light support, proper rotation (qc dependent) multi-threading as standard and a few other features.

See no reason not to include them, even though they are beta. 
Woot 
mh mentions on his blog that high resolution lightmaps are becoming a possibility in Quake due to some new tech he has written.

Just wanted to say FUCK YES PLEASE to that, the sooner the better :D 
Oh Yeah 
Forgot about that one. 
 
I appreciate the dry humour there. 
Stop The Fighting Start Uniting! 
Is there any way to stop Quoth monsters infighting? I know knights of any kind wont fight each other, would like to have base monsters behave the same way and dont agro at their enforcer brothers. 
Don't... 
.. put them in the same room :P 
Netradiant - Cant Load Textures 
Im using netradiant to map for quake1 but i cannot find away to load a texture directory. What does work though is if i load a map and have the textures available at the correct dir on disk. Then the textures for that map is loaded and i can use those. Am i missing something in a cfg file? 
 
Netradiant looks for wads in
quake\ID1\ 
NetR 
Thx works like a charm now 
And Also 
If you mean when the map is compiled and played the textures aren't there, you need to make sure the texture wad is listed in the map file so bsp can find them. NetRadiant doesn't add this automatically like Worldcraft did. It goes in entitiy 0, like this:

// entity 0
{
"classname" "worldspawn"
"message" "Wishes 2011 Edition"
"worldtype" "0"
"sounds" "10"
"wad" "c:\quake\ID1\rk_quake.wad;c:\quake\ID1\quake101.wad" 
Trigger_counter Doesnt Count... 
I have 2 ogres that target a trigger_counter. There is a hellknight in that area also. Sometimes the hellknight will kill one of the ogres and then the trigger_counter doesn't fire its target. What causes this and is there anyway to fix it short of removing the hellknight? I can't make the HK target the counter also, because it's already got a path_corner target. 
 
are you sure it's not firing it's targets?
the counter code will always fire it's targets, regardless of who the activator is, but it's only the message that doesn't print if the activator isn't a player. (so if you're firing a relay with a message, the message on the relay won't display either). 
Cooperative Effort 
Quoth offers a way round this if you turn on the broadcast flag on your trigger_counter. Broadcast makes the counting message appear to all players connected to the server (the default behaviour only prints the message to the player who got the kill, hence no message to anybody if a monster gets the kill) and is designed for Coop. Happily in single-player the only difference it makes is to fix the above abnormality. 
It May Just Be Some Random Quirk... 
I've run into a lot of odd stuff over 4 years of playing around with this level. So I'll test it some more before I throw it out completely. It's not the messages, they're turned off.

There are two Ogres that (are supposed to) fire a trigger_counter once both are dead. That trigger_counter then activates some Scrags (3), which (via a second trigger_counter) open a Door - once all three are dead.

It's pretty obvious when the door doesn't open, it stops any further progression.

I prefer the effect of the HK at that spot, but I'll probably change it to an ogre to avoid any in-fighting issues just to be safe. 
Checking 
So do the scrags activate? What happens when you kill them? 
 
Quoth supports target2, target3 etc fields, so you could make the HK target the counter as well.

A hacky workaround for situations where things don't work if the activator is not the player - usually centerprint or waking up other monsters - is putting a large activatable trigger (info_notnull hack) in the area and make the counter fire that. It'll activate the trigger which is then touched by the player and everything's fine. This isn't necessary for opening a door, though. 
Monster Path + Tager 
By the way, in case someones didn't realize, monsters on a path can still fire a target upon death as long as it's the same targetname as the path_corner they're initially linked to. 
Trifecta 
And in a case like Rick's, a trigger_relay with the targetname of the monster's path_corner which then fires the counter. 
 
The scrags have never failed to trigger the door (bridge). Here's a screen shot of the area in question.
rick0001.jpg

So this morning I try like 10 or 15 times always getting the HK to kill at least one of the ogres and the scrags got activated every time, no failures.

I didn't know the HK could also target something and still have a path. That's actually how I wanted it to work in the first place.

Player kills HK, ogres get mad and come to attack. Player kills ogres, then here come the scrags. Player kills all the scrags and then the walkway extends.

I will try it that way first. I don't really know what to think since I can't seem to make it fail now. 
 
that happens to me sometimes-- i'm trying to track down a bug and i get so into it, i either fix it without noticing or the problem was caused by something else entirely. 
Mapping In Linux 
Sorry for posting this out of the blue after not posting anything for ages and expecting help :)

I've been thinking that it's about time I tried to finish up a couple of my old maps since I did a lot of work on them and they were not far from completion. Unfortunately, Worldcraft runs like ass on my Windows laptop for some reason and I'm mostly using Ubuntu now anyway so would prefer to stay in Linux if possible.

Since I converted mostly over to using Ubuntu I can't easily use an editor that I would like, and in fact I don't even really know which editors can be run in Linux. Today I wanted to use Photoshop without having to boot up my Windows PC so installed Wine, which led me to trying to run Worldcraft. So far I haven't been able to get it working properly (1.6a has direct3d issues, and I can't get Quake Adaptor installed because it checks the location of the WC install and won't let me continue) and was wondering if anyone here had any suggestions for Linux mapping. Should I just suck it up and try Radiant (does it work for Q1 in Linux?) or is there an easy way to get WC3.3 or Hammer working?

I always wanted to make my own editor to be honest, but I don't really have the time, skill or patience to do so :/ Would be really awesome to make one for WebGL like Warren attempted some time ago. Unfortunately, the intel graphics card on my Thinkpad isn't recent enough to support WebGL :( 
 
Quest of course! Seriously though, a linux build of GtkRadiant 1.5 or Netradiant would be your best option. I think Netradiant has pre-compiled builds for download so you should probably try that first. 
When You Install WC3.3 
You need to set the installation path to:

program files\worldcraft

instead of:

program files (x86)\worldcraft

Then it should work. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.