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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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Pushplay 
it's a good idea i think. 
Vondur 
OK, I agree, sure you have a bigger experience than me in this domain, so I will take a particular care to make r_speeds as low as possible... As I am beginner in Quake map building, all good advices are welcomed ...
Thanx again...
Bye 
Pushplay 
Think you've got the compression high enough on that image? ;) Half a meg just for a jpg screenshot...

Anyway, I think that's how most people do it. It's certainly easier. AFAIK you only begin to have problems if you can view it from a distance, in which case you'll begin to have z-fighting and artifacts; especially at lower bits per pixel. 
A Question 
By definition an autoexec.cfg is supposed to run automatically right? I can never get them to work in Fitzquake without exec'ing from the console. 
Blitz 
The behaviour should be governed by your quake.rc file... try adding another .cfg file to its list to execute with a name other than 'autoexec.cfg' 
Yes 
the quake.rc file is the only file that really gets run automatically by quake. autoexec and config just get run from quake.rc

here's another one of those useless tips:
if you're making a pak file and want to include special settings, never include an autoexec or config .cfg files because alot of players (myself included) have their own with special commands they like (look at vondurs for example) if you include you're own config and autoexec, you override the player's ones. therefore, to get around this, change the quake.rc to include another .cfg file and put your special settings there.

roar. 
That Was A Half Meg? 
Ooops.

Ok, thanks guys. 
A Simple Question 
I'm not sure exactly how entities count (one entity per each monster, regardless of the amount of that monster?), but I'm wondering this: Would replacing a bunch of monsters that are triggered to teleport (ie, trigger_teleport, monster_whatever and info_teleport_destination) with func_spawns lower a level's entity count significantly? 
Tronyn 
One edict per monster.

Yes.

Also - there is a limit on how many models one can precache, so having multiple func_x's can hit the engine precache limits, because each counts as a separate precached model. 
Clarification 
One edict per instance of each monster i.e. two scrags plus three soldiers equals five edicts. 
You can tell I've been doing a lot of mapping recently, I'm full of questions.

I set up two portals so that each camera looks away from the other portal. And the two portals aren't looking at each other. Is there something about this setup that would make it not work? 
JPG To Texture 
Hello,
I try to create new textures using some JPG photos (converted in PCX files and added into a wad file, with some changes in resolution, color, dimensions, etc..), and when I test the map, my texture (applied to a wall for example) stay very "big" comparing to the player view... (for example an artefact of some centimeter in real live appear to be meters in quake for the player !!)
How can I avoid this problem ?? And what is the heigh of the player during the game ??
Thanx 
JPLambert 
Are the textures sized down to a multiple of 16? Most wall texe's in Quake are 128x128. Smaller textures are 64x64 (like the larger buttons). So like:

16, 32, 64, 128, 256...

I'm not sure what the largest multiple accepted is, someone else should know. But you can do like this: 32 + 16 = 48 so let's say a certain texture works best at 48 x 16... you get the idea. 
Phait 
Yes. I've sized textures correctly... The map building crashes if the textures sizes are not a multiple of 16.. It happends in my first tests...
But how to apply a correct size to texture (when applied to a brush), in order to have a player view as close as possible to reality?
Thanx

PS: For infos I've extracted the Zerstorer textures and there exist a 384x384 texture ... So 
 
Is the texture applied at scale of 1.0? Are you meaning that you want to see more detail upclose instead of pixels? In that case you'd have to shrink the texture, but you'll still see pixels, just probably not as big. 
Phait 
Ah... I didn't see this feature of texture scaling.. I'm going to take a look at the Help file, it certainly has further informations I missed...
Thanx
Bye.. 
Antilights, WAD3 Support 
and other things are now available at http://user.tninet.se/~xir870k .

Any comments are welcome. 
Hmmm. 
you may not want to build a whole level with different texture scaling... for one thing, it messes the lightmaps up something fierce as well as makes qbsp cut up faces more i think.
i tried doing that for a speedmap and it looked awful. mind you the map was pretty bad to begin with... ;) 
LTH 
Dunno if anyone has answered your Q1rad question, if not then here ya go:

"Coloured light, how?"

use the -exportlit cmd line parm when compiling light.

"light emitting surfaces, any way to stop them being so bright?"

No... :( Unfortunately not, it sucks yeah. Best way to get around it is use light textures with very very dark borders so that the visual effect is subdued / eliminated in MOST cases, or use a light texture where the "light" covers the entire texture, with no border etc..

Happy fun whay! 
Btw 
q1rad coolness again, try messing with the "-smooth x" option, its fucking lovely, x=max angle q1rad will smooth the light around, set this at around 25-30 and a 12 sided cylinder looks like a 120 sides cylinder, cool effect! 
Bah 
Radiosity is the sawk, I've gone back to trusty old TyrLite. That said, that 'smooth' function sounds interesting - but I can't be arsed to convert all of my coloured lights back into the stupid format that Q1rad needs, instead of the sensible format that TyrLite & co use. And anyways, I don't really like the light-saturating effect that radiosity has.

Cheers anyway! 
Hmmm 
did you try -bounce 0 and what light brightness settings were you using for your surfacelights? 
 
What's the point of using a radiosity lighting tool with bounce turned off? 
Errr 
so you can say "I make teh map look sexeh MOH YEAH!!!"

like duh... :D 
I'm With LTH 
Doesn't bounce 0 mean no radiosity? I'm confused...

: ) 
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