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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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GtkRadiant Shortcut List 
Thanks, Have Saved 
although interesting that [ and ] are listed as grid up/down, as that's how WC does it too but it didn't work when i tried it (gktr 1.5)

one thing i do like is spacebar to clone; feels nicer than shift-drag 
Rj 
with the texture alignment intact?

This I admit I don't know... need to give a try.. eh ! 
 
Do skipped faces still cause a slowdown when their lightmaps are updated? 
Yes 
at least when using the standard "skip" tools.

If there's some magical qbsp that removes the faces and their lightmaps from the bsp file, then it would not cause slowdown. 
 
Rats. Thanks though! 
 
But, I guess if your skip texture is scaled way way up, then it will still speed things up right? Since that face will have less lightmaps? 
Static Entity & Light 
After turning my static entity of the tessla coil in game only Fitzquake has the brightened light model option.
Playing it in glquake or joequake gives the darkened bolds as black lightning.
I know the models are always bright in Fitzquake, other engines not.

Is there a way to make them bright lightened too?
I used the overbright pallet for skin, but in game they turn black again. 
I Did Two Entities Light 
{
"classname" "light"
"spawnflags" "1" // start_off
"target" "t1"
}

{
"classname" "light"
"target" "t1"
}

If I specify the same target, the two lights initially are turned off. If the target is different, then everything is fine. Why is it so? 
 
Each unique targetname on a light is mapped to a lightstyle. Lights of a style turn on/ off as one. Same targetname means same style. 
Ok, Thanks 
 
R_speeds In Quakeworld? 
What kind of poly count should i aim for in my maps? ok/max values?

At what point does it start to not draw brushes? 
 
"func_door" without "targetname" property. Function "LinkDoors" (doors.qc) create a trigger for opening the door. But the trigger box is big and I did trigger_multiple. But now the monsters can not open this door. Can it be done in a different way? 
 
yes, i believe you can replace the trigger_multiple with an info_notnull brush entity, and give it a touch key 'multi_trigger'. and set up the rest of the keys like you would a trigger_multiple. 
 
I tried to do
{
"classname" "info_notnull"
"target" "func_door1"
"touch" "multi_trigger"
"solid" "1"
}
This is not working. I also added a "use" = "multi_use" but it did not work too

I tried
{
"classname" "info_notnull"
"target" "func_door1"
"touch" "door_trigger_touch"
"solid" "1"
}
It does not work either. I can set all properties for use "door_trigger_touch", but I can not set property "self" as done in the "spawn_field" (doors.qc). Other ideas? 
 
It also needs "think" "InitTrigger and "nextthink" "0.2". No "use" or "solid" field. 
Err Wait 
It does need the "use" field as well. 
Don't Understand 
{
"classname" "info_notnull"
"target" "func_door1"
"touch" "multi_trigger"
"think" "InitTrigger"
"nextthink" "0.2"
"use" "multi_use"
}
It's not worked. And for player too. 
 
did you put a brush in the entity? 
Yes 
 
 
try giving it a positive wait? 
Wow! It's Worked! 
necros, negke great thanks! 
 
...and this worked without "use" 
Maybe A Stupid Question 
Is it clever to change all clip brushes in a map into (one) func_wall?
This for vis time shortening. 
 
clip brushes have no effect on vis afaik. Only brushes that are in hull0 (the visible hull) effect vis.

If you are talking about putting SKIP textured brushes into 1 func_wall, you probably could without it mattering too much since they are invisible anyway (so flickering is irrelevant).
Skip textured brushes in the world DO affect vis since they are only hacked to be invisible, but are still part of hull0. 
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