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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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You Need 
Two things - the trigger area, which can be any brush, usually painted with a 'trigger' texture so you know what it is at a glance.

Turn that into an entity 'trigger_teleport' and make a info_teleport_destination.

Call the target of the trigger and the targetname of the destination the same thing, it doesn't matter what as long as they're the same.

"my_first_teleporter" or whatever :)

And it'll work. Problem is you won't be able to see the trigger in game - you'll just vanish and reappear at the destination when touching its area.

So you can include another brush there with the starfield texture which will make it a liquid volume, and look like the teleporters in the original maps.

Final thing to remember - all triggers are rectangles, if you include more brushes inside then they will just draw a big box over the top encompassing all of it to make a box.

In other words, prism trigger shape = rectange trigger volume. 
It Works! 
Hooray! Man, I love this feeling :D
However, two issues showed up. The powerups (quad damage and invisibility) don't work. I only used drag&drop, do they need extra attention? The other thing are messed up textures, like when you enter void with noclip. Can it be caused by a leak I've overlooked or something? The map is basically a box with flying ledges connected with stairs and bridges, maybe the box is too big?
Thanks again, I'm having wonderful fun :D 
Powerups 
My guess is that the powerups have fallen out of the level. In game, enter "developer 1" in the console before running your map and you should get a message telling you when they fall out. If so, try placing them a bit higher up - you want to avoid them intersecting the floor. 
Powerups 
Should just work without anything else needed. Not sure what's going on there.

The second issue sounds like the HOM or Hall of Mirrors effect. That means you've got some weird brushes that are making the vis process break.

Look for stuff that's very small. Try not to get smaller than 8 units unless it's for something that's also a func_door, func_wall or whatever. 
 
How big is the box and which engine do you run the map on? Sounds like Winquake choking on a huge box and items disappearing either due to an overflow or because they spawn in midair and drop down from a great height. If this is the case, reduce the size or switch to a modern sourceport (QuakeSpasm). 
 
Or alternatively increase the texture scale of the box brushes to some large number, e.g. 99. 
Weird New Map Problem 
I did a bit of work on my map today and suddenly in the console it's giving this message -

mod_loadtexinfo one or more textures is missing from bsp file

But I have looked around the level and nothing seems out of place? Could this be some kind of limit that I have reached? 
I Think That Was All :) 
Thank you all again, I think I finally got it all working. Now I just need to work on balance and good light, which is pure pleasure :) 
FifthElephant 
Did you remember to list all the .wads in worldspawn? 
OTP, 
I've not changed or added any new wads, been working from the same files this whole time but only in the most recent rebuilds it's sending this message. 
 
Maybe animated textures not having all their frames added? Do you see any checker board replacement textures in the game? 
 
Oh, hold on, what engine is his? Did you just enable developer mode? 
I'm Using Fitz 
But like I said I have only added extra textures from the same wad file (idbase_ultimate). Nothing removed or changed. I enabled developer mode after seeing the message and it lists off a lot of textures but I loaded up DM3 and that also listed missing textures too (but doesn't print the error message)... 
 
Most likely a null texture on some side/back face or rogue brush. Open the map in a text editor and search/replace all instances of __TB_empty with some texture name from the wad. 
 
What's the deal with worldcraft refusing to select certain brushes in the 3d view? Or textures for that matter? I don't ever remember it doing that. 
Nah 
Mine doesn't do that. If there are two brushes in the same place (or with a face in the same place) then you get z-fighting and it is hit-and-miss to select the one you want. That is the only thing I can think of.

Unless you have the dreaded 'hand-symbol cursor over the 3D viewport' bug, in which case you can try and upgrade your graphics driver. That was a problem on some NVidia rigs IIRC. Sometimes just re-starting Worldcraft can fix that one though, or re-booting the computer. 
 
It's neither of those. I was quite literally trying to click a single non-overlapped ceiling brush and instead its selecting some trim brush below and off to the side of it. Turning off hardware acceleration seems to have fixed it. 
Trenchbroom/Toetag Doesn't Build .BSP 
I'm not sure what I'm doing wrong. I haven't figured out how to even begin to comply a map in Trenchbroom yet (I've been testing both editors) and when I try to build one in Toetag it throws up the following error.

Compiling: Full Rebuild

==========================================
QBSP
==========================================

qdir: /Applications/Quake/
gamedir: /Applications/Quake/id1/
outputfile: /Applications/Quake/id1/maps/dquake.bsp
--- LoadMapFile ---
/Applications/Quake/id1/maps/dquake.MAP
6 brushes
3 entities
1 miptex
3 texinfo
forking hull processes...
--- Brush_LoadEntity ---
6 brushes read
111044 meshes read
---- CSGFaces ----
36 brushfaces
24 csgfaces
12 mergedfaces
----- SolidBSP -----
24 split nodes
6 solid leafs
19 empty leafs
0 water leafs
33 leaffaces
33 nodefaces
----- portalize ----
----- FillOutside ----
36 outleafs
---- MergeAll ----
6 mergefaces
----- SolidBSP -----
6 split nodes
6 solid leafs
1 empty leafs
0 water leafs
6 leaffaces
6 nodefaces
----- portalize ----
writing /Applications/Quake/id1/maps/dquake.prt
---- tjunc ----
12 world edges 24 edge points
0 edges added by tjunctions
0 faces added by tjunctions
----- MakeFaceEdges -----
---- GrowRegions ----
6 regions
24 real marksurfaces
12 real edges
--- FinishBSPFile ---
WriteBSPFile: /Applications/Quake/id1/maps/dquake.bsp
************ ERROR ************
Error opening /Applications/Quake/id1/<TApplicationDelegate: 0x10337d0>: No such file or directory

==========================================
LIGHT
==========================================

----- LightFaces ----
extra sampling enabled
************ ERROR ************
Error opening /Applications/Quake/id1/maps/dquake.bsp: No such file or directory

==========================================
VIS
==========================================

---- vis ----
testlevel = 4
************ ERROR ************
Error opening /Applications/Quake/id1/maps/dquake.bsp: No such file or directory

==========================================
Finished
==========================================


It's quite frustrating and it's been years since I made maps for Quake (or tried to, anyway)

I messed with World Craft over at a friends house probably five years ago. It's amazing that Quake has two level editors for OS X yet DOOM has none. So I jumped on it.

Any help would be greatly appreciated! 
Paste That To Pastebin 
Then post the link here. The board software is truncation long lines. 
Main Error 
Error opening /Applications/Quake/id1/<TAppli... 0x10337d0>: No such file or directory

This shows up on both qbsp, vis, and light builds.

The other junk I posted isn't really needed I don't think. Sorry about that! 
It's Still Truncated 
Paste it to pastebin please. 
In Case You Don't Know It 
EvilBunny 
I think that the compiler UI/program is having problems writing to the path, maybe, but you can try these simple steps:

1 - get the tools into a folder on your c:, like 'C:\quaketools\' or something.

2 - Copy your tool's executables to that directory (TxQBSP.exe, Light.exe and WVis.exe preferably).

3 - Launch a command prompt (Start-> Run (or search)-> type 'CMD', press enter, Or Start->All Programs->Accessories->Command Prompt.

4 - Navigate to the new 'quaketools' directory by typing (without quotes) 'cd c:\quaketools'

5 - Save your .map file (from your editor) into this new directory.

6 - From the command prompt you can now run your tools 1-at-a-time. Type 'txqbsp nameofyourmap', then after that you can run vis and light in the same way.

This is the way the tools are supposed to be used, using your editors UI for the tools can be problematic for a number of reasons (Windows UAC for example). 
Error Pasted 
http://pastebin.com/0K5Xj3DE

I hope I did that right. I had no idea you were talking about a website. Sorry again! :X 
For RickyT23 
Thanks for the suggestion. However, most of those instructions are rather foreign to OS X. I could look into it further, though. 
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