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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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Hm 
So its quite possible I just hit the limit with bmodels.

I don't have that many, but I haven't actually vetted the ones I'm using for vertex density. It's possible they've got lots of redundancy.

I tried removing certain lumps of geometry but not yet taking out entire lumps - that's next on the list. I'll give the 'big box' method of elimination a try as well.

In either case I suspect I'll have to either use external bsps or go to bsp2. Possibly both.

Thanks! 
Fog Trap 
Had an idea for a blindness trap for the player.

trigger_command
fog .9 0 0 0
Used Quoth


Map file
http://www.quaketastic.com/upload/files/single_player/maps/flashbang.7z

Another one e1m1 with a speed power up.
http://www.mediafire.com/download/tb0t1vaw3bxhz67/pwrtest.7z
Also uses Quoth mod 
 
v_cshift makes more sense but i wouldn't mind seeing a silent hill darkness fog effect. 
Did Something 
Similar but as a spell cast by a monster, using the shambles darkness effect when it casts lightning.

Worked pretty well, but unfortunately didn't really gel with the monster in question. 
 
yeah, i never understood what that was all about. at first, i thought it was just some graphical glitch to do with the lightning. 
I Reckon 
it'd work well as a direct attack, say, a special type of voreball that if it hits you leaves you blind for a duration. 
Small Q 
a simple question. how to carve shapes in other brushes? for instance what if I want to create a door port in the wall... do I have to create all the blocks around it just manually? 
 
it depends on the editor you use.

better do it manually, carving usually leads to problems at some point. you can use splitting/cutting tools fine however, at least unless you do weird 3D angles. 
 
i'm using trenchbroom. so is there anyway to put one shape in another and cut it out of it? 
 
oh nevermind, got it. 'c' is for cutting. 
Yeah 
'Carve' refers to subtracting one shape from another automatically, and usually means that the resulting geometry is a mess. 
By Mess 
I mean it might look ok, but won't compile without leaks or holes.

The 3 point cutter in trenchbroom, combined with shift dragging faces (kind of like extrude) should be enough for you to make most things you want pretty easily. 
Carving Saves Time Sometimes 
Anything but box shapes causes problems using Hammer. If you want to add light textures to a ceiling for instance. cut/paste/carve/repeat is a nice fast way to do it. 
 
what's the precached model limit in Fitzquake/Quakespasm/RMQ?
In glquake it's 256 (this includes map bmodels) 
 
nevermind, i suck and can't read the FQ documentation that clearly says it's now 2048. :P 
Quake 1 Episodes 
Hello, I'm new to mapping for Quake but have picked it up rather quickly. I would like to know how I'd go about making a .pak file instead of just single maps, like creating a whole episode. I've no idea how to make an episode and any help will be much appreciated. Thanks! 
 
I use pakscape: http://eliteforce2.filefront.com/file/;1327

You drag and drop folders and files in just like winzip. 
 
All that .pak files are are just .zip folder style containers with files in. :) 
Thanks. 
Ok, got it. Thanx guys! 
Just To Clarify 
AFAIK, pak files are not renamed zip files. Pk3 files are, though. 
Zip Works For Pak 
 
Err, No 
It doesn't. Try it. 
Custom Engines 
It probably works in some custom engines, if they support the pk3 format then they probably support it even if the extension is wrong - particularly because it offers compatibility with the pakN.pak automatic loading scheme. But I agree with SleepwalkR that most engines won't cope.

Fun fact: Fitzquake (and so I assume most other engines) will read any mdl, bsp or spr file correctly even if you name it with one of the other extensions. I haven't found a practical reason to do this other than confusing people, but it's neat to know.

Apologies to Flesh420 for all this mad, unneccessary and contradictory posting, please ignore everything after necros's reply! 
 
pak is the same thing as bmp 
Jump Height Difference? 
I'm banging out a remake of DM-Stalwart from UT99 to brush up on my brushwork (har har) and I noticed just by chance that a ledge I had made was able to be jumped on in Darkplaces, but not in Quakespasm. I changed to Quakespasm because it doesn't fudge the lighting (I spent time on that lighting!) and it looks like it's fudging the player physics too. Is there something I'm missing, or does Darkplaces have buggy/improper player physics? 
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