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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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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? 
Greybox Texture? 
Also curious if there's a .wad floating around with greybox textures. I'm using one of the tiled floor patterns from the stock textures, but I've seen plenty of screenshots where prototype maps have a few differently colored grids as placeholders. 
 
The physics in Darkplaces and Quakespasm are different. This is because Darkplaces is based on the Quakeworld engine, whereas Quakespasm is based on the netquake engine (What was originally dosquake->winquake->glquake) 
Target? 
Which set of behaviors should I target? Quaddicted recommends Quakespasm, so I suppose it'd be safer to target that engine. Is there a consensus on which engine is preferred for SP/DM? Up until I discovered this today I had no idea there were differing physics models across Quake/QuakeWorld, so I'm kind of thrown. 
Mind The Step 
The jumping difference is down to step physics. When the player hits an obstacle, the engine checks if the player can clear the obstacle by being pushed 18 units higher. This is how you can go up steps without needing to jump for each one. In regular quake, you must be standing on the ground for this to work. You might notice this if you jump while climbing some steps - you get blocked by the netx step and lose your forward momentum.

Darkplaces relaxes this requirement, allowing you to climb stairs even if you are off the ground. This fixes the blocking when you jump into some stairs. However, this also lets you climb a ledge you are pressing against, once you are less than 18 units short of the height needed to land on it. In effect, darkplaces lets you climb ledges 18 units higher than normal. This is not a qw physics difference, it's specific to darkplaces and can be disabled with sv_jumpstep 0 
I Made Some Grey/orange Textures For Mapping 
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