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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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Importing A Question 
Mick asked:
I'm currently working on porting some Q3 maps to Quakeworld. And some of the maps has doors in them. And after finishing the map it all works well on my localhost server through ezQuake. When typing /map mapname

But today some of the maps was added to qw.lanvegas.net:28501

And the doors doesn't work at all, they are both triggered by shooting and by touching a trigger. Does it have something to do with KTX server (1.37)? Or do I have to make the door's in some other way ?

Mapename: Q1Q3DM7

Thread at qw.nu -> http://www.quakeworld.nu/forum/topic/6152


I just downloaded the file q1q3md7_b4.bsp, and opened it up in a hex editor. I can't find any func_door entities in the file, or indeed any func_ type entities of any class. Did I get the wrong file? If there's a different copy on the server, any chance of a direct link? 
Quakespasm 
Not really about editing but this seems like the best place though. I'm using Quakespasm. Everytime I move, textures like water/teleporters/etc get all blurry. I'm using the default engine, with default textures, no changes whatsoever. I can't post a screenshot since it only happens when I look around.

If neccessary, I could figure out how to do demos and post that. Any ideas? 
 
What map? Transparent water?

Try r_novis 1 OR r_wateralpha 1. 
I Have The Same Issue 
Haven't tracked it down yet, though. I'm on Mac OS X. Sprony, you should post this in the Quakespasm thread. 
That's A Combination Of... 
transparent water and the r_wateralpha settings. I think that you have to go with r_oldwater 1 to fix that (but I'm not sure). Either that or recompile the maps to have transparent water. Google id1vis to find the tool that will do that for you.

Make sure that you back up the id1 folder first though.

The issue here is that vanilla Quake cuts you off from seeing through liquids from the outside. That was to help lower r_speeds due to computer limitations back then. This had to be done at the map compiling level (bsp). Quakespasm assumes by default that you have already converted the levels bsp file to remove that visual limitation but if you didn't you get blurry liquids. 
 
r_novis 1 does the trick for me. Thanks! 
The Bug 
Is called HOM (Hall of Mirrors) and means you're looking at water that wasn't vis'ed.

r_novis turns off all vis data for the level - which will make the map slightly slower running. In an id1 level this won't be a problem, but if you try the same trick in a big map it'll probably slow down the game FPS a fair bit, depending on your PC. 
 
So the obvious solution is not r_novis 1 but r_wateralpha 1. 
Or... 
... fullvis the map... that would help eventually ;) 
Uh... 
Is there some sort of visible brush entity limit in Darkplaces? Because some buttons and func_wall decorations are invisible or else stretched and splayed across the whole map. 
 
If I recall there's a limit but it's astronomical. Have you tried a different engine, or using a different compiler? 
"...but It's Astronomical." 
Oh, okay it makes sense now. I thought their wasn't a limit so I just kept mapping, and mapping...and mapping...and here I go for some more... 
Hey Tyrann Buddy 
How's that awesome new qbsp coming along? 
Trenchbroom Prefabs? 
Is there a way to handle prefabs in TB? I know that there isn't, but how are people handling it? I brushed up this really bitchin spire and want to keep it around without having to open the map it's in and copy-pasta it. 
Cp 
Is the only way for now, I tend to make things like that into a func_group and then double click to select them all, using Ctrl drag to clone.

Prefabbing has been brought up on the forum, I think Sleepwalker is planning this for tb2 - might be completely wrong though. 
It's On My Radar 
The very first version of TB had prefabs, but I'm not sure how useful they really are. 
Sleepy 
not sure if I mentioned this or not, but the way portal2 (and perhaps some of the other modern source engine games) use 'prefabs' is nice.

basically, they are .map files which are instanced into the current .map, allowing even large sections of geometry to be reused and updated in a central map. writing this it sounds completely boring... but trust me, their use of them proves to me prefabs can be useful! 
Not Sure How Useful They Are 
Actually they are reeeeaaallllyyy useful man. To the point where I have a map full of them that I open and copy paste as needed. 
Sleepwalkr 
i�m doing the same procedure as 5th. 
Instancing 
There's some discussion about it in the issue tracker and I'd like to roll it into a prefab system. Good to know people do use them, I'll keep that in mind. 
Well 
One idea I proposed was to use .map - had no idea portal2 used it though.

It could work really well if used like the entities tab - you see a little preview of each prefab and just drag n drop into your current level. And just saving prefabs into a 'prefab' sub folder...

The complex part with the current workflow would be including entities with prefabs though, since grouping things can only be done through making them into a brush func group entity as of now.

I don't think an instancing support would be required, but I honestly don't know. Maybe it would be incredibly awesome to edit all your doors or whatever by opening a single prefab.map.

All the door frames in my test mod have broken offsets where the door z fights with the frame when open. 
Virtus DMM Has Prefabs 
always liked the logo
This Explains Everything 
 
Why Did I Do That? 
If I ever do another map I'm going to keep some kind of log book. I started to work on my map again yesterday after about 4 or 5 months, and I can't remember how things work. I find about 6 very similar versions of a texture and can't remember why I made them or how they're different. I walk through the map and see things and say to myself "Why in the world did I do that?" I'm going to end up wasting a week just figuring this stuff out. 
 
Use a code-versioning system to check in changes you did on your map with comments. 
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