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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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tyrann is an active developer, send him a proper bugreport with files to reproduce it and you might get a non crashing toolkit in days. 
ARG 
Trenchbroom is being buggy on me! where the hell is the new update for the editor?! 
Re: Arg 
disregard that, I've got it to work for now. 
Uhm 
Please use the TrenchBroom thread to report problems, and if you don't give me bug reports, you won't see your problems fixed. 
And Remember 
SleepwalkR is doing this as a hobby, for fun.

In any case, how goes TBv2?

I see you knocking down issues on the devtrack at a decent pace :) 
Ijed 
It's going well, but there is still a lot to do... I can't really say when I can release something. 
Tyrann's Qbsp Finally Works For Me! Worldcraft Rounding Finally Gotme 
I got it to work. Had to compile as bsp2 but hey I have 80000 already and have at least 50000 to go before I sleep. And polys to go before I sleep.

I found out why Tyrann's qbsp "seemed" like it wasn't working. It stops outputting to the console after upteenhundred "WARNING: Brush with duplicate plane" warnings but still compiles.

And on that note. Is there an rmf to .map converter that won't round my smaller brushes' verts to x.0? 
Thanks For The Suggestion Spirit But It Was My Fault Not An Actual Bug 
 
Que Elaborado 
Ok, I'll stop now. 
MergeAll Compile Step QBSP 
What does WARNING 21 : Too many edges in TryMerge mean? I don't understand what this means in the docs:

// =====================================================================================
// TryMerge
// If two polygons share a common edge and the edges that meet at the
// common points are both inside the other polygons, merge them
// Returns NULL if the faces couldn't be merged, or the new face.
// The originals will NOT be freed.
// ===================================================================================== 
IDK 
Maybe it means use better compilers? 
Huh 
Are you trying to compile a map that is full of errors? 
Looks Like It's My Turn 
I added quite a bit of stuff in my map and hit the MAX_MAP_ENTITIES with TyrUtils 0.6, so I switched to a more recent version (0.10). The map compiles fine, however areas that receive no illumination are now fullbright, and this even with a minlight setup in worldspawn. Is there a way around it or am I doomed to use very dim lights with very big radii?

Here's a shot so show you: http://i.imgur.com/O9ll73V.jpg 
Well 
Do you have some delay 3/4 lights in there? From what I can see you must have some errant lights in there somewhere, the other alternative being a very powerful sunlight value, but I can't see any sky in the screenshot.

Also, minlight isn't required - not having it, or a value of 0 count as the same. 
 
I only use delay 5 lights, and the issue is present in the whole level, not just in this room. My sunlight value is 80.
I tried recompiling with TyrUtils 0.14 but no luck either. 
"...Trying To Compile A Map That Is Full Of Errors?" 
Full of warnings. Usually about duplicate planes from rounding (we hates the rounding precious yes we do) and the occasional brush face with an invalid normal. 
No Beep Message? 
Maybe I'm missing something obvious, but is there a way (in vanilla Quake, no QC) to display a centerprint message without triggering that "beep beep" sound? I've tried triggers and relays with the sound set to "0", but it doesn't work. 
Rick 
try sounds/misc/null.wav.
Maybe that helps? 
Mfx 
That's a Quoth-only functionality. 
Grmpf 
 
Hack! 
Replace the beep sound with a copy of misc/null.wav 
 
Create a new brush entity called "trigger_multiple". Set a new key: "noise" with a value of: "misc/null.wav" Set your message. Give the key sounds a value of 0. 
 
Sorry that last key is "sounds" with a value of "0". 
Noise 
Thanks much :)

noise = misc/null.wav

Works. Why?

I'm going to try it on a relay next to see if I can save a model. 
Why? For Rick 
from triggers.qc

void() multi_trigger =
{
...
if (self.noise)
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
...
}


multi_trigger is a function that is called when the trigger is touched/killed/used. the code plays whatever the trigger's 'noise' key is. the 'sounds' key/value that editors expose just switch (in the entity definitions for the triggers themselves) between several hardcoded noise values (which are also precached by the trigger) 
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