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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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Has Anybody Else Ever Noticed 
that the wizmet1_2 texture has one rivet that's misaligned? 
Way To Ruin Negke's Xmas, Rick 
 
LOL 
I'm going to include that texture in more maps from now on ;D 
 
What? Do you think that every bolt and rivet in the real world was placed with a micrometer in hand? It's tiny flaws like that in a texture that just take the reality of things in life and place it in the game. If you want nice shiny textures go map for Halo or something...

There, now Negke's Christmas isn't ruined (quite so much). 
Source Code To Sin Editing Tools. 
Hello everyone.

A long time ago, ritual released the source to their editing tools. I was wondering if anybody knew what to get it as it is no longer available.

Thanks. 
I Bought Sin From Steam A While Ago 
Doesn't work in Windows7, I see they removed it from their catalog in the meantime.

The second one is okay-ish, but couldn't compete in the marketplace. 
Damaged 
Here's the catch to Sin editing ToolsI have form GoldenBoy.
It's all in there, scripting etc.
I tried it out but it's quite messy. 
Need Help! 
How do I change the radius of lights and how do I make doors in trenchbroom? 
Ok 
Lights - add a new key (a data entry in an entity, like a light) by hitting the + button when you have it selected and are viewing the 'entity' pane.

It'll create one without any useful data inside, you need to first name it 'light' and then give it a value. By default lights have a value of 400 if you set nothing.

There are various others keys to be added to a light that can give you more control, but you're better off reading more comprehensive documentation for that;

http://shoresofnis.wordpress.com/guides/lighting-basics/

To make a door select one or more brushes and right click on it. Select the option 'create brush entity' and then func_door.

These also have a bunch of keys to set for speed, distance and so on, this is a pretty good guide;

http://www.quakewiki.net/archives/worldcraft/entity/standard/standard.shtm

Good luck! 
Default Light Value Is 300!!!!!!! 
 
:L 
 
Thanks 
Thanks man, now how do I create a worldspawn entity in trenchbroom. If thats what its called 
TB Creates Worldspawn Automatically Once You Lay Down A Brush 
To edit worldspawn properties, select a world brush. 
Thanks 
Thanks. I think thats all I need to know, sorry for all the noob questions 
Change Waterlevels 
HI - Complete noob with mapping...I have Quark and Trenchbroom and some other editors installed, but am clueless on how to alter waterlevels. Probably because I dont understand concepts of the brush too much.

Lets say I want to change the waterlevel on E1M3 so thats its nearly topped off. I think that probably is sort of simple, but how? Next, the tunnel leading off has to now be immersed to a certain level, and also the plat area near the stairs has to be filled. How ? Any help appreciated. 
You Mean... 
have the water change level or move? I don't think this can be done in standard quake. There may be a mod for it but certainly not in standard mode. Maybe you could fake it by having the entire map submerge instead? 
Teknoskillz 
 
Yeah, water is just a brush. You can select it, then change the size in the editor, but I don't think you can change the size dynamically (while playing the map) in regular Quake.

I suppose you could you put a *water texture on a func_door, but then the player couldn't get inside. I think one of the expansion packs added a func_water that could move. 
I Think 
He means changing the water in literally e1m3...

Quake maps are compiled into a format (.bsp) that is not editable. So to change e1m3, you would need the original source .map to work from in an editor like trenchbroom, and then recompile it with your changes. 
You Can Get The E1m3 .map File Here 
Liquids 
There is a way to "Trick" the player into thinking that water levels are rising (or falling for that matter).

Essentially you turn the entire room into a platform (a "Platroom" if you will) while the liquid brush is stationary (you can't actually move a liquid brush in-game using Vanilla Quake that I'm aware of, if you try to tie any entity to a liquid textured brush it will become a solid or disappear IIRC).

So you can get the illusion from the players perspective that the water level is changing as the "Platroom rises or falls just like any other platform. Of course it's a sloppy solution and you have to enclose the "Platroom" inside of another room in order for it to vis and some entities will act a bit funny, but it will work. I've seen it done way back when in one of the earlier player made maps on a compilation CD. Aftershock maybe, it's been a long time.

If you're asking how to insert a liquid brush into a map it's just like any other one as far as editing goes. The liquid effect is a direct result of the texture name as long as it starts with an asterisk (*anynamethatyouwanttogiveit) and the sound effects for them are tied to very specific texture names (*water02).

The default behavior is water as long as the * is there as the first character. If you want lava or slime then the name HAS to start with *slime or *lava. 
Wasn't There A Liquid Mover? 
I'm sure someone mentioned a liquid mover for one of the expansions or something...

Or maybe I was dreaming a sexy sexy quake dream. 
Thanks Guys... 
Yes, I am wanting to do what Scampie says. Edit the .map so the water levels on certain maps, like E1M3 and E2M2 are higher overall. Doing so will result in some other areas of the map needing to be "flooded" so not only are we merely editing an existing water area, gonna need to add some new water to tunnels and other connecting areas that the water will now flow into. 
I'm 100% Sure... 
That the official expansions didn't have "Moving" water (a push brush above a repeating water flow texture is not "Moving water" ;) ).

That extra code (rising or falling water levels) is really something with limited use in a game like Quake in my opinion. While I can see it being used to force the player to get through (or perhaps backtrack through) an area as quickly as possible in some limited scenarios I don't see it happening a lot while making liquid brushes a lot more complicated at the software end. But there are other ways to get there anyway if you really wanted to get the player to run back out in a set time frame without liquids being a factor.

Quake is set in a fairly dry setting (damp yes, but the liquids are almost always there to break up the levels BSP-wise in most maps if you pay attention to that sort of thing due to the way vis works). id was smart about hiding the limitations of the engine from the player but if you know where to look behind the scenes it starts to become obvious pretty quickly.

Then again I just watched the latest Sherlock so who knows, I might be looking for things hidden within things placed behind things with other things being pure fiction and a total red herring meant only to cut down shrubbery in the French forest of NI!

I do believe I will have a beer instead of thinking about this anymore. 
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