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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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Are They Triggered? 
Toggle only works if a door is given a targetname and therefore can be toggled. 
Try A Crowbar... 
Oh wait, that's for Half-Life isn't it.

Go to the Quake Wiki. It has an entry for func_door that says in part.

"By default doors will automatically open when a player or monster is near, and close when they leave. This only happens if the door is not locked and doesn't have a targetname.

If a door has a targetname, it will only open if another entity triggers it, such as a button or trigger.

If a door is locked, it will only open if the player touches it while holding the correct key. If this happens, the door will open and stay open permanently, and the player loses the key. " 
 
i think you have to still set the 'wait' '-1' so the door stays open though, for key doors. 
Wait -1 
I think that the Wiki entry means that it stays unlocked (open for passage) otherwise it acts like any other door does from the point that it was unlocked onwards. 
Nope 
They stay open by default ricky 
 
wait doesn't need to be set, the qc code of func_door sets the door's wait key to -1 if it requires a key. 
Dayum! 
 
Doors 
You may need to check the "don't link" spawnflag. Doors in Quake can be weird. I think I have a test map that shows "lip" being completely ignored for some values, and using a door, you can push items through solid geometry (only in certain directions though). 
The Doors Are Triggered And Toggled, But Won't Open 
 
 
check for cross connected doors. these are doors who's bounding boxes touch. There is some code that groups doors together if their bounding boxes touch and they can override settings on other doors. 
I'm Just Wondering... 
Anyone know of a quake texture wad containing every single quake 1 texture? (Wizard,base,metal,rouge,etc.) 
Yes 
Mine!

Look at quaddicted.com! Quake.wad should be it, 
 
or quake101.wad? 
Link, MFX? 
 
All? 
If you mean everything, not just the id textures, then I don't think so. It would be huge. I think there's one called id base ultimate, or something like that with all the base textures from Quake plus the two expansions. 
Here, Knock Yourself Out :) 
Rick... 
I ment the original quake's textures. 
Google, RoQ? 
Look there roq, its the 2 files i told you. 
 
This one...

https://www.quaddicted.com/files/wads/quakewad.zip

Has all the stock textures I believe. 
Disregard That, 
I found one called id.wad it has every texture imaginable in quake. I'm fine now. 
As Mfx Said 
At the link in my previous post, look for quakewad.zip, inside is quake101.wad, I think it has all the original Quake textures. 
Adquedit V13 
I want to edit the ents and textures of a map with adquedit but the program can't seem to open bsp? 
Adquedit 
Is so old that the map that you're trying to get into might not be supported. Does it meet ALL of the vanilla Quake requirements (Size, entity count, not BSP2 and so on)? If not then that's probably your problem. If not then I have no idea why it's not working.

If the above is true:

Without a .map file then you are probably not going to do much. With a map file you can change what you want re: entities and recompile the bsp using -onlyents and it won't mess with the vis or lighting.

For the textures you will also need the .map file but you will probably have to re-vis the level. To swap out textures you can open the .map in a text editor and do a find - replace to quickly swap textures. Just keep in mind that if the 2 textures being swapped are different sizes you may not like the results. 
Ranger 
You can use winqbsp.

program allow you to decompile *.BSP ready in the original format *.MAP

It's not the original map file you obtain, but it can help you to trace the ents and tex. 
Adquedit V13 
How do I use Adquedit?
Maybe I didn't set up/use it correctly 
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