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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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What Mr Useless is not saying is that aguirRe is Bengt Jardrup's nickname. I would recommend using Tyrann's tools as they are actively developed, fast and have great features. Check out http://www.celephais.net/board/view_thread.php?id=60967 
Sprony, 
Which compiler you use depends on what features the compiler has. I tend to use Tyr's BSP most of the time and I revert to Bengt's Treeqbsp tool when my geometry microleaks (it rounds vertices to less decimal places, plus I can never get the portal file to work with Tyr's utility). 
Tyrann's Tools 
Have detail brushes and a load of other handy features.

Detail brushes make your vis time reasonable - recently I heard a case of a map taking half a day reduced to >2 hours by application of detail brushes. 
Excellent 
Thanks guys! 
Starting The Player With The Axe 
I would like to have the player start with no shells and the axe selected.

My attempt: I thought the easiest way of doing this was to have console run the command "give shells," but I could not get that command to execute from a .cfg file.

Is there a way to complete this task without compiling with QuakeC? 
 
You Can Do It With A Hack 
Make an 'info_notnull' entity underneath the player start.

Add the following keys and values:

"think" "PlaceItem"
"nextthink" "0.2"
"touch" "BackpackTouch"
"ammo_shells" "-25"

This basically makes an invisible backpack item, like monsters or deathmatch opponents would drop, and contains -25 shells. 
Otp: 
You don't need to do all that if the player is sure to have only the shotgun and axe and 25 ammo. 
Rekt Once Again 
 
Thanks 
I was able to implement this within 5 minutes of the post.

Is there a way to suppress the pickup sound? 
Nope 
 
 
if the info_notnull is right on top of the player such that they pick it up as soon as the map starts, does the sound still play? 
Yes Sir 
 
If There Is A Man, Stood In A Forest Miles Away From Anywhere 
and no-one can hear him. Is he still wrong? 
Crushing Platforms 
I keep getting crushed by my func_plats when going up, even though they're damage 0 and have nothing out of the ordinary applied. They seem to be touching me more than once per frame and doing 1 point of damage, stripping off my armour before hurting me.

Is this an engine issue? Framerate?

It isn't happening with func_doors but in some cases I need platforms. 
 
it is a bug with the collision detection of the engine.
i forget exactly what it was, but it had to do with bounding boxes.

if you are inside the bounding box of a mover, this can happen. the solution (i think?) was to make it so you were standing on the top of the bounding box of the mover pushing you up... 
Ah 
Ok, thanks. 
Ok 
It seems its an accuracy issue - my platforms were just too thin. 
Subtractive Mapping? 
Preface: I understand that this is in no means practical.

Has anybody ever tried starting with a large solid and carving the map from that? A subtractive rather than additive process? 
 
i tried it for my first failed map in 1996. after 5 rooms the qbsp process started taking many minutes. Probably the tools aren't designed for it. (of course, the issues isn't qbsp, it's the editor that has to chop up the brushes into normal additive brushes that get sent to the compiler.) And really, most people here will tell you not even to carve a single hole in a wall in an otherwise additive map, since most editors carving tools are so bad. 
 
unreal worked like that. 
 
Unreal did work this way. The tools for quake aren't really designed for it. 
 
Unreal got away with it because it was designed to support subtractions right from the start. Quake was not. 
Descent Mapping Was Kind Of Like That 
you didn't really subtract but you could only create playable areas, not walls. 
Serious Engine 
Is also subtractive. Too bad really, I've noticed that engines that use that method didn't get a lot of 3rd party mods or levels like additive ones did\do. The subtractive method is an inherently non-intuitive way to make content which made a lot of people shy away from games that used it IMO. That the first major games that were modded by a lot of people (Doom and Quake specifically) used additive geometry probably didn't help in getting people to switch over. 
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