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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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He He 
Actually, I shouldn't have any problems downloading it, but if you want to reach me directly alanr643@msn.com should suffice.

I worked on a retexturing project this weekend, so it will be later in the week that I can rework those maps for you -- let's shoot for Thursday (and if my honey Leah Remini's butt gets any bigger, maybe even Wednesday). 
OK 
Thanks aguirRe.

HeadThump, no I've never played Demon King. I was sure it was a Quake level 'cause I remember thinking how convenient it was: I build my maps big which leads to problems but if you could transport between smaller maps without re-setting everything...

Managed to reduce the 12,000 brushes to 856, so BspEditor Merge Brushes really does work even if slowly. And it wasn't crashing, if the mouse or keyboard was used, the display simply stopped showing the number of brushes being checked. I noticed this because the hard drive light continued to flick. So, leave it alone and show some patience.

Finally, I remember a map or mod with particularly accurate Ogres - either it was the grenades being lobbed a long way or they were using rocket launchers/bazookers. Can anyone point me in the right direction please?

Regards, Mike 
Preach & Fat Controller 
Thanks, I will take a look. 
Mike 
The Demon King is a Q1SP pak, look here: http://www.gamers.org/pub/idgames2/partial_conversions/tdk11.zip

Can't say I liked it though, especially its inter-map handling was bad and critical gameflow paths went via unmarked func_illusionaries etc. 
Holy Hell?! 
12000 to 856?
how does that work?! 
TDK 
Mmmmm, seven years ago this was probably a great map to play. I had not seen it before.

AguiRe, I know you are very good at English, and I know the last sentence is English, and I recognise all of the words, and I know I should understand but I still don't understand "critical gameflow paths went via unmarked func_illusionaries". Is this something I, as a mapper of mediocre ability, should worry about?

What on earth is an unmarked func_illusionary? 
Brush Merging 
I haven't got a clue how the program works, but watching the disply suggests that it is taking each brush in turn and checking every other brush in the map to see if it can 'merge' the two. You have the option to merge selected brushes, those only with matching textures or those that fullfill some rather technical numerical parameters, which are way beyond my comprehension. After I had shut down all background tasks, it took about 4 hours to do.

It probably has a very clever algorithm to avoid double checking as one of the counters goes from 1 to the maximum number of brushes, and the other seems to always count to a number less than the maximum number.

The program was written by Yahn Bernier who is now on the Half Life2 (or is it Doom3) team. I have always used his editor it has the most Micrsoft feel of all that I have seen. Ooops, I might have given something away there.

Its only drawback is that the 3D window draws fairly slowly i.e. the more brushes in your map, the longer it takes to walk around, hence me always wanting to compile regularly to view the map.

Hope that helps. 
That Particular 
sentence was my [obviously] bad attempt to describe a situation in one of the tdk maps.

You had to cross a bridge by walking beside it (in thin air) and right after that, you had to "know" that you should walk right into a seemingly solid rock wall (unmarked) and thus find the path onwards to the next part of this puzzle pak.

Thus gameflow was very confusing, since you sometimes had to use invisible clipbrushes for support and then stumble through a func_illusionary brush to proceed.

Play the pak and you'll probably see what I mean. 
AguirRe 
Ah, now I understand. It is not my kind of map at all: I have never liked attempts to mimic reality e.g. trees, normal buildings, furniture etc. Also wide open spaces with nothing going on.

Like I said earlier, seven years ago this was probably the dogs but some of our current mappers have moved everything on light-years ahead of this.

The only time I can remember clip-brushes alone being used for support successfully was in a map with an Indiana Jones theme and you had to cross a chasm using a 'leap of faith', just like Indie did :-) 
Preach 
I e-mailed you re your mod but BT bounced it? 
Yes Demon King 
have some conceptually good ideas.

but the implementation was poor.

resulting in a somewhat frustrating experience. 
Mods And Sods 
Mike: yeah, typo in the e-mail in the readme there, should be andrew not andre. Hopefully that should get it through. 
The Demon King 
Am I the only one who gets reminded of bananas by the name "The Demon King"? 
Yeah 
You are. 
Demon King 
Field hockey. 
 
Google claims this is the Demon King. and I agree!

http://www.nongnit.net/khonmask/kmynn003c.JPG 
Run Out Of Ideas. 
So I've built pretty much all of my new spacebase rubicon map (q1sp), but I've run out of steam.

All I need is a decent idea for a boss combat in order to gain the silver key. Answers on a postcard.

Cheers. 
How About 
A mechanical Ridley from Metroid that does nothing except sitting in the right-hand corner looking sad, while you fire goddamned rockets into it's heart!

This might have been done before tho... 
Colored Lights... 
Hello,
I've seen on some Quake 1 screenshot that it should be possible (I say "should" because I've never found a map performing that) to colored light entities. For Example, I would like to generate a red halo around a invicibility pentagram, or a blue one around a Quad Damage item, etc.. Who knows how to do that ??
Bye 
 
those halos you see are standard GLQuake additions John Carmack added to those ents.

Colored light in standard Quake is impossible. It's added to most custom engines now, most using the .lit format. Basically you use tyrlight or another light program that supports it, and set all your lights you want colored with a 'color' key (may be differant, look in the light programs readme) set to the RGB values you want, like '255 0 255' for ugly neon purple. You'll now have a .bsp and a .lit. The map will light normally in standard Quake, or in a custom engine, as long as the .lit is in the /maps/ dir with the .bsp, it'll use the colored lights. 
Colored Liht 
and does arghlite support colored lights ? 
Jplambert 
no 
.lit 
For colored lights, you need TyrLite. You can get it from Tyrann's website here:

http://www.planetquake.com/tyrann/ 
Tyrlight... 
...also supports EVERYTHING arghlite has, loads more, so it's worth upgrading anyway. 
Colored Lights 
OK, TyrLite allows colered lights feature, I will try it as soon as possible... Just one more question...
Is it possible to add some RGB field values in QuArK entity descriptor (during light processing it should generate .lit file automatically), or do I need to write myself the .lit file, changing manually my needed RGB value...??

Thanks 
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