News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
Zendar.wad 
cavern_dk


It's kind of a shame we don't have a system for searching wads like we do for maps on quaddicted. If we could type in "rock" or "tech" or "crate" then it would be awesome.

Or how about some kind of "wad builder" where you basically shop for textures and then download your custom wad. (it could also write a .txt file which you could copy/paste into your readme)

If only I knew how to code! 
 
that actually sounds like it would be an interesting project. certainly not overly difficult, but would require a lot of 'manual labour' to set up the initial index and tagging all the individual textures.

the back end stuff would probably be the easiest part. basically a db which links logical texture metadata with the appropriate wad files. you'd probably either want to extract everything as loose png files or something for speed.

the web app component-- getting search results xferred over to the client browsers while maintaining responsiveness etc... would probably be the worst.
you'd definitely need some ajax async stuff so you can load images as they come in, not sure how much of a load on the server that would be. most textures are 64x64 or 128x128 which isn't all that much, but loads of tiny requests like that would probably still be bad. maybe each wad file would be stored as one large spritesheet image or maybe the backend itself could generate these spritesheets grouping textures that have the same tag. 
Limits 
That Clipnodes and Marksurfaces exceed normal engine max error.
What is the easiest way to handle?
Deleting brushes, scaling up hull textures?

For some reason I always exceed the limits. 
 
clipnodes can be reduced by putting clip brushes over parts where the player can't go.

they are created by things that the player can collide with, so putting clip brushes over them makes less places the player can go, thus less clipnodes.

marksurfaces are weird and will randomly go up and down. 
Yes 
That helped stopping the clipnode warning.

I keep that shade blackouts on some brushes.
I've been trying with light settings, but the complete black brushsides seem hard to avoid. 
Any Tips For Good Lighting? 
 
Lighting Tips 
* Never place symmetrical light sources in a room
* Never use global ambient light, learn to light maps properly
* Place strong light source first before placing additive fill lights
* If a room lacks strong shadows, tone down fill lights
* Consider shadow area contrast when placing source lights
* Understand the advanced features of wait/delay
* Try to keep light/wait values consistent for light source types
* Always sync light entities to actual light sources
* Always Illuminate the primary path
* Light Flicker (style 1) can be useful for focus in a room
* Play with up lights for ceiling detail focus
* Lights can use mangle/angle parameters for directional spotlights
* Lights should always create interesting shadows
* Place strong lights for large shadows, fill lights to soften the edges
* Switchable lights are perfect for creating dynamic detail
* Place identical light sources at the top and bottom of platforms so that when the platform is in both positions it looks right for the light source 
Total Newbie Question 
Hi all, I'm just starting to learn TrenchBroom with no prior mapping experience for any game whatsoever. All of this is entirely new to me, and now I have a stupid question:

Can water brushes overlap with solid brushes? I mean, when you want to create a body of water in a map (like say you've created a pool that is not just a rectangular box, but has sloping edges etc.), do you then have to create a water brush/brushes fitting that space exactly? Or can you just create a huge rectangular water brush that overlaps with the edges of the pool/lake, as long as it fills the space you've "carved out", as it were? 
A Huge Brush Covering Everything Is Fine. 
 
Thanks! 
 
QUARK.... 
How the bloody hell do you remove mouse invert? And which evil bastard decided this should be the default behaviour for mouse look?!?! 
Hold Mouse Upside Down 
 
Install Trenchbroom 
 
Trenchbroom 
can't yet make heretic 2 maps, the version of QED you get with the latest heretic 2 patch doesnt work properly. Plus I have no idea how to properly compile Heretic 2 maps outside of Quark (Spent a good few hours trying to compile manually with no luck)

Ironically the brushwork was mostly created in trenchbroom, I just opened 2 instances of quark and copied the brushes over. 
#13870 
those are some good tips sock, but how am I supposed to learn how to do lighting properly? 
 
RoQ,

Make a small map and light it. Start the game and go look around in the map. Make notes of what looks good and what doesn't. Go back to the editor and change the stuff that didn't look good. Use sock's guide to go by.

As with most things, you learn by doing. 
Another Newbie Question 
How does one make an exit trigger in TrenchBroom?

I created a brush big enough for the player to walk into, right-clicked on it, selected Create brush entity --> Trigger --> changelevel, but when I compile the map with hmap2 and play it, this brush is not there. Am I missing something? Are there certain settings I should change? 
 
There is a long phase at the end of a map's creation that's just tweaking some lights and rebuilding. Nature of the beast.

-onlyents is very nice to have at this phase.


Does Heretic2 have a different .map format or is it just different entities? 
Also... 
... how does one create a set of doors that slide apart in TrenchBroom (instead of one panel that slides into the wall)? I've created two brushes and made them both doors, but they just slide together in the same direction. I guess there must be setting one can change somewhere, but am clueless as to what and where.

I hope this is the right thread for these absolute beginner questions... 
You Have To 
either "unlink" the doors by setting the entity flag as unlinked, or create a new key called "angle" and set them at opposite directions. 
Thanks, That Did It 
I did both -- clicked "Don't link" for both doors and gave them both a new property called "angle", and made one "180".

Thank you so much! 
Lights 
Try r_lightmap 1 - it can help you improve lighting without the textures getting in the way. 
RE: Trying To Find Textures 
@RingofQuaddamage

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


Trying To Find Textures
#13862 posted by RingofQuaddamage [100.1.255.141] on 2014/06/22 16:19:30
Any good rock textures for quake? 
 
keep them linked if they're double doors, or they'll open separately if you stand in the right place

setting two different angles is all you need 
Thanks, Lunaran 
Any idea what I'm doing wrong with the exit trigger (post #13880)? 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.