You Need
#13889 posted by ijed on 2014/06/25 02:13:36
To point it at the next map - whatever.bsp or it'll not do anything. I can't remember what the key is called offhand.
Also, triggers are never visible and are only rectangles - so I big prism will still be a rectangle in game.
Re: Lighting
#13890 posted by necros on 2014/06/25 03:38:51
If you can stand my colour scheme (or disable styling) here's a kind of overview of lighting:
http://necros.fov120.com/post.php?postID=2
#13891 posted by Lunaran on 2014/06/25 03:54:49
the keyvalue is "map" ijed :)
set it to the filename of the next level, without the extension. if you don't have one, just use 'start' or the name of the same level you're already in.
Thanks!
#13892 posted by total_newbie on 2014/06/25 14:47:13
Thanks, ijed and Lunaran -- that did it. :-)
Newbie Mappers
#13893 posted by Mike Woodham on 2014/06/25 17:03:33
Fantastic that Quake still brings in new mappers!
More "newbie" Stuff
Is there a way of making a secret door retract into a wall, and then go upwards? Or am I stuck with a handful of cardinal directions?
That's What Secret Doors Do
#13895 posted by ijed on 2014/06/25 20:20:55
AFAIK
Hm
#13896 posted by ijed on 2014/06/25 20:26:10
flags
"open_once" once open, stays open
"1st_left" first move is left of arrow
"1st_down" first move is down from arrow
"no_shoot" only opened by trigger
"always_shoot" even if targeted, keep shootable
Maybe a negative lip allows you to reverse the first left / first down directions.
Never played with them much to be honest.
Better Info
#13897 posted by ijed on 2014/06/25 20:27:10
#13898 posted by Rick on 2014/06/25 20:43:19
I needed a door to use as a long, extending walkway. I needed it to slide out about 256 units, then up 16 units. I thought I could do it with a secret door somehow but I never could get it to cooperate. I ended up just using a func_train and used a little door hidden in the floor to provide the sound.
As far as I could tell they only go bang and pop open then slide in whatever direction they're set for. I always meant to go back and experiment with them some more but haven't got around to it yet.
Yet Another Newbie Question
#13899 posted by total_newbie on 2014/06/25 22:32:59
Suddenly my map does not want to compile anymore (I've been compiling and testing every so often until now) and I get the following error message:
LinkConvexFaces: Mixed face contents in leafnode
Clearly I've broken something, but I don't know what. Can someone explain?
Don't mix normal textures with liquid/sky textures on your brushes.
Also
don't have liquid brushes and sky brushes touching.
It Was # 2
#13902 posted by total_newbie on 2014/06/25 22:52:44
I had a teleporter brush and a sky brush touching. Thanks so much!
Light Question
#13903 posted by madfox on 2014/06/26 00:32:25
What to do with black washed out vertices that are placed on grid.
You'll have to redo the brushes or get them back on the grid properly.
I had this problem with the rockwork in q-deck, I ended up redoing that area about 3 times. Every time I opened up the map the vertices would degenerate until they started looking like your screenshot.
Best Advice I Ever Had
bind "snap to grid" to the space bar and every time you mess about with the vertex tool hit space. It has saved me a hell of a lot of trouble.
That is if you're using Trenchbroom, and also make sure you enable force integer plane points.
#13906 posted by necros on 2014/06/26 00:59:26
I needed a door to use as a long, extending walkway. I needed it to slide out about 256 units, then up 16 units. I thought I could do it with a secret door somehow but I never could get it to cooperate. I ended up just using a func_train and used a little door hidden in the floor to provide the sound.
e4m1 actually has this too. i think that that is the one thing a secret door can't do.
I Suck
#13907 posted by necros on 2014/06/26 01:00:37
it's e2m1.
Force Integer
#13908 posted by ijed on 2014/06/26 01:25:30
Means you won't have to do it by hand (spacebar), unless you've already created so many degenerate brushes that you crash the editor when trying to do a global snap to grid.
But you guys won't be anywhere near that yet.
Well How About That
I once snapped a perfectly fine brush to grid and it offset it by about 0.00403434 units
Ijed
that's not true, I force integer plane points and get off-grid vertices all the damn time if I don't also snap to grid.
OTP,
TB can be a little temperamental. Sometimes I mash the force to grid key a bunch of times just to make it "stick". I'm sure I'm being superstitious with that though.
Sometimes I will end up with a random leak after a while in a map to find that a brush that caused me no trouble before has suddenly degenerated and become off grid. It's not too often this happens now but I haven't tried to make any crazy terrain in a while.
My advice is make complex terrain as your last thing.
#13903
#13911 posted by madfox on 2014/06/26 03:16:39
I knew the force-to-grid advice would follow.
Reason I asked after they already were.
#13912 posted by Lunaran on 2014/06/26 05:04:02
when you clip a brush at lots of wacky angles, often the editor can't snap all the verts to the grid, because to snap one means slightly altering the angle of a plane to accommodate it, which would move several other verts by a different amount. this is because the verts don't determine where the planes are, the planes determine where the verts are by their intersections.
build your rocks and terrain out of brushes that are more ... brushy. make sure you clip them at integer ratio angles so that the planes always intersect at points that have a chance of being on the grid in the first place :)
#13913 posted by Rick on 2014/06/26 05:08:30
I always just use brushes that have triangle faces and move the vertexes as needed keeping them on grid. I almost never use clipping.
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