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
So...now What? 
I've got Radiant 1.6 working with Quake (thanks Eric), I've got Necros his compiler thingie working and I can make and compile maps. Woot Woot!

Now, I want to make me some Quake stuff. However, I've never done SP before. Are there some unwritten rules for Quake SP design? Any tips? Feel free to share. 
 
1. Always put a secret under a lift. 
 
Necros, thanks for the link, i'll try it as soon as possible.

if the .lit file is from an older compile, it can make the map look weird in game because data is mismatched between the new .bsp and the old .lit.

Yes, that was the issue. The map looks OK if i delete the .lit file. Now to see how to make it uses .lit files like it did with WC GUI, as the parameter -lit gave errors with the .bat file.


* Ijed, i checked, all the compiling utils i use are those from Bengt Jardrup and MH(txqbsp, vis and light).


* SpronyvanJhonson.

1. Obey me.
2.
3.

For the written ones, here.

1
2
3
4 
SpronyVanJohnson: 
Read Shambler's thoughts on Q1SP design from long ago:

part 1 part 2 
Qbsp Error: 
NewWinding: 65 points

o_O

This follows after multiple healing point off plane warnings. 
Necros 
does your qbsp version support the epsilon switch? If so, fiddle with it:) 
Thanks Guys! 
Very useful feedback indeed! 
 
should have mentioned that's with aguirre's txqbsp.
tried with -epsilon 0.01 but still getting that error. 
Hmm... 
slowly raising helped me in many cases. But surely it depends:) 
Found This By Accident 
Can be interesting to look at, lots of things can be used for Quake1 mapping too.

http://www.quake3world.com/forum/viewtopic.php?t=290 
Textures For Mapping 
Modified HL development textures. I find them useful for texturing curves and odd shapes. Uses full bright so you don't have to light anything.


Screenshot

Download 
"Textures For Mapping With Trenchbroom" 
 
 
I made some orange ones ages ago so I could map like half life. It's not need though tbh 
 
Regarding marksurface limits and stuff, I don't think I've ever seen a plain text description of what qbsp does exactly. I know it CSGs all the brushes together, then uses brushplanes to divide the resulting space, and those spaces are organized in a tree, but that's as much detail as anything's ever gone into. It's either that or "read and comprehend the source code." 
 
"read and comprehend the source code"

I think that's the main stumbling block. I tried to parse through QBSP at one time because I wanted to add some features but I ended up throwing in the towel ... It's insanity distilled into C form. 
 
i managed to pick up a lot of info over the years just from conversations with other people and reading snippets here and there. There are (or were) partial explanations of different parts of QBSP on the internet in various places. 
And Of Course 
from working in the engine source code, since that needs to interact with all the parts of the BSP file. 
Radiant 
Hmm, does Radiant 1.6 somehow work with Quake 1?

So, I've tried trenchbroom, kinda cool and modern, which I'm not so =) 
 
at the least, you could make the map in Quake 3 mode then convert it to Quake 1 format with aguirre's convmap utility. You'd need to extract all the textures in the wad too. 
Sproooony... 
I saw that sproony got it working... I'll just do what he did.

Whatever that was. 
If You Don't Mind Beta Testing 
I have a build here with quake 1 support: http://celephais.net/board/view_thread.php?id=60822&start=9 
 
Thanks a lot, that worked like a charm.
Now I only need to know how to compile, well, I know how, but where does one find qbsp and qvis and those things now?

When I have those things, I won't bother anyone until I show something =) 
 
i'd say this is a good start: http://www.voidspark.net/projects/bjptools_xt/

aguirre's tools were the best around, but the above ones expand on them in a lot of good ways. most notably they have detail and hit brush support.

there are others, MH has some and tyrann as well, but I don't use them so can't really speak to them. 
 
whoa whoa

whose site is that 
Those Are Rebb's "jury-rigged" Compilers 
they have aguirre's compilers as a base and added in all the new toys. 
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.