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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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Despite Deleting All The Brushes Except The Skybox 
The vis compiler still doesn't want to work.

I tried making just a floor with sky textures as walls and cieling with a light in the middle, it worked perfectly.

I just don't know anymore. 
 
Maybe you could upload the .map file so other people can have a look? 
Sounds Like... 
a leak somewhere. A quick way to check is to surround the entire level in a simple box (essentially what you did when it worked just fine). If the vis process starts then that's probably the culprit. Note you don't need or want to let the vis keep going, it's just a quick check. From there you need to get rid of the box surrounding the level and hunt down the leak. Often it's a micro-leak introduced from complex geometry.

There will be a .pts file generated by the BSP software that will point to the leak. Most editors (you didn't mention which one that you use) will load that up and tell you where the leak(s) are. You will probably have to copy the .pts file from the \map folder (where the mapname.bsp is) to wherever your work is being saved (where the mapname.map or mapname.rmf or whatever is) in order to use it. 
Editing ID Stock Textures? 
If I edit and/or incorporates iD stock textures to fit my needs in the level, is that considered ok? Like now, I need to put vines on a door, since Q1 doesn't feature any transparency, that means that I need to take the stock door and add the vines and make a new texture out of it.

I will redistribute the textures later on, however I will ofc say that some of them are modded id textures. 
 
it's been done many times before, so i think it's fine, but of course, you can't really license your modified textures to other people in any official way. But they can pretty much use them in their own quake projects as they wish to. 
Since We Are Talking Legal Stuff 
Please don't include nonsense like "don't put this map on a CD" in your readmes. 
 
Maybe it should add that cd-thing just because It's quake1... like it was back in the days. 
 
I sometimes get requests to send people in third-world-internet countries a copy of the Quaddicted archives. Paragraphs like that disallow me from doing that which sounds against the intention of the author. 
How About... 
sending it on a DVD, since they only forbid CDs? 
 
That's funny but I hope you got my point. 
Here's The Link Of My Messed Up Map 
http://www.mediafire.com/download/ixg2fsta44jg0f9/gravelfuck.rar
Note that I've tried to remove every brush except the skybox (which I was sure didn't had any leaks) and the vis still didn't wanted to work. 
At A Glance 
Delete the sky box, build proper "sky walls" as you called it, clean up your brushwork, remove entities from the outside so it will be filled. 
Spirit 
I think it's pretty clear such statements refer to commerical use. 
 
Beyond that ... Are lines in a read me.txt file legally binding? Doubtful. 
 
I remember seeing a readme that specifically said "Head Games may not do anything with this file."

As far as legally binding, is it any more legally binding than copypasting the MIT or GPL licenses into your readme? It's just text you're hoping will enforce your wishes once you utterly relinquish physical control of your work. Enforceability is the problem. What closet mapper with a day job and a kid is going to try to go to court over commercial exploitation of UNDRDARK.WAD? 
Re: Hipshot 
Speaking of unenforceability, Quake maps have been distributed for decades with id content, Hipnotic content, Rogue content, content from Hexen 1/2, content from Heretic 1/2, content from Quake 2 and 3, content from Blood ... just do whatever you want, nobody pays attention to us. :) 
 
Can I deduct ammo at start or remove the SG somehow? I'm sure there's no SG item in Q1 though, except for the Double... 
Enjoy! 
There's A Trick To Remove Ammo... But Here's A Map File 
https://www.dropbox.com/s/1l7ger0rlu1svwq/ammoremove.map

You can put the spawn point over either group of brushes, one will remove just the shells and the other will remove all the guns. 
 
Ha, I asked about the exact same thing on this thread about a month and a half ago, so that .map file will be useful for me too. Thanks, FifthElephant.

So at least two people are actively working on maps where the player starts with just the axe ... only I guess Hipshot's map will be done before the end of this decade and will probably not suck. The same cannot be said for mine. 
 
So at least two people are actively working on maps where the player starts with just the axe

well i was also (in an arabian style no less) but maybe i'll just go jump off a bridge 
I've Got One 
Where the player has no axe, or legs when they start. 
Me Too 
In plans.

Removing the Axe and the SG from the loadout lets you do some creative things to the usual weapon progression. 
Lun 
mappi2.bsp from 2010 lets you play with only the axe as an option. That bridge has already sailed, as Madfox would have said. 
 
did I say I thought I was the first person to do that? 
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