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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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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? 
Spawn With No Weapons 
This was never used, but rubicon2 has code to support spawning with no weapons, and it also has weapon_axe and weapon_shotgun (i actually modelled the shotgun from scratch! -- axe is modified from the original model)

I think you'd need to edit the quakec to complete the feature, since it's probably hard-coded to a specific bsp name. 
 
Lun, I love your arabian map style... I was thinking of remaking one of the episode 4 maps in that style. Then I got a girlfriend and my productivity went out the window. 
No 
Just saying don't sweat it.

metl, yes, I was planning on making test.bsp a start map for the actual map but realised that it wouldn't work very well with demo playback. 
Metl 
Yeah, when I found that code and the models it was like finding 20 quid in the pocket of an old coat :)

I'm weaponstripping the player after spawning with a special trigger, I guess if you wanted it from map load then you'd be best off flagging the info_player_start and then messing with the PutClientInServer() stuff. 
 
Func detail, does that work like in Q3? It ignores vis? 
Pretty Much. 
I use it bloody everywhere! 
 
Ok, then I'll do that also. 
Yup 
Your map should be made of plain boxes filled with func_detail brushes.

The longest part of my current compile time is the BSP process. 
 
I just didn't remember that Q1 had this back in the days... I know HL didn't, you made things into other func things. The "detail" brush was at least for me first introduced with Q3, but I never did make any levels for Q2 so. 
It's A Relatively 
New feature - Tyrann did the magick. 
 
Quake didn't have hint, skip, detail, colored light, controllable light falloff, or really anything more than 'trigger' and 'clip'. Quake2 introduced all the goodies, and much of them were eventually backported with considerable effort into the Quake tools.

Quake still doesn't have toggle-able areaportals. 
HipsHOT 
Detail support for Q1 exists now for over 10 years.

Its not a new feature, nobody was using it because of .... Fill in dumb behavior.
Alexander Malmberg did the real magick back then.


http://quest-ed.sourceforge.net/news.html 
 
Your search - site:quest-ed.sourceforge.net/news.html detail - did not match any documents.

So, more like... nobody was using it because it either didn't exist or was hilariously unusable. 
 
And Here 
MFX 
No need to be upset. I'm sure it didn't have it in 1998? Anyway, I'm using it now so =) 
Its Cool 
people seem to forget about some things. its been a while, i understand.. 
Quest 
Heard it mentioned before, by CZG I think, but never investigated it. 
interesting... i never knew that. 
 
Quake still doesn't have toggle-able areaportals.

FTE has them, if people would just start using q3bsp already. ;-) 
Wondering 
I'm exploring Quake editing and I was wondering about something:

Is it possible to have a start map in which you have several teleporters each linking a new map? So the start map would function like a hub. You can jump through the teleporter to play that map and at the end you can jump through the teleporter to bring you back to the start map?

If so, would it also be possible to have your actions influence the start map? For instance, you played one map, got the key, now that teleporter isn't accessible anymore (after you got back) and the key you found opens something in the start map.

Last but not least, I remember a post from a while back in which someone showed of a portal he made in Quake which let's you see what's on the other side. I'm not talking about the portal gun mod. If you do remember, would that also work with the example above? As in, the teleporters in the start map show you the beginning of the levels they represent? 
 
Is it possible to have a start map in which you have several teleporters each linking a new map? So the start map would function like a hub. You can jump through the teleporter to play that map and at the end you can jump through the teleporter to bring you back to the start map?

Yes, absolutely. Quake does this after all. ;)

If so, would it also be possible to have your actions influence the start map? For instance, you played one map, got the key, now that teleporter isn't accessible anymore (after you got back) and the key you found opens something in the start map.

This can be emulated, but it's hacky and limited. Quoth has a feature that allows you to do exactly this, though.

Last but not least, I remember a post from a while back in which someone showed of a portal he made in Quake which let's you see what's on the other side. I'm not talking about the portal gun mod. If you do remember, would that also work with the example above? As in, the teleporters in the start map show you the beginning of the levels they represent?

You can only have one world (i.e. one bsp precached) at a time. 
Onetruepurple 
Hah, I've been playing custom maps for so long that I totally forgot that normal episodes end that way :)

The idea is to have a room with 5 teleporters of which one is locked. Each of the 4 others lead to a map and in each map you have to get a key. Each of the keys will remove a set of bars and upon completing all 4 maps the 5th teleporter would open and get you to the final map (of which there is no return). As I understood Quoth is not open and thus a bit limited in what the community can do with it correct?

Could I fake it by using a screenshot of the opening area (of the next map) and thus imitating it? 
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