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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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Yes 
Exactly. :) There's this one level in Duke Nukem 3D where the end of the map, the player sees the beginning of the next map, but it's just scenery; the player never goes there (if you noclip there, you get some typical Levelord message about not being supposed to be there or something, and you can see that it's just a copied&pasted fragment of the next map), but when the next level loads, you find yourself in the exact surroundings that you could see from the end of the previous map.

There are no teleporters in that example; the idea is rather to create the illusion of one continuous area. But it's the same basic idea. 
 
Half-Life does that too ... air lock areas that are identical with a quick load. 
SpronyvanJohnson 
That's fairly simple then. You can use runes as your keys, block the exit teleporter with a func_bossgate, and use func_episodegates for blocking the skiogates you've already visited. 
 
skiogates = slipgates 
You Just Went Full Retard Sprony 
Yeah, you are right Onetruepurple. Checked it out yesterday at it's actually all there. I'll look at the source maps to see how it's done. Pretty embarrassing :S 
Rejoice! 
The bigger the fail, the more you learned. 
Powerups... 
Hrm, I dont know why, but for some reason, no powerups spawns in my level, trying to place the ring, but the quad and the penta won't spawn either.

I always try to look at iDs source levels, however I see nothing on the ring in E1M3 that's different with mine, not on the worldspawn either. 
 
Try setting "developer 1" in the console and then load the map, you might get "Bonus item fell out of map". If that's the case the item position just needs to be tweaked - move further from walls and away from floor. I don't know the exact distances off hand 
Eric 
Yea, you're right, the actual bounding of the ring seems to be a much larger affair than trench displays. 
Really? 
Then the fgd file is incorrect. Can anyone tell me what the correct bounding box is? 
How Does One Set Up The Shub-telefrag? 
It's kind of crazy that I don't know this already... 
 
The artifacts are all 32 x 32 x some height, but some engines treat coplanarity with a wall as touching, and drop the item out of the world, and some don't. \o/ 
Drew 
Just place a monster_oldone, and telefrag it. It does everything automatically.

Have an info_intermission pointed at it. 
 
The powerups have the same bounding boxes as all other items: 32x32x56. This means the smallest possible space they can spawn in is 40x40x64.

Shub telefrag needs a misc_teleporttrain as teleporter destination, a regular one will cause a crash. 
WalkR 
You might also want to check the vore's bbox. It's the same size as ogre, fiend and shambler, but some fgds have it wrong for some reason. 
Negke 
Thanks, that's why my items kept disappearing, that's a huge difference from the size on the ring inside the editor.

I'll just make sure my items never spawns in small areas like that (this was a secret). 
Thanks Lun/ Neg 
 
Missing Entities Depending On Quake Client? 
Back on my gravelpit map once again.

After filling those damn voids, I've come yet to another problem while testing the map in both Quakespasm and Darkplaces.

Darkplaces loads the skybox while quakespasm doesn't. Darkplaces has a decreased decceleration and shaky viewmodels in the latest quoth release. But Quakespasm has 2 major problems:

The first one being there's been missing entities, as in 2 box of shells, one box of rockets, one box of nails, a quad damage and a rocket launcher (even though they show up nicely in darkplaces).
The second one is the most problematic: while approaching the last building of the map, the world suddenly makes brushes invisible, only shows the upcoming entities (not entity brushes) and mirrors the entire map far ahead.

What the hell's up with that? 
Thanks Neggers 
Vore was in fact incorrect, and some items were missing the bounding box. 
Tip For Hipshot 
Hipshot, if you set "developer 1" in console, you'll get a warning message when items fall out of your map. Other warning are emitted as well, it's a handy option while creating a map. 
 
The second one is the most problematic: while approaching the last building of the map, the world suddenly makes brushes invisible, only shows the upcoming entities (not entity brushes) and mirrors the entire map far ahead.

You have gone outsize of +/- 4096 game units. Darkplaces increased this limit, but Quakespasm uses the stock size. 
Well That Sucks 
Guess I have to make my map a Darkplaces exclusive for it to work properly.

But what about those missing items (if I get a workaround) and Darkplaces related problems? 
Daya 
Should be possible to just "select all" in trenchbroom and re-center the map so it fits in bounds. The map looked easily small enough to fit :-) check the coordinates of brushes in the four corners of the map to get an idea of how much to shift it and which direction.

Items not appearing is probably the same problem hipshot was having - items need more space to spawn. Interesting that dp and qs have different behavior for that. 
 
radiant has a visible "edge" of the map in the 2d views, which made it easier to avoid this mistake. I guess in 3d it's hard to show this. TB2 will have 2d views, so this might be a nice feature to add. 
 
This means the smallest possible space they can spawn in is 40x40x64

oh? the padding is that much? 
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