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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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"SleepwalkR explain yourself!"

LOL, your software crashed. N00b... 
Trenchbroom 
Auto backups every few minutes - look inside your maps folder for a subfolder called 'autosave'.

FYI NAN is 'Not A valid Number' so even though 0 is a valid number, its almost certainly not the right one for that particular coordinate.
Monsters can only drop what they were told to carry by Qc, although Preach might have a hack for it: http://www.celephais.net/board/view_thread.php?id=37116&start=295

But in general without qc or hacks monsters only drop what they always have. 
Thank You Ijed 
Found the version of my map without the leaks and before the corruption.

This following thread says having monsters drop ammo/weapons is possible without qc amnipulation: http://www.celephais.net/board/view_thread.php?id=37116

And I'm still looking for a way to center my map without crashing TB. 
Enemies Dropping Items 
In that thread, with only hacking, there is the trick for making a monster that usually drops a backpack, having inside the backpack other ammo/health and weapons. There is also the trick to make a trigger drop items at an specific point.

But i suppose that what Daya want is to make a monster like the demon or the hell knight drop a quad, a key, a backpack or any other item when it dies with just hacking. And for that one, i have no idea.

By the way, now that we are talking about dropping things. Is there a way with just hacking to make a monster drop an item each time its hit (including enemies droping the backpacks that usually drop on death but droping the same one everytime they are hit), to create something like in the bonus stages in Golden Axe. 
Also 
A round about theory could be to keep the monster in the same place, use a trigger_once covering the enemy to count the damage and to trigger the item spawning, and then pass the damage to the monster with a trigger_hurt. It doesn't seem to be feasible but its an idea. 
If An Entity Can Track Down A Monster's Status... 
...can it be set to follow it, so that if the monsters move, when he dies the item spawns on him? 
 
Tastier 
I Wish 
you would RTFM. Necros and I went through a lot of trouble to provide TB with proper docs. The autosave is clearly explained in there.

Crashes: Well, shit. There's your explanation. 
Decided Not To Use The Shubkill Anyway 
 
As I'm Sure You Were All Curious To Know. 
 
Quad Damage Still Doesn't Show Up 
I was careful enough with the other items which showed up this time by placing them somewhere else or giving them more space, but I tried the same thing for the quad damage (located inside a corridor between 2 closed doors)by extending a little bit the width of the corridor, but still no dice.

Is it related to entity limitations? 
Might Be Worth 
letting someone else have a look at the map file. 
WADs And Such Included 
Didnt Check 
But its just down to the bbox. The drop call from items.qc really sucks and should only have been applied to bsp items like ammo.

It's still too close to a wall is first guess - effectively they're fatter than a player in id1. 
Fixed It By Lifting It Into The Air By 16 Units. 
 
Raised It 16 Units 
That should have been the first thing to try before resizing the space if only because it was the easiest fix. Unless it's in the players view right as the level starts it's a good idea to raise everything inside a bounding box well off of the floor (even more than 16 units if you can) because of how Quake deals with them. Sometimes the item gets put in before the clipping hull is put in (just by milliseconds) but items will start to fall right away until they hit that hull and if it's past that hull by even one unit it will fall through and disappear.

It has to do with where they are in the .map file that the BSP compiler will use to determine the order of placement and most editors do that sort of randomly (I'm sure that there is some sort of logic to it but damned if I know what it is). 
TyrUtils Qbsp 
Hi, I use QuArK but when I compile map with TyrUtils qbsp, the textures are upside-down. I tried -oldaxis option but it doesn't seem to have any effect.

Maps compiled with Bengt Jardrup qbsp and hmap look OK, but these tools don't have func_detail, which I need. Is there some way to flip the textures back in TyrUtils qbsp or some other way to get around this problem? 
 
Lawrence
use these tools:
voidspark.net/projects/bjptools_xt/

They have all you need. 
Did You Try 
-oldaxis 
Yes I Tried It 
Jury-Rigged BJP Tools work OK. Thank you. 
Crushers & Buttons 
1) How does one make a crusher in standard Quake (i.e. no Quoth, etc.)?

I tried to do it with a func_door, but the door seems just to stop when there is a monster in its way, instead of, well, crushing said monster.

Then I changed the func_door into a func_train and placed two path_corner entities in the map, but I cannot get that setup to work properly at all -- when the crusher gets triggered, it just disappears instead of moving downwards. Plus I cannot figure out exactly where to put those path_corners in TrenchBroom (I found some online guides, but they all refer to other editors, with 2d views, e.g. this one).

2) Also, how do I get something trigger-able with two buttons, i.e. that both buttons are required to trigger the thing? I've got two buttons set up with the same target, but now they trigger the target separately (i.e. if I push one I don't need to push the other).

Thanks in advance! 
 
Targeted func_door and give it a 'dmg' value.

Enjoy! http://quakewiki.org/wiki/Getting_Started_Mapping 
 
Thanks very much ijed. That clears up the first issue.

I still cannot figure how to make two (or more) buttons work together, though (there's nothing about that on quakewiki.org -- not that I can see, anyway). 
 
Trigger_counter does the trick, it�s all explained in the wiki. 
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