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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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No Spawn In NM 
I was thinking like, make certain ammo or weapons not appear in NM to raise the challenge, but it sounds complicated. :P 
 
You could have a NM-only killtarget for your ent to not exist in NM, but it's a setup that requires a start map and a rune.

You put the rune in the nightmare entrance? 
Been There Done That 
Also made it so the player couldn't avoid accessing NM after collecting the rune, unless they opened the console. 
Yeah 
Then use func_episodegate logic gates in the actual map. 
Oh Come On... 
You have 24 hours to come up with the CORRECT maphack before I put you all to shame. Nightmare only trigger - go! 
 
hmmmm all I can think of it somehow using SUB_AttackFinished which will allow 2 or more consecutive attacks on nightmare skill..? 
 
Yeah, I specifically searched the source for "skill == 3" before posting that. I was thinking something like what necros said but I couldn't figure out how I'd exploit it on an entity. 
 
As if Preach's on-demand mentality for revealing hacks wasn't bad enough, now he's even teasing us with it! 
Ahh 
Lunaran, you were so close! Here's the trick:
http://tomeofpreach.wordpress.com/2014/10/07/nightmare-skill-detection/ 
Awesome 
That's an awesome post, Preach. Really detailed, explains the whole hack thoroughly and ties it up in a neat package.

Much appreciated! 
I WIN NOTHING 
 
Radiant In Windows 8.1 
Hi. Short question:
Is there any Quake 1 compatible version of Radiant that works properly in Windows 8.1?
I can't get any of the available versions to work. I 've tried everything... 
Strange Lighting Issue 
I've made a post about this over at quake3world because this project is q3map2. However, I remember seeing this in Cartographer's Nightmare and how I banged my head against the wall for hours trying to figure it out.

The issue is that even though a light is placed in the very center of a symmetrical room some shadows are asymmetric. Take a look here in q3map2 and here in bsp29.

It's driving me nuts. Anyone know what's going on here? 
How Come TB Says This Brush Is Invalid? 
How Come TB Says This Brush Is Invalid? 
 
( -624 -352 200 ) ( -624 -672 200 ) ( -624 -352 -200 ) rock5_2 -61.3333 -40 -0 1.5 1.5

two verticies of a plane are in the same position, meaning the normal of the plane cannot be determined. essentually this results in infinite possibilities, which is something that software tends to dislike.
otherwise known as a degenerate triangle. 
No They Aren't 
It must be something else. I'll have a look tonight. 
 
Yeah, you missed a negative sign there Spike. :) 
 
Pff, everyone is always focusing on the negatives nowadays! 
Help! 
How big in size can a func_door be?
How many brushes can a func_door consist of?
Can i move those out of world, and back in? (Not out of bounds)
I can�t get a pretty big door to work properly.
Using QS. And zer progs.
Thanks! 
 
 
Why in the WORLD would there be a limit of 64 lightmaps? I'd expect that limit to be jacked up somewhere near 64,000 or so. 
 
That is just a warning that stock engines won't support it. Quakespasm and others can handle that! 
 
I'ev been deceived of that wording before. 
 
OK ... it seemed bad because the level was black after I saw it. Like it gave up on lightmaps. But then lighting was back on the next rebuild ... Oh Quake!! 
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