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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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I Think They Are 
I caused crashes on some old void maps in BSP1 a long time back by not scaling up the sky textures.

Now I habitually scale trigger, skip, clip and sky brushes to texture size 666. 
Being A Tool 
Now I habitually scale trigger, skip, clip and sky brushes to texture size 666.

It seems like such an easy thing to get compilers to do automatically (apart from trigger), I'm surprised none of them do it. You could add a switch to turn the behaviour on if you were being cautious, but I'd personally vote for a switch to disable this feature were it to exist. 
 

#define TEX_SPECIAL 1 // sky or slime, no lightmap or 256 subdivision

// some surfaces don't need lightmaps
if (texinfo[f->texinfo].flags & TEX_SPECIAL)
{
// non-lit texture
return;
}


in LightFace() (ltface.c) 
Replacing Liquid/teleport Textures With Quark 
I'm using quark to replace textures within BSPs and they've all worked,
but when i tried to replace a teleport texture, ingame the texture doesn't animate and appears odd 
 
does the texture name start with *? it must, if you want it to have water properties. 
@necros 
how do i make the texture start with "*" ? 
Open The Wad 
In texmex and rename it. 
It's Here 
 
hmm, i thought you used to be able to do that in quark, sorry. 
 
oh you can!

when you have the texture wad loaded in quark, click the + to expand all the items. you can slow double click or press F2 to rename textures that way. 
 
Let's say you have an FGD ... is there a way to default a value for something like "delay" to "5" if it's set up as a choice field?

delay(choices) : "Attenuation" =
[
0 : "Linear falloff (Default)"
1 : "Inverse distance falloff"
2 : "Inverse distance squared"
3 : "No falloff"
4 : "Local minlight"
5 : "Inverse distance squared B"
]

That would save me some time ... 
Yes 

worldtype(choices) : "Ambience" : 0 =
[
0 : "Medieval"
1 : "Metal (runic)"
2 : "Base"
]


That 0 sets the default. 
Worldtype 
what is worldtype? 
 
I love you with mouth. THANK YOU! 
Np 
Also, world type sets the key style to be used.

I think that's all though. 
One Caveat Though 
I'm not sure if there's logic to handle this, but I think if you set a default value and don't change it, the editor will not write it to the map file, and if the fgd default is different from the actual default, you'll get the wrong result. 
 
So in this case with the lights, the editor will not write out "delay" "5" on any lights, because it sees they're the default value and what's the point of writing a default value. 
 
:( 
I Thought It Did 
But I haven't used WC in a long time.

Is this for all versions of WC?

What about Jackhammer? 
I've Never Used Jackhammer, And Not Opened WC For 9 Years 
So I don't know. 
 
Oh no, wait, it's cool ... I added a light to an empty map and this is what Jackhammer spit out:

{
"classname" "light"
"style" "0"
"delay" "5"
"wait" "1"
"light" "200"
"origin" "-56 8 0"
}

All FGD defaults intact. 
Ah, Cool 
I must have remembered my troubles wrong. 
Editing Existing Map Features 
How can I change a map's:
ambient light,
gravity,
and add door unlocking sounds 
You Need The Source .map 
TO change the ambient light and add door sounds.

To change the gravity, you need a mod, or you can rename it to e1m8 in standard Quake. 
Map 
I can't open a bsp with quark to change ambient light and add door sounds?

Also where in the qc is the area where e1m8's gravity is changed? 
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