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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 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? 
 
I don't think it's in the QC ... unfortunately. 
You Need The Source .map 
I don't even need to retype it; my browser autofills the answer if you need it again...

Once you have the .map you'll need to set all the door sounds in editor and the worldspawn light key and then recompile it.

The QC for gravity is in world.qc:

// custom map attributes
if (self.model == "maps/e1m8.bsp")
cvar_set ("sv_gravity", "100");
else
cvar_set ("sv_gravity", "800");


I think a trigger was introduced for this in Dissolution of Eternity. Or maybe it was Scourge of Armagon.

But you could just add it as a key to worldspawn going on what it says there, it seems pretty rudimentary. 
Changing Ambient Light 
I'm pretty sure you can just do another lighting pass on the bsp and don't NEED the .map to do that (no comment on whether it would be easy). Use adquedit to extract the entities from the bsp into a text file. Modify that text file to change the ambient light (perhaps modify the worldspawn keys...) then use adquedit again to put the modified entities back into the bsp. Finally run your favourite light.exe on the modified bsp. 
Or 
Just run light.exe -light # on the bsp directly, no other files needed. 
Invisible Wall 
made some whacky architecture and it moves pretty choppy,wanted to add an invisible wall just over it to smoothen movement i tought i remember something like a func_invisible or a flag to do so I'm using worldcraft), any other solution is appreciated to 
Orbs 
use clip textured brushes or skip textured brushes or even fence textured brushes with no actual texture on them.

just name the textures clip or skip on the brush you want to disappear. 
Smooth As A Baby's Bottom 
thx! 
 
just use clip brushes, mfx's other two ideas are silly. 
Custom Map Models? 
So I have a question... I saw Warren making custom map objects for his new level... But I have to ask how exactly does one go about actually placing these in the editor? He did mention Preach helped out with something?

https://dl.dropboxusercontent.com/u/161473/SeptQuake/CustomBanners.jpg


I can make custom MDL files easy enough but it there some hidden entity that allows me to pick specific models to display in engine? I was under the impression that quake 1 only has a set if precoded map deco objects like torch flames and zombies stuck to walls.

I am using Quakespasm btw. So I might be missing a feature for that engine maybe?

I would love to know how if it is at all possible. I cant seam to find info online about the specifics. :(

Be nice to add some more custom organic deco meshes like dead trees or mushrooms in caves. For the more gore focused side some new corps types impaled on rocks and strewn about the map would give that extra uniqueness as well.

Forgive me if I missed this gem of info somewhere on this forum.

Cheers and keep making those epic maps everyone! 
 
To do it in a straightforward way, you need a modified progs.DAT (the quakec game code). One way is use the Quoth mod and the mapobject_custom entity: http://tomeofpreach.wordpress.com/quoth/tutorial/mapobject_custom/

It'll work on all engines back to the original, BTW. 
Custom Mapobjects 
Be nice to add some more custom organic deco meshes like dead trees or mushrooms in caves

Ahead of you there: http://tomeofpreach.wordpress.com/2013/07/01/mushroom/

Or was that you looking at it earlier, Skiffy? 
 
badger badger badger badger... 
Thanks For The Info! 
Thanks for the links everyone, Yea I did spot the mushrooms but missed his article on how to actually do it using Quoth!... haha. Hmm now for the fun to begin. Am I correct in assuming that Rubicon2 supports a similar feature? I see them using map deco objects a lot too. 
Some Other Questions If You Dont Mind... 
Apologies again if this has been covered but I was wondering if Vanilla quake 1 allowed for custom audio files to be added into levels with a generic entity? Or was it also premade ones like the deco objects but Ambient entities?

And then secondly... is there a Light compiler that can do phong shading on BSP like ARGRAD for quake2? Or some interesting lighting tricks to get a sort of AO / Skylight base lighting pass?

Cheers! 
Skiffy 
SEXY. Yea That Looks The Part 
Thx MFX! that does look pretty sweet indeed! 
Skiffy 
re: sounds, same as for map objects, you need to use a mod to get a general-purpose sound entity. check the entities under the "Sounds" section of Quoth:
http://tomeofpreach.wordpress.com/quoth/tutorial/

Another mod option if you want source code is Rubicon Rumble Pack, see the devkit in the first post: http://www.celephais.net/board/view_thread.php?id=61077 , it has both ambient_general (sound entity) and misc_model (mdl decoration entity).

Most of the stock quake sounds are 8-bit, 11025Hz. Also most engines (including the originals) mix everything at 11025Hz. You can use CD-quality 16/44 for custom sounds and ask the player to launch the engine with "-sndspeed 44100", but note that most engines use a bad resampling algorithm so the stock sounds will sound bad in that case.

The last, annoying, bit is to make ambient sounds you have to add some unusual metadata in the WAV file to make it loop ingame. I can't find a tutorial off hand but try searching func for "loop wav" or something in google. Basically, you insert loop markers in an editor like CoolEdit or Goldwave, but it can be fiddly to get working. 
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