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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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SCREENS. :) I want the pretty... 
 
Well, dirty lighting is on the top screenshot and the normal lighting is at the bottom. The bottom light seems brighter but that's because I couldn't time it properly with the light style on that light.

https://www.dropbox.com/s/634686l70ick794/dirtlight.jpg?dl=0 
Mac Build? 
Thanks for putting this in Eric, that's awesome.

Any chance you could share a Mac OS X build? I see you included a .diff in the zip, but if you have one lying around already that'd be handy. 
 
Sure, I updated the archive to include osx builds and also added the full snapshot of the source, here's the link again: https://www.dropbox.com/s/nt78oeh49wevejx/tyrutils-light-dirtmap.zip?dl=0 
Re: #14694 
Thanks! 
Hi! 
I'm fairly new to mapping for the original Quake and now working on my first Quake single player map (w/ Trenchbroom).

I've made a trap room that works as intended with Quakespasm, GLQuake etc. but I tested it in WinQuake and some func_* appears to get culled away when looked at from some positions and angles.

Anybody knows what can cause this?

The room have quite many func_* objects in it: 2x buttons, about 15x func_doors and 2x func_trains. Is it too much for winQuake or is it something with Vis?

Any ideas are appreciated! /Daniel 
Ohh And Another Thing! 
Doesn't 'lip' work with secret doors? I've got a door that slides into a wall and causes some Z-fighting flickering between the textures and thougt I could just add a small value to lip but doesn't do anything. Tried with extreme values also. Even looked through the .map file so the the lip key and value was there. 
Welcome To Hell 
Most likely it is "too much" for winquake.
Try t_width and t_length as keys on secret_doors.
Try negative values too! 
GurgelBrannare: 
try increasing these two variables:

r_maxedges
r_maxsurfs

You might have to reload the map or restart quake for the change to take effect. not sure about that.

For the secret door, make sure the door has a slot to go into, rather than just going into another solid brush. 
I'll Second What Mfx Said 
The "Lowest" engine you should be shooting for is GLQuake. If still you want to do something for WinQuake then you really have to be careful about getting too complicated of a space going on. There's a reason why the original levels were relatively simple. WinQuake wasn't really intended for modern computer systems and it's also ~7 OS generations old. Five of which aren't even supported anymore. 
 
Making maps that abide to original limits has its own charm and is good for weak devices (Quake runs everywhere). I like it when people do that. 
True 
However when you do that you need to keep in mind the limits that that imposes on what's possible when you use almost 20 year old software designed for over 20 year old technology. 
We Definitely... 
.. need a timing machine ! 
RE: Secret Door Z-fighting 
for func_door_secret there are two keys for the movements, t_width & t_length - experiment with those and the door's angle until you can get the door to move in a way where there is no z-fighting 
Thanks! 
Yeah I guess I won't optimize it for winQuake then. I guess the probability that someone who downloads Quake maps today runs winQuake is not that high. I'll try the t_width way tomorrow. Btw the tip to not make it slide into a solid brush and instead have a slot, is it bad to that without a slot for other purposes than aesthetics? 
No! 
You can have it slide into a brush if you like. If the player can never see the imaginary space behind the door isn't there, then it doesn't make a difference.

Also in general, when you are building your maps, you can overlap brushes and have brushes that go inside, through and across other brushes. It is often better to have this than it is to have 'a thousand cuts' in your brushwork. The only thing that matters really is make sure that all of the brush vertices are on-grid. The points where they overlap and intersect can be off-grid, the compilers handle that just fine.

So

1 - brushes co-ordinates must be on-grid.
2 - BSP or output co-ordinates can be off-grid
3 - You can overlap brushes, do it it makes for more efficient mapping.

You can run it in Winquake I think, but there is a console command to allow more stuff to be drawn.

If you use the info_command entity or something like that (which is from the Quoth mod), or maybe an info_notnull hack (not sure) you could fire the console command on map-load.




ANYONE?!?


Question 
Not really "mapping help" so much as "basic quake installation" help.

You know how after a while (and a couple of custom engines later), the quake root folder is full of a million dlls and all sorts of crap that's maybe used by that one thing that you tried that one time four years ago...?

What I'm asking is: is there a list anywhere of just the files that would constitute a totally clean install of vanilla quake? 
I Am A Cretin 
I should have checked the wiki first.

http://quakewiki.org/wiki/Getting_Started 
Yeah 
clean install would just be:

quake/id1/pak0.pak
quake/id1/pak1.pak
quake/{extract your engine of choice} 
Great 
That is delightfully simple. 
 
I always have "pure" install of quake... cause my normal folder is a complete mess. 
Joys Of Steam 
Whenever I need a clean quake directory I let steam handle that! 
 
I have a clean copy of Quake in my Steam apps directory that I really could delete I suppose... I copied it over to it's own home on E:\Quake\ long ago and use that for actually playing Quake. 
 
Yeah I have steam too, but to be honest who the hell needs their games folders to be so about 30 folders deep? I mean really, why doesn't steam allow the folders to just be C:\games ?? 
 
Steam comes with lots of crap no one needs and horribly broken engines. 
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