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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! 
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. 
 
You can set up additional or different folder locations, but you still end up with something like:

E:\SteamLibrary\SteamApps\common\XXXGame\ 
 
I don't need my games deeper than my porn folders... 
Yeah I've Got Loads Of Steam Stuff 
But my Quake is in c:\quake

(actually it's in e:\quake but that's a long sad story) 
Oh You Mean... 
E:\Downloads\

porn + literally anything else I download. I am very organized. 
 
Porn is on the desktop, ain't nobody got time for digging for that... 
 
This:
clean install would just be:
quake/id1/pak0.pak
quake/id1/pak1.pak
quake/{extract your engine of choice}

I put any changes I like and want to keep into PAK2.pak.

My test bed for everything is put into PAK3.pak.

The great thing about the Quake file setup is that the default of IDPAK0 or PAK1 can be overridden by any PAK# higher than that but if no new file is available the defaults kick in.

Mine is set up with PAK0 and PAK1 being untouched. PAK2 has watervised levels and .ogg files and PAK3 has the "Dirty" lit files (also watervised) and new models.

Easy to undo changes yet still keep a clean Quake install. 
"Dirty" Lit Files 
Nope, I meant dirty .bsp files. Lit has no place in classic Quake as it's currently implemented. It's not subtle at all. 
Say 
I have a rock mountain in my map. It has a bad vising because something tricky distorts the brushes into hom's and it aches my attention working on it.

When I change the whole structure into a func_wall there is no hom vissible, but is it save it won't happen when real vising? 
Did You Try 
detail brushes? 
 
Is it possible to scale enemies in size via hacks or standard qc? 
You Can In UE4 
#UE4Thread 
Depending On Your Assets 
Is it possible to scale enemies in size via hacks or standard qc?

If you go to the trouble of creating a scaled model then you can code micro or macro-monsters, but there's no way to change model scale in standard QC. It's not recommended to create frames at different scales within the same model, as you lose precision in the smaller scale frames. Darkplaces supports this as an extension, but it's the kind of feature you would have to commit to using DP in your mod.. 
 
*high five* 
 
You can hack the bounds in the .mdl without touching anything else and include the modified file. Probably could do it in a hex editor if you knew exactly what bytes to modify (although that's theoretically true of anything). You'd then need a whole new monster in progs for that model, though, to change the ai_forward distances, bounding box, eye offset, etc.


the better question is why in sam hell would you 
Madfox 
AFAIK, vis ignores submodels, so as long as the func_wall looks good after qbsp, it should be safe after a vis too. The main problem with complex func_walls is they render slowly in some engines (qs 0.90.0 has a fix for this, fitz 0.85 would be slow.)

If the HOMs only appeared after vising, maybe func_detail will do the trick without the performance variability across engines of func_wall. 
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