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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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Careful Though 
Since that will block projectiles and break the monsters' line of sight. 
Errr 
I thought Tyrann's tools handled brush models made with clip brushes? 
 
one way to improve it is to make a func_wall where the main body is a clip brush, but that has small skip brushes at 2 opposite corners.

This works around a bug in qbsp where clip brushes don't contribute to the physics bounding box of the model, which means you can pass through them if you don't contact the too-small bounding box.

By adding the skip brushes at opposite corners, those brushes ensure the bounding box is correct. And the middle clip brush will work then. 
 
This works around a bug in qbsp where clip brushes don't contribute to the physics bounding box of the model

Fixed in TyrUtils apparently. 
Awesome Thanks 
but now they show up ingame with the skip texture, how do i prevent that? 
 
What compiler are you using? 
 
ne_q1sp with txqbsp 
Txqbsp 
I have no idea if that supports skip brushes. Try Tyrann's tools first. They are the most up-to-date, and most fully-featured. 
 
you can also run newskip.exe after running any version of qbsp, to hide the skip brushes. But there are qbsp versions that do it automatically. 
Thanks Again 
that did the job 
Antivirus 
M.S.E.



 
Tyranns tools are pretty old compared to he newest tx_qbspxt versions.
Not to mention they are some dimensions slower. 
Dimensions? 
What are you talking about?
Both are fast, as to say they both take only seconds even on a map with 12000 brushes. 
Seconds May Be A Bit Too Optimistic 
Just wanted to do a back to back test on bbin1. XT takes about two minutes iirc; tyrqbsp crashes... 
 
Yeah, The Hell That's Coming was a few minutes worth of QBSP time ... all those portal errors add up. :) 
Is It Bsp2 Or Bsp? 
8m30s for tyr vs 1m14s for txqbsp_xt.exe in wine. 
Huh! 
and tyr's used more of everything in the WriteBSP table. Up to 30% more clipnodes and 10% more vertices, marksurfaces. 
I Stand Corrected 
Same here, the splitting txqbsp_xt does seems to be more efficient than i thought.

And its faster, yes. 
Gtk-based Editors 
Hello, very quick question - what's the latest/best Radiant-derived editor to use for Quake (1) these days? 
NetRadiant Imho 
I'm a fan of netradiant. It's not perfect, and I'm not even sure anyone is still working on it, but it feels very solid. I did have to remap all the hotkeys in the latest version though to get it how I like it. 
Netradiant 
Right, that's what I was using - I thought it seemed a bit on the buggy side in windows 8 
 
Windows 8 I don't know, I use 7. It does have some bugs in it.

Trenchbroom was cool, but I ran into a bunch of bugs with the version I was using. It takes a bit to learn coming from radiant, but it totally seems like the benefit to workflow would outweigh the hassle in the end since it all takes place through the camera without any orthographic views.

Plus it's actively being worked on by people here, so you can bug them about it. 
 
Trenchbroom seems too awkward for me - I'm very much from the old school of needing to lay things out precisely in 2d views. It seems to take too long for me to place things properly in TB.

Next question - in netradiant, is it possible to specify in the .ent file default values on certain entities? e.g. so that a newly placed light would always start with specific light, wait, delay values etc? 
EDITORZ 
I'm not a Radiant user; I couldn't get past the interface long enough to really build anything with it.

For Quake I used Worldcraft and now Trenchbroom.

Worldcraft has a Quake injector zip made by Baker which gets it set up - if you use the newer, valve version. It works fine, but you have to convert textures to valve wad3 format, which is a hassle. Old WC1.6a is another option, where you don't need to convert textures, but doesn�t have (now) basic features like texture locking.

QuArK... exists, but the interface is like a brick in the face, I'm amazed anyone can use it. Then again, some of the most talented mappers turn out great maps with it, so what do I know. It does suffer from floating point errors but also offers model editing or at least viewing to some degree, but I couldn't figure out how to use it.

There is also BSP editor, which looked interesting when I checked it out, ahead of its time when made and apparently, sadly, no longer updated.

I'm not mentioning other editors because I either didn't use them or they're not good. And probably forgetting a load too. 
Just Want To Mention 
TrenchBroom 2 will have 2D views. They already are implemented and being tested. 
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