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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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.ent File 
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?

I think you have to do that in QC, but I'm not 100% sure.


I know that in Worldcraft (and TrenchBroom for that matter, anything that uses a .fgd file) you can set a different default light value (the default is 300) and at its core other than different formatting to add stuff specific to NetRadiant, the .ent file is essentially just just an .fgd in different clothing.

So to answer the question, yes you probably can change the default light value (or anything else with a default) HOWEVER anything that you did prior to altering the .ent file will stay the way that it was unless you adjust them separately.

Don't forget to make a backup of the .ent file before you mess around with it. 
Thanks 
Thanks for the advice - after shopping around I think I'll stick with Netradiant for now, but I'll look forward to trying the new Trenchbroom 2, with its 2d views, when it's released.

I think you have to do that in QC, but I'm not 100% sure.

I'm not sure I understand - how would the compilers recognise any QC code? (e.g. light compiler)

So to answer the question, yes you probably can change the default light value (or anything else with a default) HOWEVER anything that you did prior to altering the .ent file will stay the way that it was unless you adjust them separately.

I have had a good look in the existing .ent file and I can't seem to find anywhere where a default is being set on anything. Hmmm... 
 
radiant and qe3 don't set defaults on entities at all - they don't set any keyvalues you don't personally set except for origin and classname.

the 'default' is whatever the compiler, progs.dat, or engine assigns to the value, depending on which of them pays attention to the particular key. 
 
I'm not sure I understand - how would the compilers recognise any QC code? (e.g. light compiler)

The engine does. Lots of entities have default fields and values set in QC. Lights actually, now that I think about it, are an exception.

The engine runs the QC spawn function for anything it finds in the bsp, and defaults are taken from there (such as the health of the monsters.) 
 
Ok, thanks, I probably should have been clearer in that I was specifically looking to set defaults on light entities.

Anyway, I guess I'll just copy/paste an existing entity in the map, which should avoid me having to type all the fields out every time I create a new one. 
Just A Litte Question About Good Brushwork 
So I made some bars func_detail in and thought that they wouldn't cut up world_brushes. But appearntly they do. http://i.imgur.com/5oFwsBT.png

So I'm just wondering what's considerd good practice. Should I be cautious of ending up with too much unintended geometry? Is it better to have something like this floating near ground and ceiling not touching or is that over-optimizing?

Made a Q3 level before but still a bit green when it comes to BSP work. 
 
since func_detail does not affect vis, i think making them float 1 unit away should be perfectly fine.

otoh, that screenshot seems like it is a very closed off isolated area, so likely the performance gain of getting rid of all those extra cuts will be negligible. but if that was outdoors? or the cuts were propagating into other cuts? then it would be worth the few seconds to move the faces away, I think. 
Q1 Detail Brushes 
Work a little differently to most other brush based engines. Func_detail in Quake will stick make bsp cuts however they are ignored by VIS.

Good use of detail is basically saving you time when you vis a level. 
 
Thinking about how your faces will split takes a lot of time to get the balance right. It could be a simple case of having a bar run along the bottom and top of your bars might produce nicer results. 
 
Func detail is really just to cut down on vis times and not really to cut back on faces. It's a balancing act between the two. If you want to have less faces then "Lift" the bars one unit off of the floor and ceiling when you do your final cut. Nobody will notice anyway.

The main thing to keep in mind about about func_detail is that where it touches the void you "Can" get a HOM effect in some situations so something like trim (and your bars are a sort of trim) is usually a big no-no unless you offset it by a unit (and again, it's not usually noticeable to even the most critical eye).

I'm not too sure about how that might effect "Dirt mapping" though because as I understand it it needs hard corners to properly do the calculations.

I would suggest that you just block out the level first and do a fast vis to check for leaks (and add at least 25% to whatever you think is enough room. It's not like you're paying for the paint, plaster, tiles or a heating bill) and add the "Trim" at the tail end of the process, which is going to eat up that 25% pretty fast anyway. 
 
if you need it to butt into the world for whatever reason, but don't want cuts, then func_wall that mother.

Just don't go hogwild with func_wall though, for ~*reasons*~ 
Like Entity Flicker 
 
Also 
Detail brushes will not cause HOM as long as you don't use them to seal the void. And if that happens then you get a leak and vis fails. 
 
if you need it to butt into the world for whatever reason, but don't want cuts, then func_wall that mother.

Just don't go hogwild with func_wall though, for ~*reasons*~


Yeah, sometimes you might be better off making the base that the bars intersect into the func_wall, and leaving the bars proper as func_detail. 
Fgd Quake + Extra 
Hello,

I seek a fgd based on a quake 1, which includes extras. "rotation, breakable, etc ..."

Can you help me. thank you very much 
Extras For Quake 
That's for a particular Quake mod called "Extras", which can be found here:

http://www.quakewiki.net/quake-1/mods/extras-r4/ 
Haha... 
extras is pretty neat. I love the gibbable corpes, the sparks from the nailgun, the extra moveable objects, rain fx...

Not too keen on footstep sounds, cartridge ejections for the guns though. Oh well. 
Drake Fgd? 
Is there one? 
Max Texture Sizes 
Texmex will allow me to import a 2048 and save it into the wad, but sikkpin_QE3 won't load anything over 1024. Hacking the 2048 onto a brush manually and compiling works fine in FitzBakerMarkV and QuakeSpasm. Even WinQuake loads the map and displays all the textures (although in the latter case the mipmapping is kind of wonky).

I'm not actually going to use a 2048 texture in Quake, but for the sake of argument: is there an upper limit? Are there secret but horrible side effects to large textures? 
 
there's no official upper limit but probablty each engine or tool will break in undocumented ways when you make something big enough.

For example in GLQuake the limit is width x height <= 307200 
Ah, Because That's 640x480 
... or 1024x300.

So, in GLQuake, that's 1024x256 or 512x512 tops. Curious if there are engines that have raised other bsp/netcode limits but left that one. 
Lunaran: 
correct, the line of code looks like this:

static unsigned trans[640*480]; // FIXME, temporary 
 
lol 
Common Practise? 
Is it ok to make brushes with liquids (lava/water) intersect with world brushes, and go outside of walls? I've noticed that if I use multiple brushes for water the edges where the brushes meet becomes visible in-game. I've read somewhere to never let brushes intersect so were a bit hesitant to do so. 
 
Intersect away, no problem. 
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