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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 can see the spotlights:
https://www.dropbox.com/s/lp6cfr6yng9rz4x/spasm0048.jpg?dl=0

This is quakespasm with "r_lightmap 1" set in the console, handy for seeing the lightmaps. No special compile flags used, just -extra to smooth it out a bit.

The "angle" "120" is making them have a pretty wide cone.
Also the fading lights on the slipgate seem really bright.

Edit: ahhh, I know what's going on, tyrutils didn't originally support colors in the 0-1 range, it's only my modded version that supports that. Try with this light.exe:
http://celephais.net/board/view_thread.php?id=60967&start=287&end=287 
We Have A Winner! 
Alright, that did it. And GOD that is hideously garish. Definitely toning that way waaay down. Out of curiosity, what light compiler were YOU using Kinn? That one might be better for me.

FTR: I arrived at the color values I was using though Trenchbroom's built in color editor, which is much faster to use than manually inputting the values until it kinda looks right in the tiny preview pane. 
Excellent, I Need To Start Refreshing Before I Send A Post... 
 
NullC 
I'm using the latest version of ericw's modification of tyrutils - i.e. the one he posted. It's the bee's knees. 
Free Textures From Pixar 
Problem With Adding Ice And Ladders To A Map With Trenchbroom 
Hi, I've recently started to learn to use the map making tool Trenchbroom to create some quake 2 jumpmode maps. I don't seem to be able to find a way to add ladders and ice to a map. Does anyone have any idea how I could do it or if not who might know? 
 
you may not be able to, as those require surface attributes which Trenchbroom does not support.

you could temporarily jump in with another editor, but the attributes may get clobbered when saving. 
 
A random brief defense of DarkPlaces:
The real time lights exist in a separate "layer" from the lightmaps (though they can coexist). IIRC DP will see a torch entity and add color to its light value in real time mode. If a lit file isn't loading, this could be why a map has colored lighting with real time lights, and colorless lighting with static lights. 
Where Am I? 
Stupid question probably, but how do I know the position of my brushes relative to the world, when I'm in an editor (using TrenchBroom 2 at the moment)? I recall someone on this thread once made a map that had all sorts of issues because it was off-centre, and I have no idea how you ascertain that...

Should I be asking this in the TrenchBroom thread instead? 
Tyrutils On Linux 
Would someone be so kind as to tell me how to compile Tyrutils on Linux? I've downloaded the source code, but I don't know where to go from here. 
Whoops 
Found the answer here http://quakewiki.org/wiki/QBSP

Sorry for wasting everyone's time! 
I Meant The Answer To #14936 
Still looking for the answer to #14935... 
 
Generally editors will give you the option for a grid overlay marked off in world coordinates. I haven't used TB yet so I don't know how that sort of thing might fit into its 3D-view-centric philosophy.

At least one of the pictures on the TB website seems to be showing world coordinates for a vertex: http://kristianduske.com/trenchbroom/images/vertex_editing.jpg 
So 
I ended up scrapping that last one and going for something more visually/conceptually interesting to me. I already have an extremely moody opening area that stands out to me as one of the most incredibly tense starts in a Quake map I can remember seeing.

It leaves me with another set of issues, however.

I can't seem to get things to rotate "nicely" in TB. Simply put, it eats texture alignment alive when I rotate objects AND I can't manage to keep edges in their place when they should be. I ended up face-dragging, but in a lot of ways that's even worse (edges stay in their proper place, but texture alignment still gets broken AND I have no reliable reference for how to rotate them to make them look nice again).

Furthermore, edge splitting (for when face dragging is the proper way to handle things, i.e. bent metal plates) doesn't seem to work for me, to the point that I'm reluctantly relying on the split mode of the clip tool.

SO. How do you rotate things nicely? And how, precisely, does one use the edge splitting function properly?

I can't seem to make a nice cylinder for the life of me (for giant steel cables). How does one do such things in TB?

And on the same topic, a steel cable texture would be nice, right now I'm using some ridiculous butchery of default ID textures to fake it. Is there a WAD that might have something fitting? Rope textures would work (I can always try finding a way to recolor them in the WAD) but I definitely need that twisted fiber bundle look, and the ID texture kludge is both obvious and irritating to the eyes.

Last question: clip brushes, how should you use them? I'm currently using them for a couple of minor navigational hazards (spawning in, walking forward and falling to the floor of the currently non-murderous void isn't a fun time) but I want to make sure that when the time comes for me to use them more extensively, I'll know what to do.

Thanks 
Rotating 
The only nice one is ALT-Arrow - freehand rotation always scrambles the verticies. Texture lock should maintain everything however you rotate it though, at least in TB1.

The clip tool is the way to go for edge splitting. No matter how clever the software, its very difficult for it to correctly predict what are the intelligent cuts to make I'm afraid.

You can model stuff nicely in TB, but you need a lot of patience. If you want accurate detailed stuff then you should probably try a mesh importer, like EricW's or Warren's.

For texture wads, go here: https://www.quaddicted.com/files/wads/ 
Oh And 
For clip brushes, the rule of thumb is that the player shouldn't notice that they exist. 
Trigger Monster Jump 
Trying to get a monster to jump upwards using a monster jump trigger and even though I'm setting the values ridiculously high the monsters don't seem to go up. I set the jump heigh at 90,000 at one point and it just isn't going up. Any ideas what I might be doing wrong? 
Nevermind. 
I figured it out... there has to be a ground for them to jump up from. :P 
Static Entity 
I have place some static entity's in a map, some fences to spare brushes, gave them an angle and put them aside a ledge.
Then I tried to add a clip brush, but the strange occurance of a blocking side on the east length kept me puzzling.

With no clipping brush there's a straight blocking point in the middle, but the only useable side seem to be the west and north wall. Other sides keep having a block effect of almost 36 units.

No help turning the angle of the static entity, the blocking effect persist which makes it useless for small passages. 
Sv_startsound 
I added some new monsters to the quake.qc.
For some reason the message
sv_startsound not precached
hits up the screen as soon as I see the monsters.

I looked up to all precached sounds in the new monster.qc
but they are all there.
AI.QC -void() SightSound are the waking sounds
CLIENT.QC -void() ClientObituary are death sounds.

Where can I find the statement that links these sv_startsound sounds? 
Sealing A Map 
Is it ok to use the "shader not found" texture that Radiant shows on the outer sides of walls? Or do I need to use the "caulk" (also says shader not found) in quake.wad? When I googled someone on a forum said Q1 doesn't use caulk, which confuses me about why it's there. Or should I just texture the whole brushes? 
Anything Goes 
Except, of course sky and liquids on otherwise solid brushes. 
 
Your map will be sealed by 'shader not found' textures, as far as the compiler and Quake are concerned it usually will be a missing texture with no name... Basically the worst that will happen is you'll get some warnings in QBSP and in Quake about a missing texture, but the map will be sealed just fine.

You likely will want to clean that up some time. To do so in Radiant, in the texture browser, go to Tools, Find/Replace..., leave the Find section blank, click in the Replace section, and then click on some other texture in the browser. Click ok and you'll have replaced all those blank "shader not found" textures with an actual texture.

Your google search was correct, Q1 has no 'caulk'. I don't know why you'd have it in your .wad either, it would simply be a texture with no special features in Q1. Possibly the .wad was made by who normally did Q3 mapping and used some of the Radiant features that automatically placed caulk on unseen brush faces... which isn't really that helpful in Q1. 
 
Trying to map for Quake using q3bsp? In that case, caulk definitely does something.

A quake.wad would not be very useful in that case though. 
Guide 
Is there a popular guide for new mappers, especially those who are new to quake?

I'd like to get started making mp maps. Last year I made a simple boxmap with trenchbroom and some compiling gui but cannot find the tutorial I used.

Also, what do other map or bsp formats offer? What I mean is, how good is ezquake :D? 
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