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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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Texture Color Shift 
Can someone help me out? I need recolored versions of the textures wmet3_1 and w3_4 (blue metal w/ faces) that match the gold (rune) key tone, but I can't seem to get it right. Converting them to the palette after the color shift always makes them look bad... 
Problem solved, thanks to otp. 
 
This can be done in wally.

Duplicate the wmet3_1 wmet3_3 wmet3_4 images
and rename.

1. Right-mouse click in 'Image List' box and select Create New Image.

2. Enter Name wmet3_5 for example. A new blank image window appears, CLOSE this edit window.

3. Right-click mouse on wmet3_1 (the thumb, not an open edit window)
and select Copy.

4. Right-click mouse on wmet3_5 (the thumb, not an open edit window)
and select 'Paste Over'. Pasting over on a blank thumb (or existing
image thumb) ensures a perfect copy.


Now Edit The Duplicates.

1. Open texture by double-clicking a thumb, and mouse-click the
Eye Dropper over a blue pixel.
This will auto-enter the Index Number.

2. Hover mouse over at the gold range (96 - 111) to the corresponding
colorbox position and remember the Index Number shown at botom.

3. Go to 'Colors' - 'Translate Colors' and enter only the 'Destination'
index number that was remembered.
(The 'Source Pixels' was auto-entered with Eye Dropper)

4. Mouse click on image to see change.

Try converting just the blue range. It should be good enough and take
less than 2 minutes per image. 
MarkV Fog 
I wanna use fog and r_skyfog in MarkV. I tried to set it on command line, tried autoexec.cfg, but it doesn't work. The only way to set these vars are from console. What do I have to do to enter my map already fogged? 
 
for fog, adding a worldspawn key like this should work in most engines:
"fog" "density red green blue"

For r_skyfog, there are a few options:

-if you're using a mod like quoth, you can use an entity like info_command to run "r_skyfog x" in the player's console when they load the map. See: https://tomeofpreach.wordpress.com/quoth/tutorial/environment-variables/

-otherwise, if you can have your map install in its own mod folder, you can add the "r_skyfog" setting to autoexec.cfg or quake.rc. Preach recommends using quake.rc for mod-specifc settings, but it's not just an empty file like autoexec.cfg, see:
https://tomeofpreach.wordpress.com/2013/09/05/quake-rc-and-being-a-good-citizen/ 
Er 
On that 1st '3.' it should read...

(the thumb, or an open edit window) 
Yay! 
The fog key works! Also, r_skyfog can be set in a mod's autoexec.cfg.
Very few items last in my to-do list now. 
 
Don't put it in autoexec, put it in quake.rc like in the tombofpreach link above 
I'm Obedient 
Bookmarked The Tome of Preach. Good reading. Though I ended up sticking to the default r_skyfog value and setting the "fog" worldspawn key in my map. 
Skyboxes 
Hey guys,

Where can I find some skyboxes for q1 that are more interesting than the default?

Cheers. 
Skyboxes 
 
Vondur & OTP 
thanks guys 
How Do I Create Colored Lighting In My Maps? 
I'm a new Quake mapper and I can't seem to figure out what I need to do in order to get colored lighting. I'm using the Jackhammer editor if that is any help. Thanks in advance. 
 
-Use a key/value on a light entity like "_color" "255 0 0" for solid red
-The light compiler needs to support it, use one like: http://ericwa.github.io/tyrutils-ericw/
-Make sure a .lit file is generated along with the .bsp, the above tool will do it automatically if you use colored lights. Copy the .lit and .bsp to your maps folder
-Engine needs to support loading .lit. Most engines do like Quakespasm, Fitzquake, Darkplaces etc. 
How Do I Run A Map From Fitzquake? 
Hello, I'm completely new to Quake. When I attempt to run a custom map in Fitzquake, the command line says, "Couldn't spawn server Maps/myquakemap.bsp"

I am using Jackhammer and choosing Run will compile the map and open Fitzquake, but nothing happens. Typing 'Map myquakemap' into the command line produces the result above.

I assume I'm not saving things in the correct directories, but have no idea where to begin with this.

If anyone has a breakdown for where the map should be in relation to Fitzquake, that would be fantastic. Any information is helpful.

Thank you all so much! 
Hey Hal :) 
You need to create a folder called "maps" inside your "id1" folder and but bsp's in there.

GLHF! 
Thank You, DaZ! 
Your advice and some more tinkering with file paths solved the issue.

First of all, I did not have a maps folder under Id1, so this was created. After that I set this as the source maps directory in Jackhammer.

Also noticed that there wasn't actually a .bsp being created when I exported, so this was solved (I think) by adding Fitzquake as the CSG Executable under the build programs list. 
Woah There 
FitzQuake isn't a compiler so you won't need to add it to the compiler setup (aside from the path for your quake executable). Also, quake doesn't use a separate CSG compiler (that is from the Half-Life engine) so you can leave that entry blank.

If a bsp file is not being generated then my best guess is that the bsp compiler found something wrong with the level and refused to create a bsp from the map file you gave it. Check the compile log for warnings and errors! 
 
Ha, that would explain why it's not working again! I'll remove the csg entry and see what's wrong with the map.

Thanks! 
Earthquake 
How do I make the land shake when something heavy falls? Is it possible? 
 
Custom QuakeC. There's nothing built in. 
Question 
Someone asked me if there is a way to convert e1m1 (or any Quake map) to a format that 3dsmax can read.

Afaik Warren's obj->map util is one way only so I don't really know if it's possible. Any ideas? 
 
It's totally possible to do write a program to do that but you're going to end up with a highly triangulated mesh. Basically, you'll get the resulting BSP triangle mesh which will be ugly as hell to work with. 
 
Oh, but since I guess the E1M1 MAP source is available ... so I guess you COULD read that and generate brushes from it. But then that would be messy from a 3D modeling perspective since you'd have all these interpenetrating faces and unnecessary polygons. 
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