News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
Rick 
Impossible, although I think it can be done with custom qc (not confirmed though. Has any mod ever done that?) 
 
it could be done by making a normal switchable light that is continuously targeted by a trigger_relay

light
targetname: flash

trigger_relay
target: flash
targetname: flash
delay: 1.0

trigger_once
target: flash
starts the flashing

trigger_once
killtarget: flash
stops (permanently) the flashing 
 
Jimbo, if it moves automatically and can't be blocked, you could used a timed trigger. 
Rock_brown 
Where is the rock_brown texture originally from? 
Jimbo's Train Problem 
So quick question from the more experienced mappers:
Is there any way to have a func_train fire a trigger when it gets to a certain path corner


New blog post: https://tomeofpreach.wordpress.com/2015/08/15/func_train-locational-triggers/

Actually, while writing that I thought of an alternate approach involving spikeshooters and logic gates, with the "cage" being changed to a "blast shield" which blocks the path of the spikes until the train reaches a certain point. So if the posted way is no good and you'd like me to elaborate, let me know... 
What To Do... 
Although not an editor/entity/how do I do this type of question, I still need some opinions on what I can do here. ie. I need help with my map =P.

I have made a small courtyard type area with a small wall skirting it and clipped so you can't go further, but I can't think of any decent ideas how to finish it off visual wise. I've tried a cliff face up but that looked a bit dodgy. (I may have messed up a few things as that build also gave a ton of errors) A void type idea also seems wrong.

Any feedback is always welcome.
Test shots : http://imgur.com/a/yIWkK 
 
nb: the screenshot thread is actually for this kind of question

anyway, you could try putting cliffs there, but pushing them back from the wall by putting a river or something. 
 
Easiest thing would be to use a skybox and make it some kind of void map. Adding terrain outside the walls, you will end up needing a bunch of brushwork to look decent. Some kind of combination of brushes and skybox, along with a judicious amount of fog could look good also. You could even put it inside a giant underground cave. There's lots of possibilities. 
 
In the latest netradiant (1.5.0n compiled Jun 21 2015) for quake 1 mapping (not tried quake 3) brushes at 45 degree angles have their texture off by 90 degrees (usually). If I set the texture to -90, then it sometimes realigns. In other cases, I just can't get it to realign, even at other angles and shifts. Frustrating. Seems like a bug, but not sure. Should I contact ingar, the build author?

I wanted to post this on insideqc, but my account is not registered. I made the acount 2 years ago, so if anyone has admin/mod rights, could you please approve my account. Same username.

Relevant screenshot: http://imgur.com/KhsYn5m 
 
This is a traditional Quake problem. Trying passing "-oldaxis" (or something like that) to your BSP compiler. Might fix it. 
@WarrenM 
Oh really? I never knew. So it's a bug or side effect of optimisation in the original dos quake? This doesn't happen with quake 3 bsp right?

Just tested -oldaxis, god that is damn useful. Thanks for that. 
 
That's odd, I've used Netradiant and Fitzquake/Quakespasm for years and have never had that problem.

I do use an old version of Netradiant though, from 2012 I think. I used Bengt Jardrup's qbsp until changing to txqbsp_xt, never with -oldaxis.

I do remember having that problem when I first started making Quake maps. That was probably the original Worldcraft and Id's qbsp though. 
Re: Lighting For First Timers 
I have had a look around this (massive) thread but so far have only found these two Lighting tutorials:
https://goo.gl/kLPFuq (Spawnhost)
https://goo.gl/scVY9o (Shores of Nis)
Now these are fine for "what commands are available to me" but don't really seem to do much on the "what happens when I" or "how can I best do" fronts.

So far Tyr's site for his utils have been of more use to me.

Are there any others that I should be aware of?
I have even contemplated making a bunch of cubes connected with a plain passage and then adding a single light in each with various light and wait settings just to see what happens with each. 
Lighting A Map... 
IMO some of the best examples of lighting used to guide a player can be found in the Portal games. 
OGkspAz 
Using shortened links like that is the perfect way of making links break and sites hard to find... 
 
Huh... I should edit my guide... When I wrote it, mh's light was the only modern one around. :P 
 
"Oh really? I never knew. So it's a bug or side effect of optimisation in the original dos quake? This doesn't happen with quake 3 bsp right?

Just tested -oldaxis, god that is damn useful. Thanks for that. "

It has to do with Quake's automatic texture mapping and how it decides which axis to use when it encounters a 45 degree angle. There was never a consensus reached so compilers offer that switch to compensate. 
Sky Fog Help 
Please, is there a way to set r_skyfog on worldspawn? I'm using MarkV. Already tried _skyfog, skyfog and even (desperate) r_skyfog. None of them work. 
 
It can be done by putting it in a quake.rc file, and running the map as a separate game mod. I don't know of any way to just include it in the bsp file. 
Actually... 
 
Why is that anyway? QBSP will store the key/value pair in the bsp file. Could using it be added to the next version of Fitzquake/Quakespasm? 
Necros 
Neat! Worth a try. 
 
unbirthday, re-register please, no such username at i3d/iqc. 
Rick 
After stalling on this for a long time, I added a "_skyfog" worldspawn key to Quakespasm recently, to be included the next release. Also, _wateralpha,_lavaalpha,_slimealpha,_telealpha. 
\o/ 
Could you also add the fov thing on viewportmodels that FQMKV has? That's a neat feature and makes the weapons at higher fov not look weird. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.