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
 
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. 
 
Try fov_adapt 
Kinda Works, 
but not quite as good. 
Wow 
Good stuff just keeps coming. Separate alphas for the different liquids also? Man, that's great. 
Small Question About Relays 
So I made a trigger which triggers a bunch or relays which trigger lights with a staggered delay. I set the relays to have sound but they do not play any. What gives? 
It Can't Play Sounds 
trigger_relay's .qc code is

void() trigger_relay =
{
self.use = SUB_UseTargets;
};


Literally all it does is 'use' (trigger) it's targets. That's it. No sounds or anything else fancy.

--

There's some entity hack stuff you can do to make an info_notnull play a sound, so you could target that and it will play your sound. Give it the following properties:

"use" "train_wait"
"wait" "-1"
"noise" "boss2/sight.wav"
(or whatever sound, look in the .pak files for the names)

The sound must be precached, or your map will crash, so make it a sound that another entity in your map plays, that entity will precache the sound for you. For instance, the sound I used was from boss2, who is Shub, so I would need to place Shub in my map somewhere to use the sound. 
 
Thanks, that works. Was just confused because in the .fgd I got (the one DaZ made for JH) there is a dropdown for sound style on relay_triggers. 
 
you can trigger a trigger_once/trigger_multiple by giving it a targetname. then you can add any sounds you want to it. use the 'notouch' flag so you can't accidentally walk into it. 
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.