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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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Newbie 
That's a result of the way textures are projected onto faces in Quake. Your only option is to use the Valve 220 map format, which TB2 supports. However there's no conversion function yet, but I could implement one. 
Valve 220 
Thanks very much, ptoing, Rick and SleepwalkR, for your responses.

SleepwalkR, how does one go about using the Valve 220 format? I can't see any option for enabling it. Is it enabled by default? Or is it something one specifies when compiling? 
You Must Choose 
when you create a new map. In the game selection dialog, when you select Quake, you see a dropdown list below the game list where you can choose between Standard and Valve 220 map formats. 
Thanks For Explaining 
Does that mean I'm now stuck with standard format in the current map I'm working on, at least until you implement conversion? D'oh.

I tried opening a new .map in Valve format and copy&paste-ing my current map into the new file, but it doesn't work -- it says
Unable to parse clipboard contents: (line 2, column 1)Expected '(' or ')', but got 'classname'
I'm guessing that's because you can't (currently) copy&paste between the two formats in TB2? 
Yeah, That Doesn't Work 
First, I need to write a converter. Maybe I can squeeze one in tonight, because converting from Standard to Valve 220 is easy. The converse isn't, though. 
That Would Rock 
 
FifthElephant 
You'll be happy to know that the old way to draw brushes is coming back in TB2. You will have to enable the brush tool to do it, but then you can just bang out the brushes by dragging as usual. The new mode is only activated if you hold shift while clicking or dragging. 
SW 
that does indeed make me happy. Getting the brush mode to work has been a bug-bear of mine though. I've struggled to make brushes in TB2 in 3d view. Also, it would be nice to see a return of the 64x64 unit brush as a starting point when you start working on a new map. 
BSP2 And +-4096 Boundary 
I was under the impression that BSP2 removed the original +/- 4096 loop boundary but this still happens to me in BSP2 compiled maps. Does it require engine support too? I'm using QS 0.90.1 
 
BSP2 does not remove the 4096^3 boundaries. 
 
ohh whoops, i thought those two were kind the same thing. :S 
 
Caught me by surprise too when I found about it. 
 
No, the 4096 is tied into the networking protocol and other things I believe. Would be hard to remove. :-/ 
Yeah 
map format already supports larger map sizes, it's the network protocol that is the limiting factor.

I didn't add this feature to protocol 666 because I couldn't think of a good way that wouldn't make packet sizes bigger for normal-size maps. This means you'd get a packet overflow on some older maps that wouldn't overflow on protocol 15. 
Fifth 
The empty map will contain an initial room at some point in the future. If you want to testdrive the new / old create brush tool, I can upload a new build that contains it. 
For Those Who Care About Software Render 
Mankrip, da man behind Makaku and Retroquad engines, runned my jam 6 level and reported two bugs that pop in software render.

The mipmaps of my fixed rock_brown texture were wrong. I used Wally to edit the wads. Apparently the default settings for Remip Deluxe doesn't work well with Quake software render. I had to go to View / Options / Remip and click the "Use Quake Lookalike Settings" button.

Also, liquid textures bigger than 64x64 get distorted by software render. I was using *lava4a. For full compatibility, I'm changing to *lava1.

DLC will have both fixes. 
Mce.bsp By Negke 
How are those custom ammo boxes done, given that this is just a bsp file? 
 
Do Fitz/QS engines have a command to turn off .lit support? Something to easily see what a map looks like without colored lighting (even if you have to reload the level) 
 
Hm, just went through all the commands and such in QS, not Fitz though, but QS does not seem to have this. Would be a cool option. Something like r_uselit.

The fastest way now is to rename the lit file to something like lit~ and then restart the map in QS. A bit tedious, but it works. Also damn, some maps look horrible without the lit file, like Skacky's Jam5 map. Super blown out. I think it has to do with the thing that ericw mentioned a while back somewhere about using dark lightcolours. 
 
Unless you are using BSP2, reQuiem has gl_loadlitfiles 0/1 (also available in the menus). 
 
Also damn, some maps look horrible without the lit file, like Skacky's Jam5 map. Super blown out. I think it has to do with the thing that ericw mentioned a while back somewhere about using dark lightcolours.

That's suprising, i would have assumed that the non-colored version of the lighting would just desaturate the color while keeping the apparent brightness. 
 
It could have to do with how .lit support was added to tyrutils, the bsp lighting didn't use the _color keys at all. I changed it, for the next release of my fork, to average the RGB components of the ilt sample to get the greyscale value for the bsp. 
Ericw 
That's a very good solution for sure. And great work on the compile tools in general. 
RGB Is Terrible For Almost Everything. 
Careful with averaging RGB, that would give you some weird results. You rather want to calculate the (perceived) lightness of the color. I would need to go through my docs but if you can't find a good solution give me a nudge.

I wonder if the weird green tint on explosions/dynamic lights when playing games with (reddish?) lit files is also due to this. Noticed it a lot in the jam6 maps with QS. 
Argh 
Actually it looks like averaging won't work..
The constraint is the LightNormalize function that MarkV is using (Baker mentioned that he took it from some QW engines). It scales the lit data based on the bsp file lighting, supposedly to prevent cheating in MP by using a fullbright lit file.

I looked at it again and, to prevent MarkV from scaling the lit data, the bsp needs to contain max(r,g,b). This kind of sucks because it forces your bsp to have overblown greyscale lighting, or else have potentially distorted colors in MarkV. 
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