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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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Quiet 
complex, cut out all extra brushes to reach limit, was bound to bjp_tools_xt_290914 latest tools and would only light with tyrutils015_win32.

I get the feeling only the old vistools will help me out here, and the experience is one week.

I'll send you the map, thanx for your answer. 
Madfox 
Did you notice post #15023? Asaki is offering to help you with your QC trouble. By the way, the email address and website url on your profile is outdated. 
Neg!ke 
I know. I will send Asaki the info.
And yes, my email was outdated and meanwhile I'm restoring my new website. 
No Spawn Function For Func_dm_only 
I'm trying to set my jam 6 level for deathmatch. Navigation would improve with some teleports. Then I found this entity func_dm_only, a teleporter for deathmatch only. But standard id1 doesn't seem to have it and I get a "no spawn function for" console message.

Any ideas? I believe id1 progs.dat should have this entity... 
 
not in my copy of the source code. i've also never heard of it.

i think you can simulate this effect by checking all 3 of the not easy, medium, hard skills. 
Necros: O_o 
Wow, that worked. I thought the skill checkboxes had no relation with deathmatch yes/no. Or at least that would fail in nightmare skill (not easy, not medium, not hard).

I already had a logic gate setup working. Got back here just to say it. But now I'm deleting it. Just have to be sure if the 3 checkboxes work for every entity (even those where Jackhammer UI doesn't show the checks). 
 
if you are missing checkboxes, you can just manually set the 'spawnflags' field to '1792'. this is the bits 256, 512 and 1024 added together. you can do this for any combination of flags. 
Gamemodes 
I imagine this is impossible in Quake but QIIIA had options for DM only, TDM only etc. If this is not possible, it would have been a great addition. 
DM Only 
I think setting flags of "not in easy, medium or hard" is the only way to do this? 
Yes 
That's how it's done. 
"nan"? 
Not sure if this should go here or in the TrenchBroom thread...

Just created something in TrenchBroom, saved it, and when I tried to open it again, it gave me an error saying
(line 441, column 107)Expected integer or decimal, but got 'nan'
So I opened the file in a text editor and on line 441 one of the coordinates is indeed "nan" -- but in also in a few other places as well. I am guessing "nan" means "not a number" or "not a valid number"; is this correct?

How on earth does this happen, and how can one fix it? Should I replace all instances of "nan" with something else in my text editor, and if so, with what?

(I should perhaps also mention that I have done nothing really intricate in this map; no rotation; everything on grid.) 
Mighty Need For Rock Brushes Tips 
Okay, so this problem has been tormanting me ever since I started quake mapping: believable, compileable rock brushes.

How can I make believable enough rock brushes (not blocky) and still get vis to work? I'm wasting my time on my rejected jam6 map because of this shit. 
Find Rocks U Think Look Good And Copy Them 
 
Sock Has Guides 
 
Ask Me How 
I like mine, really.

http://s3.photobucket.com/user/amurad/media/Games/jam6_18b_zpswa4ketjr.jpg.html?sort=3&o=2

They were made like this:

http://www.simonoc.com/pages/articles/rockwall1_1.htm

Golden rule: as long as you skew faces, you're safe.

In other words: if you're going to move vertices, you have to move all vertices in a surface together. And I said MOVE, not rotate. 
Even Better 
Platinum rule: your brush is always valid if all faces are parallelograms, all vertices are on grid and at least two faces are parallel to orthogonal axis.

Meaning that if you make a cube you can skew its faces at your will, it will compile.

Of course you're not skewing a face across its opposite; in this case you're just trying to troll me. 
Trisoup! 
Make a cube out of 4 sided brushes (pyramids, not prisms). That can then be duplicated and manipulated to your heart's content to produce whatever formations of rocks you like. 
 
For tri-soup walls and floors use 3 sided prisms/columns and move the vertexes on one end up/down (or in/out if walls). In my Jam6 map you can see how I tri-souped the walls, floor and ceiling.

There's also some randomly formed off-grid rocks that seemed to compile fine.

With careful clipping I made some columns/prisms where all the sides are formed by triangles. You can drag the vertexes around to make interesting shapes, just keep the brush convex and the ends flat. Cap the flat ends with stubby pyramids to give them a rounder look. 
Yes 
Triangular faces are always valid. Diamond rule. 
Decorative Items/objects 
How much can you actually build using brushes? For example, say you were building a medieval style map and wanted wooden barrels, wheeled carts, crates, signs or metal light fixtures etc... can you build all that detail with no problems?

What I mean by "crates" is, beyond a six sided cube with a crate texture applied. A crate that has some dimensionality to it.

Engines are more advanced, limits are increased(providing openness and crazy architecture) as well as lighting being dramatically improved. But beyond that, there is very little in the way of filling the environment with anything more than monsters still! 
 
trisouping makes for really wonky slopes and ramps that are very awkward to walk on. collision with lots of strangely angled walls also feels very catchy and jagged. it looks nice but it works a lot better in quake3.

use flat floors, big ramps at compiler-friendly slope ratios, and lots of small steps if you really need to break up a floor with geometry. make your cliffs out of irregular hexagonal and pentagonal prisms (with the corners on-grid and the faces also on compiler-friendly slopes) and only slant the tops and bottoms.

you will be entirely forgiven (by me at least) if your rocks look a little "quakey" but have smooth solid collision. 
Mapping Tip Of The Day 
So you want to cast a shadow invisibly, like the Q on the ground in e1m5? If you're using a compiler which supports _shadow, you've probably thought of doing it with a func_wall that you then killtarget, or even hacking the entities in the bsp and deleting the func_wall. But there's an easier way! Instead of making the shadowcaster a func_wall, just give it the classname info_null, and the QC will remove it for you, no mess, no fuss. 
Rocks 
I liked the rocks in Daz' brimstone mapjam entry - they looking volcanic rock-like despite being angular and quakey.

Making really big lumps of strata looks good and doesn't leave you with micro-clip floor problems. 
@ijed 
Isn't it just a matter of structural irregular rock brushes touching the floor? Isn't it just a matter of making a whole cliff or at least its bottom a func_detail? Or func_wall, if my compiler doesn't support details?

@Lunaran

Shouldn't I just "caulk" my level in a Q3 style? I mean, make a jaggy cliff func_illusionary and cover it with clip brushes? That would separate the visual cliff from its collision.

About damage_inc question, can't I just fill my level with MDL props? 
 
I use to smooth player collision against really detailed walls using clip brushes. Any reason to not do it? 
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