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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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4096+ 
My current map exceeds safe limit and I have HOM effect starting at 4096 (only size warnings in log, no leaks).

In this case I'll move few rooms to fit, but was wondering is it possible at all to make a map which is larger than 4096?
Why editor shows grid up to 65536 if I can't use it? 
 
It's a network protocol limit. You can make maps larger than +-4096 but they will only work in engines with a protocol that supports it, like darkplaces. 
Why Are Leaks So EVIL 
It might be explained a thousands times, but every time it breaks me up.
Why does a map start leaking while there is no common explain for it?
A kinky brush, a wrecked up detail, an unusual corner.
All I see is a red line that leads me to a *.prt file making me guess there will be a bad brush.
When I deteckt the bad brush and delete it another one shrimps up like a balloon pressure.

I can block them off with a cube and precise the dilemma, but I just don't understand the meaning of it.
Give me a looking box and I can tell when there's no hole to look in but.., aargh! 
 
Because math. 
Excuse 
me for alladin. 
On Leaks 
Is it because id wanted accuracy of geometry over usability? Or was this a limitation of the tech at the time?

Out of interest would less leaks occur with relative coords rather than a static grid? 
 
coordinates relative to what? 
 
to each other, or the first brush placed. 
Invisible Clipping Volumes In Trenchbroom 
Is there any way to create invisible clipping volumes in Trenchbroom? There's a lot of stairs in my map and I'd like to cover them in a ramp to smooth out movement if that's at all possible? 
 
create a normal brush with the texture "clip" on it, that will do what you want.

However, ramps for stairs are kind of bad in quake because player will slide down the ramp, unlike stairs where you can stand on them properly. Also grenade bounce behavior on ramps is weird and different from stairs, and players will expect stair behavior if it looks like stairs. 
Cheers! 
I'll probably just have to reimagine this section, the buffeting down the stairs caused by always run is too annoying to leave in IMO. Thanks for the help anyway. 
MadFox 
What editor are you using? 
@MadFox 
Working in TrenchBroom atm but I think I wanna move to something more robust. I'm more comfortable working in orthographic views. 
Woops 
My bad spud, still getting used to the format of this forum. 
Danrul 
Try using stairs with a height of 8 units and 16 deep. That should feel smooth 
Danrul 
TrenchBroom 2 has ortho views, let me know if you want to try it out. 
 
@FifthElephant - Cheers spud, thats working out pretty smooth for me.

@SleepwalkR - I'd be pretty interested. Appreciate the offer man. 
Send Me An Email Pls 
Address is in my profile. 
Checked Profile 
No email address showing, website gives me a 403 Forbidden 
Whoops 
kristian.duske@gmail.com 
 
Stairs in Quake are the worst, but second worst is the way the lip of a ramp will pop you into the air as you cross over it. Makes running or fighting on sloping terrain a big pain. 
 
Ramps are the worst... Had a nicely trisouped curved path... millions of weird ways it clips and trips you up, so had to remove it and replace it with stairs 
 
People have been bouncing up and down steps in Quake for nearly 20 years, so I doubt anyone will notice. It does help to make them deeper (front to back) than they are tall and 8 units high will be smoother than 16. 
 
Sock had some nice terrain at the start of Zendar, the way he got around the poor collision was to make clip brushes as stairs. Seems to be a good way of doing it. 
 
My steps are 8 x 24 units for smoothness. 
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