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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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Awww Yeaaah 
After some bits of trial and error regarding rotation angles I came through
http://image.noelshack.com/fichiers/2016/06/1454888677-schlossherr20160208004219-00.jpg

(And here you can see fullbright pixels will be a huge problem) 
 
TexMex can remove fullbrights. 
 
Load the wad into TexMex. Double-click a texture. It will open in a "Detailed View" window. Right click on the texture and select "Adjust Brightness", then click "Remove Brites" in the "Brightness Adjust" window. 
Thanks! 
 
 
I hope it works. I'm not sure I ever actually tried it.

I edit textures in an old version of PSP and have a custom quake.pal file where all the fullbrights are replaced with black. I just apply that (using match nearest color) to any texture where I want to get rid of stray fullbrights. 
It Worked Half The Time 
Some of the reworked pixels where fullbrights, so I had to edit them with Photoshop.
Nevertheless, they're gone now. 
 
Is there a hack to make explosions made of info_notnull deal zero damage? I need just a visual effect of explosion. 
PuLSaR 
Oh Yes 
Ogre grenade suits perfectly for this, thanks 
 
Is it possible to place an animated texture without animation frames playing (last frame I need) without making it a separate non-animated texture in wad? Like the button that have already been pressed? 
Figured That Out 
ignore the previous post 
How? 
 
Ijed 
Just use its switched-off frames as texture for your button, wall etc. 
 
so the +a*.* frame? 
Right 
But I read it as if PuLSaR is saying use one of the animation frames, not the 'off' (+a) frame.

I know that func_wall has some little known hackery inside that works with this, but can't remember what it is.

And now, reading it again, it seems that it is just setting the +a frame yeah. 
Yep 
I just needed the +a frame, silly me 
Misc_explobox2 + Trigger 
I want explosion of misc_explobox2 to trigger stuff.
Tried 'default' and hacked triggers, but it seems they don't take damage from that entity.
Setting enemy:1 to box makes it shot-through. 
 
And another question.
Guys, how do you create caves?

Quick experiments taught me that it would be nearly impossible to do it in radiant or at least very long and masochistic experience.
Trying to use trenchbroom atm. Alas, it crashes often, but in the meantime gives much more freedom.

Technique I use is pretty much what was shown in TB tutorial-gifs - making a grid of 64x64 boxes and then pushing vertices.
https://i.gyazo.com/067766322d24018d6c8b2cadc916b4e0.png

It goes very slow and I'm not quite happy with my results so far.
Tips, rules, your personal general pipeline - I'm interested in everything. 
DeeDoubleU 
I use Netradiant, and it's as quick as TB in my experience if you work in tri prisms and drag-select multiple vertices. You can even do all the pushing and pulling in the 3d view, like in TB.

Once I'm happy with the shape, I combine the tris to make them quads, which halves the brushcount and probably makes the compiler happier.

The trick is knowing which configuration of tri prism pairs makes a convex quad, and it takes a while to develop an intuition for that.

Your probably better off sticking to TB. 
TB Tutorials? Where? 
 
Uhm, I Meant This 
http://kristianduske.com/trenchbroom/docs/images/vertex_editing_multibrush.gif

I wonder if there is testbuilds of TB2 available. 
DW 
You could try a trigger with health that's the same size as the box, that triggers the box, plus whatever else it is you want activating. 
Ijed 
Unfortunately I wasn't able to detonate the box by triggering it. 
Caves 
I used tri-souping to make the opening cave area of the map I did for Fire and Brimstone (Detour), three walls and the roof anyway. The floor is flat with various bits and chunks added. The map is in the pak if you want to take a look. 
DW 
Exploboxes don't fire triggers, but they do work with buttons. 
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