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
 
out of curiosity, how many people are using radiant now? i know some radiant users moved over to TB. I wonder if it's about split evenly now? 
Radiant1.5.0 
Pretty sharp brushes, but dark viewport.
Never could make the setup to qbsp though.
^v^ 
GTKRadiant 1.6.0 
Used it for everything, but vertex manipulation only works for simpler stuff (or maybe it is my hands "growing out of ass" as we say here).
Now using TB for complex rocks. 
 
"Pretty sharp brushes, but dark viewport."

Yes, default is dark, but there is a gamma setting in Edit> Preferences> Display> Textures. 
+1 For Jackhammer 
I only use Jackhammer currently. 
Jackhammer Vertex Manip 
I wonder, I get corrupt brushes from even the simplest (I think) brush manipulation, like trying to create a cliff side or such, is this a fault in the program or the compile tools perhaps? 
Hipshot 
It's a bug (feature?) left from WorldCraft - basically there is no brush validation when manipulating verts, so it lets you create rubbish.

However, I believe JH has an option somewhere to enable brush validation, which should prevent this. (I don't use JH so haven't tried it myself). 
Noob Map Maker Needs Some Help. 
So, I just started using TrenchBroom to make maps. It worked out fine, but I'm having an issue with my map from my server. My pc loads textures fine, but my laptop shows textureless. The error given says that I need a miptex lump. What is it, and how can I add this file to my server?
Thanks 
 
are the textures in the bsp or are they replacement (.TGA) textures? 
 
I don't know. I was able to extract the textures from the BSP though, so probably. 
 
does the source of my textures matter? 
 
Also, here is the output of my bsp compiler
------ FinishBSPFile ------
WriteBSPFile: maps\bigroom.bsp
94 planes 1880
522 vertexes 6264
116 nodes 2784
17 texinfo 680
366 faces 7320
603 clipnodes 4824
56 leafs 1568
398 marksurfaces 796
1820 surfedges 7280
911 edges 3644
0 textures 0
lightdata 0
visdata 0
entdata 1965

The textures says 0, so idk what is going on there. 
Gonna Need Way More Than That. 
what is your set up (where are your files, .map, .wad)
what compilers?
what is in the 'wad' key's value in the worldspawn of the map? 
 
So, the only compiler I'm using is TxQBSP. I don't know if I need other things. My .wad file was ripped from quake, and I put it directly into the maps folder (id1\maps\textures.wad). I don't know how to respond to your last question. 
 
My .map file is moved into the same directory as the compiler also (compilerfiles/maps/map.map) 
 
The .map file needs a list of the wads used so the compiler can find them and embed the textures in the bsp.

Add a key/value to worldspawn:
"wad" "textures.wad"
and make sure textures.wad is in the same directory as the .map when you compile it. That should fix the "0 textures 0" message.

If you have .tga replacement textures installed on the system where the map was displaying textures, that would explain why. 
 
for the last question, in TB, select any non-entity brush and then look at the keys in the list and look for the 'wad' key, then paste what is there here.

but most likely, judging from where you said the wad file is, the wad file is in the wrong folder.

with quake, the textures are baked into the bsp file when compiling, and you don't place the wad file in the map folder.

the .wad file must be placed in the same path as specified in the wad key.

so if the wad key says "gfx\quake.wad"

that means your quake.wad file must be in a path relative to the .map file.

so say you had:
c:\work\level.map
your wad file would need to be in:
c:\work\gfx\quake.wad 
 
Thanks a lot! The map worked when I put it on my server, and when I tested it locally. I use darkplaces, so maps will auto download when a client joins. Idk if classic Quake was like that though.
Anyway, thanks again! 
 
this is interesting... so he had external textures installed which masked the fact that the bsp had no textures inside when played in a local game, but when downloading from a qw server the textures aren't loaded by the client? Does a bsp with no textures still have the proper texture names? Does a downloaded map have different behavior for loading external textures?

Anyway this is a novel way for a new mapper to be confused. 
Well, It's Done! 
So, I made my map. I have no idea how good it is, as it was designed for about 2-4 players, and played with someone once. When I played with my friend, we had lots of fun! I'm going to submit it here so you guys can try it out and tell me if anything is wrong with it. (Yes, I know the texture alignment is fucked up).

http://www.mediafire.com/download/bd0bwru0s8ivggr/dm_vertig.bsp 
 
Also, I don't have any light sources in the map right now. You might have to turn some lighting effects off to actually see what you're doing. 
Specialbomb 
texture alignment is the least of your worries. Definitely need to add lighting. I like that you went with the blue theme, it's not seen often.

The map is basically a single room. Nothing wrong with a central atrium, especially as your first map, but the map isn't too much fun IMO. There's no 'down-time' and it's hard to gain a footing. You need to think about a couple of ways at getting up to the top. I would suggest that the 'corridors' that you spawn in on the bottom floor are fleshed out a bit more and that you can get to the next floor up safely through these corridors.
I found myself kind of blasting rockets from the corridors as a tactic because the central atrium is straight up death. 
Specialbomb 
Also the map is basically symmetrical. Not just on one axis, but on two axes.

Symmetry makes the environment more homogeneous and boring, and makes it hard for the player to orient himself. 
Kinn 
Thanks for the feedback. I understand why you gripe about the symmetry of the map, but I do it to keep things completly balenced between all players. I think this is a con on a small map like mine, but larger symetrical maps work great in my opinion. Orentation should not be that much of a problem, I had no trouble with that (well, I designed it, so that may just be me.) I understand the footing problem though, the second floor is fine, because it has a wall you can hug onto, but the very top is difficult to travel on. Im thinking of just filling in the top floor, leaving a hole to get to the quad damage. I also agree with the corridors, because someone can easily camp them, so I may want to just open them up completly. My idea of getting to the top floor safely were those little ramps, they are not asthetic. Anyway, thanks for the response! 
Kinn 
Also, how good was it for my very first map? 
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.