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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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The Brush Was Side To Side With The Button 
But then I changed it to be a full-heigth brush while putting it backwards. The button's now functional! 
Trigger_push Stucking The Player 
So this is the final thing that needs to be done before this map is officially done:

The map have a bell tower that can only be accessible in the top via a secret teleporter. In this is a Quad Damage, and taking it drops the player inside the tower, which is a narrow downwards tunnel. Once he reaches the bottom of the tower, a trigger_push is put to push him forward, which opens the tower's door in front of him, getting him out of the tower fast.

At least that's the idea on paper. Indeed, said trigger_push activates, but the push speed is next to none (when falling the player descends extremely slow), so much that I have to struggle moving forward to get out of the brush and finally make the push work at the intended speed.
First try was just having the downward tunnel and having said trigger_push made like a platform flat on the ground. Same thing happened when I made the brush thinner.
Then I tried to make a downward trigger_push in the downward tunnel, and then have the second (original) trigger_brush be a ramp, thinking it would do it, but no.
Then I tried to separate the vertical tunnel and the horizontal one and make a teleport brush at the bottom of the first one, and have the teleport_destination being inside a trigger_brush, but still no dice (see http://image.noelshack.com/fichiers/2016/16/1461155513-triiger-push-fuckery.png).

What should I do? 
Picture Link Broken 
Is that HOZ trigger_push at a diagonal? You have the angle key set so it pushes in the desired direction correct? Having the trigger_push slowly push the player down sounds like an angles issue. 
The Angle's Fine, It Points Towards The Exit. 
Also for the link just remove the period at the very end. Wierd how the website included it. 
Hard To Tell What I Am Looking At Here 
The shaft is a trigger_push? So you want to grab the quad, shoot down the tower via a downward push and then pushed out of the exit door?

Apologies for my confusion but if that is what you want then try making the down push brush stop at the entrance of the shaft. Have the HOZ push not be on the floor make it like 64 units high or something. Default push speeds should be more than enough to shoot the player out.

You shouldn't have to do a work around and make a teleport this can work. 
 
I can't tell exactly what's what in the picture, but I would make sure the down push ends above the horizontal push by at least 64 units.

The horizontal push doesn't need to be real tall. 32 units is probably enough and place it a bit above the floor, 16 - 32 units should be fine. 
Crazy Idea But 
Is the push angle at 0? If it is, set it to 1 or -359 instead. 
Went To The Quake Wiki 
And apparently putting 0 at the angle key doesn't work, somehow.
Anyway, I put it at 360 and now it works. Odd. 
Black Spots On The Skybox + Unfixable Grey World 
I was just a centimeter finished for doing this map when I have this stuff pop up on Quakespasm.

First off, at the start map I have a sky cieling where some parts are grey: http://image.noelshack.com/fichiers/2016/16/1461362247-spasm0002.png
At first I thought this was related to that "inside out grey world" bug where a map goes out of the game's boundaries, so I tried to put the whole map down to some units, but try as I might, the error's still there (Same thing happened even if I put -bsp2 in the compiler).
Same thing happened with the first actual map: on top of having parts of the sky greyed-out, in the final room, on its front side when you enter, and you get close to it, the inside out grey world bug happens, but usually when it happened in my maps it showed the world at its place, like if you were inside a brush, but here I have the duplicate of the map in front of me, like a pattern you'd see on a wallpaper, because it's the exact same axis: http://image.noelshack.com/fichiers/2016/16/1461362301-spasm0001.png
And still in there, as much as I try moving the map around, nothing changes. 
 
I've never seen patches of the skybox not drawing like that. Is there possibly a skip brush clipping away the sky there or something?
Check in other engines, and maybe try a different compiler.

It shouldn't be related to exceeding the +- 4096 bounds.

inside out grey world bug
For this, keep the player and all entities within +- 4096. It should be ok for inaccessible areas of the map (like the cliffs + skybox in your shot)

Enter 'viewpos' in the console to print your current position, or in quakespasm you can do "r_pos 1" to enable a continuous printout of the player's position. 
Edit: 
Does "r_novis 1" do anything to make the grey patches go away? (make sure to set it back to 0 afterwards.) 
Daya - Wild Guess 
Are your sky brushes textured sky on all sides? Those brushes can hickup when a normal texture is on one side. 
Fixed 
The grey patches was indeed because the sky brushes were clipping through other brushes. Fixing that also fixed the grey world bug, somehow. 
Good 
 
Backing 
Hello, Im back here to know if exist mapping guides talking about entities and keys, if be so much thanks. 
Spec And Bible 
WARNING: Reached Occupant At (592 96 -96) 
I know this is supposed to indicate a leak, but at specifically this error in the map is just a light. If I remove this light, the error will change to the next light. And if I remove all the lights it will go to a different entity like for example, a spawn point. But the weird part is, these entities all worked fine at one point. A .prt file could be created for it, everything worked, vis ran perfectly fine and I had a working map. I wasn't satisfied with the lighting and as soon as I changed even one light, it would all give me errors. I can go back of course, but I have made a lot of changes since then and don't want to lose everything so does anyone have an idea of what could be wrong? I have already tried several other QBSP versions and they all give me the same shit so I assume its possibly Trenchbroom. 
It's Not TrenchBroom. 
There is a leak in your map. Afaik, the point file trace always starts and / or ends in entities. The algorithm uses entities to determine what the inside of the map is. 
SleepwalkR 
Thanks for the hint, this may also be why some vanilla GPL maps gives the same error. I'll look into this. 
 
Load the map and enter the pointfile command in the console. Turn on noclip and go find the dashed line. The line will lead you through wherever the leak is on its way to whichever entity it reached first. 
Or 
Load the point file in TrenchBroom. Note that the file must be in the same directory as the map file and that the base name of both files must be identical. The next beta will allow you to load point files from any location. 
 
That was really fast, I fixed my problem immediately after you pointed that out, thank you a lot 
 
I've realized Jackhammer loads point files automatically, as rainbow-colored lines.

Also, after spending hours trying to understand how to fix the leak, I've figured out that the pointfile ends exactly where there's an empty BSP node that must be filled. Problem solved. 
Func_group 
Is there a way to use func_group in Trenchbroom? The option is there, but it doesn't seem to work. I tried it with two brushes, and all it did was group the brush's bounding boxes together, but I was still able to manipulate both brushes independently. 
Ruin 
To select the group you double click 
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