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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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@ericw 
thanks, the leak was deleted 
Details 
Is necessary that the cd audio be 16 bits old?
I'm planing to make one for my mod... 
#16527 
igonre "old" 
Two Bits More 
and he will be able to vote! 
Fast Vs Full Vis... No I Am Not "crazy" 
You can try to add a -fast option in your vis tool: this allow to have a faster processing, than a full vis as explained here below

fastvis - Performs a bsp and a quick version of the vis process. The entire world is made into a single bsp partition. It's fast, but when you look in a particular direction, you see every single detail in that direction. Nothing is blocked. A light map is created. This mode was used for space maps.

fullvis - the world is subdivided and broken up into smaller chunks so you can see only what is logically in your view. A light map is created. This is what is used to check polygon-in-view counts. Combined with light extra, it is the final compile for all maps.
 
I want use Rubicon2 for my new map. But I want to change palette. How is this possible? I planned to make a separate directory. I tried to run

quake.exe -basedir rubikon2 -game mygame

But rubikon2 not a separate game. His requires ID1. Are there any ideas? 
 
Make a copy of rubicon2 and put your palette in there. 
Onetruepurple 
Interesting idea. Thanks! 
Humble Suggestion 
Why not make a copy of RRP instead? It's got all of Rubicon2 with a couple of extra tools and enemies, and is documented.

The only change to the original entities is the spawn, which has lower health and jumps less - although the reception was positive for this change.

It's not endorsed by Metslime of course, so if you want a clean Rubicon2 experience then maybe just stick with that. 
Ijed 
As far as I can remember, I played a little in the RRP, but I liked him. I will soon be playing again. And if it is more appropriate for my ideas, then I'll take it. Thanks for the idea 
Lighting Question 
I'm a situation that has left me rather stumped. Instead of explaining it, I have provided an illustration of the effect I wish to accomplish:

https://i.sli.mg/1KtqKC.png

What would be the easiest, or most efficient way to achieve this, other than a huge number of anti-lights? 
Best Guess 
A big invisible brick in the sky that blocks the sunlight. With that texture name that makes it not be seen, whatever it's called. 
Illusionary 
shadow 1
skip textured 
Negative Lighting 
You can also make a big light at the bottom which has a negative light value. 
Antilight 
would be my choice for this also. Try different falloff and wait values and see what works. Using a brush to block the sunlight would make a very harsh cutoff to the light which it doesn't look like you want judging from the pic 
Was Thinking With 
The fancy new sunlight tools and dirtmapping. 
 
Looks like anti-lights are the way to go in this case. It will take longer, but will yield the best results. Thanks for the suggestions. 
Stupid Question: 
What are anti-lights? Are they just light entities with a negative "light" value? 
Yep, Antilights = Negative Light Values 
 
Thanks! 
 
Gibberish In The Centre Of The World 
Not sure if this should go in the TrenchBroom thread instead, but anyway...

I've been working on a map and in the 3d window, right where the three axes meet, there is this label that is unreadable. It looks like an entity label, but there is no entity there. In addition it looks like several different words printed over one another. Here's a screenshot (I would really rather not post the map itself in its current state; it's a mess of noobish brushwork and poorly-executed clich�d ideas that no-one should see):
https://i.imgur.com/K3qFkdY.jpg

I do have several func_groups in this map and my first thought was that I was seeing the names I gave to the func_groups superimposed on one another ... but why would I see that, and why in the centre of the world, especially when there are no func_groups or other entities there? I could understand it if this label popped up in a spot where I have several func_groups or nested groups, but here?

It is not really hindering my work on the map, but I am just curious as to what the cause may be. 
 
I don't know if this is similar or not, but using Netradient weird things can happen with brush based entities like func_walls. Sometimes the brushes get removed but the entity remains and it's location gets set to 0, 0, 0.

I would periodically have go to the entity list to track them down and delete them because they'd be unselectable from any of the map views. 
Thanks For Responding, Rick 
TrenchBroom doesn't seem to have an "Entity list", but what I've done based on what you've written is to have a look at the map in a text editor and also to open it in Netradiant (which I've recently installed but not really used; can't quite seem to grasp how it works).

In the text editor I can't see any brushes or entities that have 0, 0, 0 as their location.

The Entity list in Netradiant doesn't give me any coordinates: https://i.imgur.com/krNU15r.jpg Is that normal? Is not particularly helpful in this instance... 
Looks Like A Bug 
 
 
A bug in Netradiant, you mean? 
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