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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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Sv_touchlinks 
I'm pretty certain I've found the problem.

This:

// entity 2025
{
"classname" "info_notnull"
"targetname" "NoMoreDoors"
"target" "SewerGate"
"use" "trigger_once"
// brush 0
...
}


Since it wasn't either of the doors, I looked at the other things fired by the trigger that was causing the message. The one above was added about the same time as the doors.

It's one of those "triggerable triggers" made from an info_notnull brush. I have no idea why it causes the problem. I have three more of those that have been in the map for years and they never did it.

I deleted it and was then able to start and restart Fitzquake and the map and reload the map multiple times and could not get the trigger to give that message.

Now I just have to figure out some other way of doing what the info_notnull trigger was doing. 
 
That makes sense now. FYI, the engine keeps a list of touchable entities. The bug you're seeing comes when the list is changed at an unexpected time. Creating a new trigger (using trigger_once spawn function) probably causes it to be added to the list. Not sure if there's a better or different way to do what you're trying to do. 
 
Well, I haven't totally given up on it, but I'll leave it out for now. After all, there are three other "triggerable triggers" made from info_notnulls in the map that don't fire that message.

I was using it to open a door. The door is accessible very early, but not openable. After the player travels a long path around the map they would eventually pass the door again, at which time the trigger would fire and the door would open.

I can probably do something similar with a spikeshooter logic gate or a hidden button that's revealed just before the player arrives from their trip around the map. 
 
I got the door working just the way I wanted using a simple logic gate. I was able to use an existing func_wall as the blocker, so all I had to add was the shooter and a button.

That leaves 2 models I could add before Fitzquake will complain that 256 models exceeds the standard limit of 256 (lol). 
Off By 1 
That leaves 2 models I could add before Fitzquake will complain that 256 models exceeds the standard limit of 256 (lol).

That's an off-by-one error, but the incorrect part is the standard limit, which should be 255 models. A single byte can store 256 values, but the value 0 represents "no model", so one less slot for actual models.

It's also important to remember that the world itself occupies a model slot, so you're down to 254 useful model precaches. If you want to see some tricks on how to reduce the number of models you use, drop me an e-mail and we can work something out. 
 
I figured as much, but I didn't actually count the models.

In an out of the way area of the map, not visible to the player, I added tiny func_walls until I hit the limit, then removed one.

Every time I add a real model, I remove one of the dummies.

I don't think I'll be needing to reduce the current model count. The map is better than 99% done and I'm just about sick and tired of looking at it.

Considering that I want the map to stay within the standard Quake engine limits, there's really not much more I can do at this point. Lighting, monster placement, and texture tweaks is about all I'll be doing from this point on. 
Qc Sad 
I don't know how to fix and do strings an all about qc, so my second plan is do a barter.
Which forum can I visit to do a barter? 
Music For A Map <=> Custom Progs.dat 
 
Thanks Bloughsburgh 
 
Anybody Seen Any Good Wood Textures Lately? 
I have a lot of wood floors in my map. The id textures are okay, but don't look that great when tiled over large areas. I tried to make my own, but I'm not real happy with the result. 
Rtex112 
From Hexen 2 
 
I done 4 buttons, all 4 targets a trigger_counter that activates a secret, but when I tested the map with message the counter just worked with 2 of the 4 buttons.
I lost a value or something? Or is the hipnotic progs.dat?... 
I Love To Count 
Yeah, you need to specify how many times the trigger_counter must be activated by setting the "count" value - in this case set it to 4. If you forget to set it then it defaults to 2, explaining what you saw in your map. 
Thanks, Preach 
very useful for now and the future 
 
Well, I was looking for something like wizwood1_8 except 128x128. About that color and about that simple. I've found a few that could probably be made to work, but that's something I was hoping to avoid. 
What I Did 
Was take a stock ID texture and duplicate it four times, then add a bit of variation to break up the tile in the middle of the 128 texture. Clone stamp and offset tools in CS3 :D

Even ended up doing quite a few blends and platform game style tiles of paths and stuff. 
What I Did 
Was take a stock ID texture and duplicate it four times, then add a bit of variation to break up the tile in the middle of the 128 texture. Clone stamp and offset tools in CS3 :D

Even ended up doing quite a few blends and platform game style tiles of paths and stuff. 
What Ijed Did 
Was take a post and duplicate it. 
Thats What I Did 
 
What I Did Indeed Do 
 
Warning 19 
Hello Guys I just started a map for the Jam 7 but I'm getting a warning, and I want to understand it.

the warning is:
"No entities in empty space -- no filling performed"

and online I found this explanation for it:
" Normally caused by not having at least one entity that is positioned far enough from solid
brushes. Move one of the entities further away from all walls. "

but I don't understand why would I need a entity in empty space.

Also hope I can finish a map this time, last jam I got too busy and gave up, this time I will try to finish the map even if I go over the deadline. 
 
Do you have at least one entity somewhere inside the map? 
 
I have lights, player, items. 
 
qbsp deletes parts of your map that are in the void, that's the "filling" step. It uses entities to know which side of your map is in the void and which is the interior, and also so if there's a leak, it can give you a pointfile showing the path from the void to an entity.

Move one of the entities further away from all walls.
The filling also happens on hull1 and hull2 (the expanded collision hulls), so after brushes are expanded, if all entities are covered up you'll get that warning. 
 
ok so, let me see if I understand, I dont need anything outside on the void? this warning is basically saying "nothing is leaking".

when I put something outside then I get the warning

"WARNING 10: Reached occupant at (288 288 1260), no filling performed."

thanks 
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