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
Undocumented Feature 
What you need is a feature of play_sound_triggered which wasn't written up in the tutorial (until just now!). You need to set spawnflag 1 to make the sound toggle. You also need to set a wait value, so note the workaround in the article if you are using a sound file which loops by itself. 
Great 
Thanks Preach, that worked. Another hurdle I found is I need to trigger those sounds when semi-close to the source or it will cease to play. I remember that issue with the waterfalls way back when.

Easily done though. 
Fitzquakez Issue 
Hoping it fits in this topic.. I have to say that all Fitzquakes do not work with Minigl 3dfx drivers .
I need that because I play Quake on a rather old pc and need those extra-frames ! 
N00b Question 
Hey there, I'm currently finally learning how to map thanks to the awesomely user-friendly program that is Trenchbroom and I'm having trouble using Necros' compiling GUI. I've set my working folder to trenchbroom\maps and my output folder to quakespasm\id1\maps but when I compile a map, it stays in my working folder and isn't copied to my output folder, which prevents me from testing it right away. I have to copy the bsp into my game folder, run the game and then load the map all manually, which hampers my productivity and makes trial-and-error quite a chore. What am I missing? 
Map 
Did you specify your map file in the working folder? I don't have the program open right now but you need to tell the GUI the actual map file you are using as well...not just the path to where the map is located. 
Source Map 
It is under the source map section of the GUI, below the LIGHT section. 
 
Yes, the map name is specified in the source map section. 
Hmm 
Maybe check permissions on the map path?

Could you share a screenshot of your GUI setup? I can't pinpoint an obvious issue. 
 
Check permissions on the map path? I don't quite get what that means or where to look. I'm no computer whiz and I need things to be user-friendly. Also, currently my only internet is on my phone so it would be difficult to share screenshots. 
 
I think since Quake writes save games into its own folder that pretty much anything else should have access also. 
 
Also, could you just use the maps folder for the .map files in the first place? That's how I've always done it. Well, sort of. 
Maybe It's Not Copying It Because It Fails Vis Or Light? 
Copying to output destination is final step, maybe when it fails one of the previous steps, it never executes copy command and bsp stays in working directory?
Just a guess... 
 
No, no step failed AFAIK. Anyway, I uninstalled Trenchbroom, cleaned my registry of all TB entries, made another clean install of Quakespasm at the system root with only the engine and the pak files, reinstalled TB, Tyrutils and the GUI and now it works like a charm. Don't know exactly what happened but I'm suspecting that a mod screwed my previous QS install because I was also getting odd crashes when playing. Now on to mapping! Thank you guys for your replies. 
If On Windows 
Run as admin. J.A.C.K is known for not compiling properly without admin rights set. 
Wait I've Got It 
J.A.C.K. = Juicy Arsed Cock Knights ? 
Mugwump 
If you run into the issue again, and can reproduce it, I would appreciate a bug report. The compilation feature is still new and I wouldn't be surprised if there are problems with it.

Thanks for using TB. 
 
@Qmaster Thanks but I'm using Trenchbroom, not J.A.C.K. (boy, this new name for Jackhammer is really way too reminiscent of Contract J.A.C.K. - to the point that one has to wonder if it's on purpose). Plus I'm still on good ol' WinXP so I don't have this admin issue.

@SleepwalkR Will do, but I'm fairly positive it was a mod issue. Also, as I said I've used Tyrutils & Necros' GUI to compile. I wasn't aware you had implemented a built-in compiler. I'm using an old version of TB that's been sitting on my HD for a while. Yeah I know, I should upgrade...

I did encounter a strange bug though: I've tried to tweak a light with a color parameter but I didn't know my shit and I input a value without knowing if it was valid or not. It didn't work so I deleted that light but it must have done something to my map because after that, each time I compiled in Necros' GUI it created a .lit file along with the .bsp that wrecked my lighting in the whole map. I had to go back to a previous autosave (thanks for this feature BTW, I didn't feel like starting this map over from scratch) to get things in order again.

Besides that, your program rocks, it's just awesome! I've tried using WC or Radiant back in the day but I was put off by the complexity of the tools. TB is really super intuitive and after 20 years, I'm finally making a map that contains more than one empty room! One thing though: as others have noted, I'd really like to be able to use traditional FPS controls to move around in my map, using mouse scroll is pretty weird and just not as handy. Speaking of mouse scroll, it would be cool if we could use the mouse wheel when in the texture manager instead of having to drag the scroll bar. BTW, is there a way to export my prefabs for later use? I didn't see any option for that in the menus.

@everyone here: is there somewhere on the net some kind of repository of usable prefabs under CC/GPL? Stuff like doors, teleporters, staircases etc... that I could use and/or modify without having to build them from scratch? Especially doors since I'm still getting used to building architecture and haven't wrapped my head around using triggers yet. 
 
Also, how do I make a directional spotlight? All my light sources are diffuse by default and I don't know the variable parameters. I've been looking for a comprehensive Trenchbroom tutorial but to no avail. Even the official documentation is more of a beginner's guide than anything, it doesn't delve into the specifics. 
You Should Really Upgrade 
 
That's The Plan 
Yeah, I've just DL'ed the latest build. I was actually using the "last stable build", v1.16. I remember picking that one precisely because of "last stable"... I've always been wary of betas. Judging by your reply, I guess the new version will answer most of my questions. Do I need to uninstall the previous first or can I overwrite?

What about the prefab repository? I did find one with pretty cool stuff over at Quaddicted but the links to the files seem to be dead... 
Don't Overwrite It 
And no support for prefabs atm. 
AAAAAAAAARRRGGHHHHH!!!!! 
So I couldn't wait for your reply and installed the latest build (and before you ask, I did NOT overwrite) but it doesn't work. Something about TB not being able to find a GetThreadId entry point in kernel32.dll (not sure if the wording is accurate, I translated the error message from french). This version DOES support WinXP, right? That's what your website says.

@the anonymous person above who thinks an IP makes a good alias Yes, than you very much, that's really helpful. Jeez... That's how I found the page with non-functioning links BTW. Asking you guys is not about laziness to do the research myself, it's about getting valuable advice from the masters of the trade. I guess I won't get that from you. Anybody else? 
Also... 
And you had to post that twice? Wow, that's dedication in uselessness! 
2 posts not shown on this page because they were spam
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.