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
 
So now on I will immediately suggest using my email for these conversations. Unfortunately the best feedback comes(after some time) when people can talk freely. So I apologise that my language-barrier or wall of text doesn't mean anything to you guys, mostly because it really wasn't targeted to you. I know myself that well, that now on I will jump right into email and will stop responding to messages in here. 
 
Ps. Watch your mouth Kinn. Some new here just wanted to be talkative. Why not talk about this like adults with them. I know people can learn from mistakes, anyway your way of speaking is in many cases quite negative or at least it sounds like it. 
"Interesting Lack Of Radiant Use" 
Well that was just a few examples, I'm sure we can find maps made using Radiant. Not every readme has this kind of details, though. 
 
But yeah, Mugwump if you want to chat more about something here is my one email mikkou9 ( at ) gmail ( dot ) com 
Max Efrags 
I thought I had max edicts, this is new for me.
What�s going on, to much Efrags= 
Found It 
caused by having entities (typically torches) too close to oreven partly inside solid walls. 
NewHouse 
Noted. I wouldn't give my e-mail openly over the internet like that but I'll send you a mail. 
 
Alright, so here's a weird one.

Basically, there's a point (really, a whole vertical plane) in my map that sends you into the void--whether you're "in" the map or not.

It's kind of hard to describe so I uploaded a video:

https://drive.google.com/open?id=0B5ubevjSCiEYZFZlX2VUQzZnN1E

As you can see, if you move away from the blue bridge structure towards the blackness, you pass into the grey void without actually reaching the end of the box--and as I demonstrate later, this happens outside of the map bounds as well. Actually, you're technically taken to the *other* side of the map--as if you'd gone so far in one direction that you looped around to the other (like what happens when you fall through a hole in an unsealed map).

I *don't* think it's because I exceeded normal map size limits (that's what those colored lines are supposed to represent in TrenchBroom, right?). I've already ruled out holes, at least those that BSP can detect, having tracked them all down with pointfiles and removed them. Any ideas? 
 
That really does look like hitting up against the hard limits of map size, actually. I'm not aware of any coloured lines in TrenchBroom that represent the bounds of the map, either, just the set that extends out from the origin along the various axes. My advice would be to spawn an entity out there and check its "origin" key values, or use the viewpos command to check the player's own coordinates.

If you're not actually outside the map bounds, i'm totally stumped. 
 
I had this issue when I exceeded the 4000 from origin limit 
 
That might be it, although those flames are just past 4000 units from origin (e.g. one of them is at -224 4048 460 according to TB).

The colored lines are visible here:
https://drive.google.com/open?id=0B5ubevjSCiEYT1JfRF9SODBjZG8
I thought I read somewhere they extend as far as some (extended) limit but I guess they're just the axes. To be honest, I thought the map size was a bit bigger.

There are bigger maps though, like ORL's Zeangala... how does that work? 
Might Leave It In As An "easter Egg" 
cause it's a super secret area that I doubt many of the ten whole people who will play the map will get to, and they'd fall to their deaths if they jumped from there anyway. :P 
Lane 
You could Select ALL and drift the entire map's contents a bit away from the boundary limit. 
 
4096 is the actual limit, not 4000. 
Arcane Dimensions & Func_rotates 
I have been reading ad docs, especially trying to figure out how to make door open in a way.. I can specify origin where door rotates 90 degrees, and probably will just stay open after triggering, because if it spins back after some time "wait", it should notice if it touches players or enemies so it goes back to open..

Noir thmemed map, wooden doors might look stupid if they just moves inside walls. 
Arcane Dimensions & Func_rotates.. 
Sorry typos.. anyway there is multiple options..
'func_rotate_door' + 'info_rotate' might be things I should use? 
Lpowell 
You can use sv_protocol 999 console command in the latest Quakespasm, 0.92.0. That expands the quake boundary limit from +-4096 to +-32678. There's no special compiling tools or commands to use either, just set sv_protocol to 999, restart the map, and you should be golden. 
 
Thanks ORL! I took Bloughsburgh's advice (thanks!), but that is good to know in case I ever get crazy enough to make a really huge map. (Btw, Cataractnacon/Zeangala is one of my top Quake releases ever! So thanks for that too!) 
Lpowell 
Thank you, it makes me happy to hear you enjoyed those maps. Don't be afraid to make some really huge background scenery for your own maps, now that you have the freedom to do so. :) 
Func_skip, Func_ignore 
Hey guys.

I need a brush entity that will be in the map file, but completely ignored by qbsp. Is there any already?

What about using the skip texture? If I cover a brush with "skip" completely, none of its planes will make it to BSP. But what are the side effects? Any unused remains of data in BSP structure?

Or better put: if I cover a brush with skip texture completely, BSP will be exactly the same as if that brush was never there? 
Nope 
Skip texture merely skips adding those faces to the visible world model. The brush will syill affect collision, leafs, portals, and brush splitting.

For instance, put a skip wall across a hallway and there will be a line with the hall of mirrors HOM where the brush touches the other walls. Also it will block the player, bullets, line of sight, etc.

Maybe you need func_detail. That makes it such that it ignores that brush for vis leaf generation in qbsp then lumps it in with the world as a normal brush.

Else maybe you need an info_null brush. It would help if you specified your goal. 
4 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.