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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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Anisotropic filtering fixed my corner overhead too.

Actually, it was TexMex that generated the mipmaps from the full-size textures. I did notice they looked slightly wonky in TexMex but I attributed it to the display method, like when you use a font in Word in a small size. You say Wally can do better? 
 
Do you have a link for Wally? I googled it and found a wallpaper changer. 
 
http://www.quaketerminus.com/tools/wally_155b.exe

I use Wally for packing WADs, TexMex is driving me nuts...
Shame that Slade can't pack Quake WADs, it's a very good tool. 
Thanks, Khreathor 
 
 
You can turn off the auto remipping option in TexMex. I don't know what happens if you do. Does then engine just create them on the fly? 
 
Pretty sure fitzquake/QS ignores the mipmaps in the bsp, software engines use them though.
Not sure about glquake and other gl engines. 
QS Is The Engine I Used For The Test. 
 
Buttons 
How can I make a button that doesn't move when it's pressed? Looking at the qc, a button that doesn't have the lip value set will default to a lip of 4, which means that setting lip to 0 essentially sets it to 4.

Does anyone know a way around this? I've been fiddling for a little while now with values and I can't find any values that work. 
-0 
signed zero may work. 
 
No dice :( 
Pritchard 
if you make a worldspawn clone of the button and use hintskip, then texture only the face of the skip. Seems to work for me 
Raising Enemies 
I'm currently trying to make enemies rise out of a liquid for my map. Unfortunately I seem to be running into trouble with the func_door brushes stopping when they are obstructed by the enemy, although they eventually will succeed if triggered multiple times. Any advice on avoiding this? 
I Understood Some Of Those Words 
I have no idea how to make worldspawn clones of the brush or hintskip. It sounds hard :/ I ended up "solving" the problem by altering the brush behind the button so that z-fighting never happens when the brush moves back. 
Similar Idea 
Here's a link with the bjptools-phong files where you can grab the hintskip wad. You can texture the skip and it will be a nonsolid/textured brush in game. 
Non Moving Door 
Setting the lip equal to the thickness of the brush worked for me on a door used as a button. The brush is 16 units thick and the lip is set to 16. The movement is set to down (-1). 
 
I'm trying different things at this point, such as a func_train, but I still can't overcome the blocking issue posed by trying to lift flying monsters. Has anyone managed to do it in their map? :( 
Pritchard 
Just a shot in the dark, but maybe func_plat would work? 
ERROR: Entity With No Valid Brushes 
Does anyone know what causes this? Tried to quickly test my suggestion to Pritchard above by making a simple map with a water brush, func_plat and a couple of monsters, plus a trigger_once. If I delete the trigger_once I still get the error (it happens when I try to compile the map).

Using the latest version of tyrutils-ericw and a slightly outdated version of TrenchBroom2, FWIW. 
 
Check your.map file for stray entries I suppose. Also regular enemies should work fine. My issue is that I'm trying to move a flying enemy, so make sure you test that. (Specifically, the sentinel from Quoth)

Good luck :S 
Pritchard 
I've just played the Arcane map found on Quaddicted and there's an exit teleporter rising from lava. Granted it's not monsters but if you can decompile it, maybe it could be of some help? 
TB2 Will Report Empty Brush Entities In The Issue Browser 
 
 
I created a wind tunnel as in figure A here:

https://drive.google.com/open?id=0B8v_WdcS3T18SUJ0TTNqTEg2VEU

The black lines are the geometry of the tunnel. The red box and blue box are two trigger_push volumes that push in the direction indicated by the arrows. The green line is the trajectory followed by the player.

I carefully calibrated the positioning and strength of the push volumes to give the player a perfect trajectory up the center of the vertical pipe.

All of a sudden, without me chaning the position or key values for the trigger_push volumes, the trajectory of the player in the tunnel changed to that in figure B (i.e. he collides with the roof of the tunnel before being blown upwards.

Does anyone have any idea why this might have happened? 
Ubiquitous 
This is only my guess.. but try place them in a way they're not colliding each other, blue trigger is inside red one and that might be the case here... maybe.. 
 
Yeah the behavior when a player can touch two different trigger push entities at once is not reliable-- try adding some space between them 
 
Pritchard, you can move flying monsters easily enough with a moving object ...

https://youtu.be/QuI_88Lk6ig

Add this scrag to E4M5 in an external ent file and you could try it yourself.

{
"angle" "315"
"origin" "1511 -270 56"
"classname" "monster_wizard"
"spawnflags" "256"
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