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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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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"
Models Not Showing Up 
Hey guys. im new to the quake mapping and i need some help with trenchbroom. when i run trench none of the textures,models show up! please ask me if i need to give any details 
Baker 
Using the stuff in your post in a .ent file made the map crash :/ but I went back and tried out func_plats in my map again, and unfortunately the results aren't as smooth as yours, and using func_plats is essentially impossible anyway.
video
You can see that there is still the issue of the plat glitching out at points where the flying entity interrupts it, although it eventually does reach the top as it is supposed to. I'm not sure what's different about the func_plat in e4m5, I looked at it and it's a pretty standard setup.

That brings me to my other point. How did you get the func_plat in e4m5 to work like it does in your video? A func_plat with a targetname will start at the raised position, and targetname-less ones need to be touched by the player to activate... 
 
I tried out another option, using path_corner and a blocker to stop the monster from moving, but there were two issues I found:

1) Quoth Sentinels can't move to path_corners, which is dumb and lame

2) Wizards can, but they won't ascend to reach them as far as I can tell, so it's totally useless.

So now i'm grumpy at Carmack AND Preach! >:(

Oh well. It would be nice to have this feature in my map, but it's really starting to annoy me how much time i'm wasting trying to figure out how to make it work... Going to do something else instead, like everyone else who had this idea probably did when they gave up. 
 
I froze all entities sv_freezenonclients 1 and stepped on the platform, then I walked off. And then I unfroze the entities.

I cheated a little. 
 
I also couldn't swear for sure that the scrag's interaction with the lift was smooth. I'd bet it wasn't.

But Mr. Scrag in my video is partially obscured and we can't really see him.

Flying monsters like Scrags do not smoothly move up and down.

Shoot and kill a scrag and watch him stutter fall. Quake is 10 frames per second for some types of interactions. For flying monsters it can just be more noticeable than the walking ones in some instances. 
 
I really can't get a break. I'm not posting this asking for help (pls dont ban for offtopic!!1!), but to share with you all the pain that my life has recently become.
I bit the bullet and spent a good chunk of my afternoon selecting and moving my brushes in TB, removing the outdoor passage entirely because it'd given me so much grief. It's been replaced by a short continuation of the cavern that opened out into it.

Much nicer, right? So simple, no hijinks or tomfoolery?
Not.

I Can't even take one step with this damned map before something breaks... ALL I WANT TO DO IS SOME SIMPLE BRUSHWORK ;-; 
 
@pancaked Are you using Trenchbroom 2.x or version 1?If version 2, when you go to the "Face" tab you should see at te very bottom of the tab "Texture collections". You can see it in this screenshot:

http://i.imgur.com/z0aU4Px.png


If you click on that then an extra part of the tab opens where you can load in your texture .WAD files.

Similarly, at the bottom of the entity tab is an expanding section to load entity definitions. 
Map Search 
I recall seeing a map(editor/sreenshot) that seemed like a start map that had 2 rows and 6 or so long of floating islands(geo) and each island was a different quake theme-seemed like the islands were off to the side 
 
How teleports works in AD? I read readme, but I'm just stupid because I can't make it work.

trigger_teleport.target = trigger_teleportdestination doesn't work for some reasons.. insteand target = info_target works, but I can't figure out how to specify direction, angle key doesn't do anything. Map-wise player runs to right, teleports, runs to left direction, How do I specify direction? 
--- 
Key:Angle Value:(0-359)
in a info_teleport_destination 
 
Does anyone know of a tool or any kind of method for turning a Valve 220 .map into a Standard map? I decided to try out using the format in TB for a new map, but it's more frustrating than useful with the way it handles textures etc... I don't want to throw away all my hard work so far though :/

If I had to lose some texture information or something that wouldn't be too bad, since the map is only at the beginning right now and is only 100~ brushes. 
Why Do You Want To Do That? 
 
 
Stuff like this, and texture lock in general doesn't seem to work very well. 
Which Map Editor? 
Posted this over at quaddicted already, but msgboard is still more active.

I'm wondering which editor you guys use for Q1. I'm just now wanting to check out Q1 mapping and am pretty confused by the number of editors out there and the fact that there is no standard editor like there is on the Source engine. What I'm gathering is that Worldcraft 1.6(a) is the standard? Is that true? I've also found an editor called "TrenchBroom". I tried it, but the controls and lack of 2D viewports is not intuitive to me, so I'd like to use Worldcraft since I'm coming from the Hammer editor on the Source engine. Wasn't Worldcraft 1.6a freeware? I can't find it anywhere.

What do you guys use? 
J.A.C.K. 
If you're keen on using a Hammer like editor, JACK is right up your alley. It offers many features that Hammer does and more, as well as a very similar user interface.

http://jack.hlfx.ru/en/ 
 
If you like Hammer/Worldcraft, I suggest:
J.A.C.K. aka Jack Hammer

Another option is Radiant:
Setting Up - Using Radiant

Basically people use: Trenchbroom, JACK or Radiant. All of them are good and it only depends on your preferences. 
Everyone Here Uses All Sorts Of Different Editors 
Any of the following "big three" are fine. Try them all and see what you prefer.

- JACK - is worldcraft-based. In active development.
- NetRadiant - probably the best Radiant-based editor. No longer in active development
- TrenchBroom - for nuskool kool kidz or whatever. In active development.

I'm an old fart and always prefer Radiant, but if you're new to this just see what works for you. 
Beaten Goddamn! 
but shows we all agree on the "big three" 
Netradiant Q3df 
Here's the version of netradiant I'm using. Is currently been updated every month or so; lots of useful stuff.

Here you can grab the q1 gamepack.
- and an example build menu 
Oh! 
I never could figure out radiant.

Ya if you like Hammer, J.A.C.K is identical, except for missing displacements (not supported by Quake anyhow) and doesn't show quinstances (yet I hope). J.A.C.K is also much better than Worldcraft in that it doesn't have 4096 world size limitations, it has support for 3D viewport mouselook, 3D models in thr viewport, etc. 
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