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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 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 It's been replaced by a short continuation of the cavern that opened out into it.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. 
#17220 
Cheers, I had no idea someone had taken up the NetRadiant mantle again. Interestingly that person has chosen to be known by the nick "Le another black niger". Not sure what to make of that, but the editor seems to work ok and fixes a few of the annoying things about the old NetRadiant I was using. 
 
Netradiant, but I'm using a 2012 version. 
Thanks! 
Awesome, thanks for the tips guys. So NetRadiant or JACK are winners for Q1? Does GTKRadiant work? I know most people who map for Q3A use GTKRadiant.

What are the game packs? Are they like FGD files or something? 
 
TrenchBroom 2 has orthographic views. You may have been using TB1. 
Ww 
Cheers for the tip. I'd pretty much given up on Netradiant, but that updated version seems very usable. 
I Am So Confused 
I'm also pretty stuck trying to figure out setting up game configurations and WADs. I'm big on decompiling maps and their content so I can see how things were made. This is pretty easy on the Source engine because BSPSource is a great decompiler and custom content is often packed in the BSP, where it can be easily extracted. Also, Source games include all their content in VPKs and their Hammer already includes game configurations and FGDs, so mapping setup with base content is pretty much completely done for you. But in Quake, I can't find the default WADs and FGDs. They're not in the PAKs. And decompiling maps with WinBSPC rarely works. Even trying to study maps Thebes's are already provided in .map format doesn't work (like in Arcane Dimensions). The textures are missing in the editor and I can't find their WADs. Many of the entities just show up as purple blocks as well. Is this because they're not in the FGD or did most Quake entities not have icons? I'm just really confused, sorry for the long post. 
Correction 
Uh, meant to say "that", not "Thebes". Autocorrect is nutty. 
Sevin 
you can find a heap of textures here: https://www.quaddicted.com/files/wads/

I think that AD uses a lot of knave textures, it's probably best to extract the textures from the BSP file though.

A FGD file is provided for AD in the zip I believe. 
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