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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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So I guess the quake.wad came from people extracting and combining the textures from all the maps in Quake?

Also, starting to figure this stuff out a bit. JACK seems to be the way to go, I have set up configurations for Quake, Half-Life, and Counter-Strike and it seems to be working well. 
 
BSP was the name of a third-party editor.

Quake's editor was called something like QuakeED. I think they did release the source but it wasn't usable for most people because it required special hardware or OS or that most people didn't have (was it nextstep or a full opengl workstation or something?)

The version of QuakeED for quake 2 was the basis for QERadiant which was third party I think, but then became the official id software editor starting with quake 3. 
Pink Blocks 
Thats normal, Quake doesn't have icons for most point entities. 
Quake Wads 
You could mess with Texmex...or downloading a bajillion wads from quaddicted or other places...or just use:Qmaster's Collection

This includes all standard ID1, Hipnotic, Rogue, SOA, AD, Kell/Knave, and sundry other textures as well as a few of my own such as blue variants of the knave textures. It's not a complete package but it's more or less sufficient for 95-98% of all Quake maps ever made, roughly. 
Awesome! 
Thanks Qmaster, I'll grab that pack. Too bad about the icons, kinda hard to tell what's what without them.

So there's not a reliable decompiler out there for Quake/GoldSrc maps? Did everyone just figure out how stuff was made by themselves? I'm always messing around in the VMF when I'm playing Source maps to see how stuff was done. Studying popular/official maps is kinda the best way to learn stuff. 
Well 
There's the original .map files

There is Winbspc here 
Thanks! 
I'll grab those too, thanks. I have been using WinBSPC, it's not very accurate. 
 
Well, I think I'm all set up for now! I've got source files for the base maps to study, WADs for everything, an editor that works well for both Quake and GoldSrc, and no errors in any of the AD maps I've wanted to check out so far. Thank you all so much for your help, all this setup got done in one day thanks to y'all.

Now, about those entity icons... 
Almost Forgot... 
Celebrated my functioning setup with a run-through of the Minotaur and Minions (ad_test5) test map in AD on nightmare. Video for your viewing pleasure: https://youtu.be/-X7-0un85cw 
@sevin 
Since you're coming from Source as I did once upon a time ago I'll quickly explain how Quake handles inputs and outputs between entities:

Most every entity has 1 .use function which is predefined in the code.
Targetname is the name you put on the entity to use.
Target is the name of the entity use that you set on the outputter such as a button.

Typical button: target = door1
Typical door: targetname = door1
Push the button, the door opens. The use function is usually the same and only 1 but in Quake it can depend on context. For instance if the door above has a spawnflag set of Toggle (32), then pushing the button again will close the door.

Anyhow, go map! 
@Q 
Thanks for the tips Q! I've been creeping around the AD/base maps, so I've picked up a few things about logic. It's obviously a bit more primitive than Source, so I think I will be able to pick it up OK.

Also realized I forgot to grab compile tools! Some quick research indicated ericw's tyrutil's tools are the way to go, though, so I've grabbed those.

Honestly I'm blown away by these AD maps. I've never seen an HL/HL2 mod of the scale and polish that AD has. The geometry and texturing is insane, with gameplay to match! Foggy Bogbottom is a masterpiece, even sock's little test maps are gorgeous in their own right.

The textures are just insanely well crafted and implemented. Even in modern Source maps made by Valve, they don't worry so much about perfect alignment or more specific textures like those made for arches. But in AD, everything just seems perfectly applied and there are gorgeous arches and roofs everywhere. It's pretty awesome to see.

OK sorry I'm still wigging out a bit :3 
Thx! 
Go map! 
Ya, I Think We Are All Still Wigging Out. 
 
FGDs And Paths 
Trying to figure out the proper FGD and game path setup for JACK. I notice that if I change the game path from id1 to AD, several entity icons appear, including ones that I thought were part of the base quake.fgd I have from the JACK files.

Here's how the 3D view looks with only the ad_quake.fgd enabled and the game path set to AD.
Here's how it looks with the quake.fgd added with the ad_quake.fgd and with the game path set to id1.

Can JACK not read paks or something? Why would the default icons show up in the AD path and not id1? Do I need to have the quake.fgd enabled WITH the ad_quake.fgd or do I just need the AD one? What FGDs are ya'll using? 
Just The AD Fgd Will Do. 
 
AD & Illusionary Brushes 
How do I make illusionary brushes in a way, light doesn't go through them? Is there any other way to make brushes you can see, but doesn't collision check. Especially when doing tiny detail in some brick work, it is good to make some of those tiny deals, so player can move smoothly enough, because gameplay is more important. 
_shadow 1 
I think that's it? maybe also _shadowself 1 and _dirt 1, i'm not sure how necessary/functional they all are. (_dirt is obviousy only if you're using dirtmapping) 
@NewHouse: An Alternative Technique 
Especially when doing tiny detail in some brick work, it is good to make some of those tiny deals, so player can move smoothly enough, because gameplay is more important.

Probably you know this already, but you can of course do the opposite: instead of using func_illusionaries for the tiny details that stick out, make those parts out of normal brushes -- or better yet, func_detail* -- but then cover the whole structure in a large clip brush (i.e. a brush covered in the "clip" texture"). The same technique works if you have small recesses in a wall that you don't want the player to get caught in.

*I can't explain the exact technical reasons for this myself, but it's been said several times on this forum by experienced mappers that it's best to use func_detail for tiny detail brushes. 
 
To be honest, I heared them talking about func_detail but couldn't understand what they tried to say actually, because of language barrier.

So func_details don't have mesh/box collider (no collision check) ? 
 
No, func_detail brushes will function pretty much like regular brushes (so the player can still bump into them and won't tell the difference between func_detail and regular world brushes), except that they optimise the compile process ... or something.

The bit that's relevant to your question is using a clip brush to cover all of your detail work -- so it's doing the opposite of what you suggested:

Instead of removing collision check from e.g. the bricks that stick out, you cover the entire wall (including the bricks that stick out) with an invisible brush that the player cannot move through.

The end effect in both cases is that the player moves along the wall without getting caught; the difference is that if you use tiny func_illusionaries, the player will move "through" the tiny bricks, whereas if you use a clip brush, the player will move past the entire wall, including the tiny bricks.

I just added the part about using func_detail, because it's probably good practice, and if you are using a large clip brush instead of small func_illusionaries, then you can use func_detail for all your small detail brushes. 
 
Clip > illusionary for detail. Obviously not ALWAYS true, but if there's any risk of a player's camera getting inside a func_illusionary it's not worth taking. It just looks bad, frankly.

As far as I know func_detail is mostly a way of optimising the vis part of building your map. It basically excludes those brushes from a lot of those calculations, which is great since vis tests visibility really thoroughly and things like little bricks sticking out will be included in that test normally, which is both useless and time-consuming.
Vis is often the longest part of compiling a map, so optimising it is a good idea. 
@NewHouse 
 
I'm sorry, I'm still confused that did I get the answer for my question.. so what I asked was how to make brushes that player can see, but also can go through. I really don't care whether it is possible to see inside brush, because you can't do anything to remove that side effect.

Maybe it is better if I show what I'm doing on my map, and I'm sure millions of people will say to me "Don't do that, that is the wrong way", and that might be 100% true. But there is no time for my to learn new tricks at the moment, if it seems to slow down my progress.

These couple small parts of wall are at the moment just func_illusionary, because I don't want player to struggle with that doorway.. sure it looks a bit more detailed but basically is just the part of basic hallway after breaking the middle:
https://drive.google.com/file/d/0BwxYkKdSD855X2F2NkFyUkliTmM/view?usp=sharing 
Second Question 
In general, how do you make func_illusionaries solid, so they block light and cast shadows and so on ? 
 
how to make brushes that player can see, but also can go through.
make them a func_illusionary entity

how do you make func_illusionaries solid, so they block light and cast shadows and so on
add "_shadow" "1" to the func_illusionary

(fyi Pritchard, only one of "_selfshadow" or "_shadow" is meant to be used at a time. I'm not sure what happens if both are set, probably _selfshadow is ignored) 
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