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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 managed to add a completely new lift and now the player will be able to access the area that previously required unlocking the larger part of the level and following the correct side path.

It added over 700 marksurfaces which exceed the limit, but I was able to get the total down to 32300 after fooling with it all day.

The bad part is that, by doing a grenade jump, the player can now reach the larger area without doing the "mini quest" to unlock it.

I'll have to decide whether to leave that possibility in or make it irrelevant. If I do make it irrelevant, the player would only find out if they make the jump, only to discover they have gained little.

Even with all these changes, it would still be possible for the player to miss the whole point of exploring that area. 
Func_train's Path Corners + Slerp? 
Is there way to create slow down for the moving brushes? 
 
Not in standard Quake. There is in Quoth, for instance. 
I Choose You Quoth! 
 
 
There is in Quoth, for instance.
Does AD have a similar feature? 
Mugwump/newhouse 
AD makes use of a "speed" property as well. 
Cool, Thanks 
 
Quaddicted / Other Resources Down For Any One Else? 
So i've been making doom Wads and UT2k4 levels ever since i could get my brain around level design.

They're all pet projects, and recently i decided to step into quake editing. So i've been at it for a few months, switched to trenchbroom, fiddled with quoth a bit but i keep going back to old fashioned quake assets.

I was thinking now would be a great time to go back and retexture/polish my old quake levels that i converted from my Doom2 deathmatch servers i used to run.


Found out today most of the WADs for textures are lost to the Ether, and Qaddicted/Qwiki.org are down? not certain? I haven't been able to get on them all day it seems.

where else do you get assets in this community? 
 
 
I'm pretty sure the sites do go down from time to time, they also tend to come back again afterwards.

It is a bit of a single point of failure, sadly. Thankfully the web archive as linked above has some of it mirrored, if not all (I haven't checked).

My strategy with the .wad collection on Quaddicted is to wget that entire directory so that I have a local copy. It makes it easier to browse, and prevents me from having to constantly use the server whenever I want to find new texture sets. 
 
How much Mb is whole WAD collection? 
 
Yeah, I've been having an error 503 since last night. The site must be under maintenance.

My strategy with the .wad collection on Quaddicted is to wget that entire directory so that I have a local copy.
I DL'ed everything too. The whole shebang weighs about 300Mb, a speck on a modern HDD. 
 
Thanks for the assistance, I will be sure to do that asap. So when these sites are down there's no secondary... scary stuff. This was the only community I found that still embraces quake1 so readily. 
 
No secondary? As Baker said there's always the Quaddicted backup at archive.org. You'll also find donwloadable stuff at Quaketastic. As for the Quake community, there are a number of other sites, notably QuakeOne.com and InsideQC (the latter is more a home to engine coders, many of whom also dwell here). 
 
My copy of the wad collection is just a smidge over 400mb, actually.

In other news, the site seems to be back again. We can all rejoice! 
 
I thought I had downloaded everything, I guess I missed some. I'll have to remedy that, thanks for pointing it out. 
Fullbrights 
Theres no way in hell to get a green fullbright right? not without engine changes i assume 
 
a mod with a new palette would do it. (any color in the last two rows is fullbright, so you could replace some of those with green.) It would affect all textures/models though, so you might need to live with green enforcer lasers or something. 
 
or, use TGA replacement textures. That's probably simpler but you are limited to engines that can load them. 
 
Guys, I'm having trouble with my little Sin City experiment. Here's a picture of the problem: http://imgur.com/a/ZtuAG
Notice the brownish lines? They shouldn't be here at all. All we should see are uninterrupted strips of white with only the black outline. What am I doing wrong? Here's an archive containing the .map, its associated .log and my custom texture wad: http://s000.tinyupload.com/index.php?file_id=09992222569821131523

BTW, the log has two warnings about entities in empty space but I have NOTHING outside of that big cube and no apparent leak. 
Tile 
Perhaps the the custom texture is tiling? I didn't check the 2nd link just the picture. 
 
Well of course it is tiling, those columns are 1024 units tall! But my textures only contain black and white, no color at all and not even greys, so we shouldn't see these brown lines.

I was thinking it may be a problem with my textures themselves, hence the inclusion of my wad. I'm a total n00b in the matter of making textures, so maybe I did something I shouldn't have, or on the contrary didn't do something I should have...

I don't know if it's worth mentioning but I used ad_quake.fgd in TB2. I've just been told I should use the .def instead. 
Mugwump 
https://github.com/kduske/TrenchBroom/issues/1501

I believe i saw sock mentioned an improved fgd for AD 1.5 on twitter. Dont quote me on that. 
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