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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'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. 
 
The SC_plainsurfw3f texture has that brown color in the bottom row of pixels, should be easy to fix up in Wally or whatever your preferred texture tool is 
EricW 
That's weird. I used PhotoShop to create a 64*64 plain white texture and only drew the black outline, nothing else. How could that color possibly have ended up there?!

@mukor Thanks but according to the discussion I've just had on the TrenchBroom thread, .fgds are for J.A.C.K. 
 
I took it more as the fgd currently with AD is setup better for jackhammer and that the new one will work for both. 
Correcting Myself 
Sock didnt directly mention the fgd being improved but replied to someone about their problem with a specific aspect of the fgd being fixed in 1.5 in the AD thread post #949.

I have faith the fgd was imporved overall and not just that one area. Maybe sock will chime in on that... 
 
The fix mentioned in that post is about relays, it has nothing to do with my issue. 
Hence The Need For Me Correcting Myself 
 
TB2 
Okay, I have no idea about your skid marks in your whites then. ;)

I use the fgd for AD and I use TB2. I find all of the information I am looking for present so perhaps try both and see which one suits your fancy! 
 
skid marks in your whites
I think it might have something to do with the method I used. I had converted full color textures by using PhotoShop's greyscale mode, thus discarding the RGB channels, so when I made my set of white textures, PS was still in greyscale mode. Then I imported all these in TexMex and I suppose it's the program's texture conversion that screwed them up, because these colored parts show up in my wad but not in the individual textures. I'm currently remaking the wad from scratch. I went back to my individual textures that I had stored in a folder, converted all of them from greyscale .tga back to RGB .bmp and I'll use Wally instead of TexMex. I hope this time it works correctly. 
Mug 
For all your correct and well pointed punctuation you really are a first class retard 
 
TexMex is for wad management, not texture editing. You need to be sending it 8 bit textures with the correct 256 color palette. If you don't, it will make a best guess at conversion and if it turns out wrong, guess who's fault that is?

Does Photoshop even have a way to do 256 color editing confined to a specific palette? 
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