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

i created a textfile and wrote all that in it. then ran the command window with makebsp. opened the map in quake and it did not draw the light i had put in the map. 
Quick Question 
I remember that there is a way to turn every wall into white, maybe a cvar, but i cannot get to remember how, any idea? 
 
It didnt draw lighting because you have a leak in your map. 
 
Ahh, I built my map so that brushes dont overlap each other, should they overlap to prevent leaking? 
 
You should be able to do "File>Load Point File" in trenchbroom and head to the folder youre building your map in and find the .pts file with the same name as your map.

This creates a line on your map that will snake around the map and eventually point to your leak. You might have more than one leak, so you may have to load the point file after each compile until its solved. 
 
my trenchbroom only created a .map of my file and i dont have a .pts file anywhere. I ran the makebsp command line and it did not allow the usage of light and vis. 
 
 
my antivirus program was freakingout about vis and light XD now i have that also worked out! 
 
At least there is progress. Now you should only have normal mapping problems.

When you build a map out of brushes there is an "inside" and an "outside". The inside is the playing area where the light and monsters and player belong. Outside is the "void".

Think of the "void" as water and the inside of the map is like a submarine, where the air is. You must use brushes to make sure the inside is completely sealed from the outside so that the water will not "leak" in. 
Cool 
glad it worked out. I'm not sure what is causing the antivirus warning.

Ahh, I built my map so that brushes dont overlap each other, should they overlap to prevent leaking?
They don't need to overlap, the brushes that form the outer boundary just need to seal tight (they should be snapped to grid).

It didnt draw lighting because you have a leak in your map.
light.exe should work fine with leaking maps, it will take longer to compute lighting though, and run a lot slower in game. 
 
im really making good progress on my map and learning, i love how textures can be stretched, rotated and alligned in very fine detail. Triggers are pretty simple also (at the moment).
my map already has alot of lights and it and the compiling time is pretty high, about 10 mintes at the moment. is it normal to have such high compilation times? 
No 
I usually have about 43 seconds for light using ericw's multithreaded tyrlight.exe. Although, I do have an 8-core 3.4ghz processor. Qbsp takes forever at about 2min. Vis takes like 5-10min. Depends on your map size and whether or not you have a leak. 
No? 
Naite said compiling time is around 10mins, which is consistent with your 5-10min estimate for vis. 
10 Minutes A Long Time? 
There's no way to say for sure without knowing what kind of computer it is, what the map is like, and what is used to compile it.

I can build the same map on two different machines and compilers and it takes almost 40 minutes on one to about 3 minutes on the other.

So, it depends. 
 
The only certainty is that vis is usually a lot longer than bsp and light. 
 
Thanks Mugwump! Its good to know that vis takes a long time.

Im very inspired by the videos by Custom Gamer in youtube, where usually Daz talk about cool maps. Im very impressed by the maps made by sock and i was wonder how do i create coloured lights, fog and a skybox? 
 
ok, now i have a recursion on leaf 551. whats that all about? 
 
now i fixed the problem i accidentally copied a bunch of bruches and sent them to the far corners of the void. :D
my map is a spacemap and its got alot of light entities in it along with brushes that are shaped as terrain. is that the reason my compiling is taking 2586 seconds. Visdatasize is 104036. 
Actually Easy Question 
Hi i want to create a func_train.

I created a brush gave it an world entity property func_train and created entity path corner. how do i name target and targetname?

does the train have a targetname? or do i assign target name to the path corner entity (for examlpe traincorner1) and then give the func_train target (traincorner1.) 
 
heres a screenshot of how i thought it would work.
http://i.imgur.com/Of019KP.png 
Extending/scaling Brushes Size In Certain Axis? 
I know there is lifts/paltform, but is there possible to make brush that is like a floor but then rises scales up and is still locked to the floor level only the size changes? Because I have no any other idea how to make forces fields or force field floors like in this Metal Monstrosity by Sock. There is these yellow force field floors appearing after pressing some buttons. But that is not func_train? 
Door 
Horizontal func_door?

You can always check the source of metmon and see exactly how Sock did it as well. 
 
Space maps are usually pretty wide open and will take a long time to vis unless constructed very carefully. It's debatable whether anything more than vis -fast is worthwhile. Maybe if it has a lot of inside areas.

Func_train needs a starting target to move to. Give the first path_corner a targetname and use that as the func_train target. Give the first path_corner a target. Use the targetname of the next path_corner for the train to move to. And so on.

You can't make a door or platform that changes size. You make it as big as it needs to be, then place it down in the floor or whatever until it's used. Then it will rise when used and appear to "grow".

You could also just make a flat brush into a func_door that rises and lowers when triggered. 
 
Great success! thank you Rick! now i have a better understanding of triggers and trigger names, i also created a door that works with a trigger 
@Bloughsburgh 
All I can think of is two func_trains or func_doors both placed inside walls/floors other sides waiting.. after pressing button, both of them moves to the middle where "lights touches" and that is what made that effect look so natural. So if this is the only way to do it, then shall be it since it works. 
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