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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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Khreathor 
Lol hey maybe that was just me ok. No hard feelings. The jam didn't specify to use the latest version of Quoth so it's not on you.

Incidentally, it bundled Quoth with it did it not? Did it not bundle the right version? At work so can't check. 
 
Original package has Quoth included, but Quaddicted one is repacked with Quoth stripped from it. 
Mappack7 
Oh shit! Now i really need to get the mappack to work properly, i feel bad after hearing that! It all looked really nice.

Is there a thread on upcoming mappack jams and how to give maps for review?

P.s. If i dont get maps, mods, editors, scripts to work properly its because im a noob! :) 
 
Is there a thread on upcoming mappack jams
Not a general thread, no, but there should be one for each Func_ jam. 
Ericw Hint Brushes 
Is there a tutorial out there for using hint brushes. I guess what I'm missing is being able to see what's being drawn in my client in certain areas to actually test the brushes. But a tutorial would be more helpful I think for me than stumbling through it myself.

"HINT
Hint surfaces cause a bsp split and portal to be generated the on the surface plane, after which they are removed from the final bsp - they are neither visible, nor structural. Strategic placement of hint surfaces can be used by a map author to optimise the PVS calculations so as to limit overdraw by the engine (see also: vis(1)).
Use a texture with the name hintskip on any surfaces of a hint brush which you don�t want to generate bsp splits or portals. All surfaces of a hint brush must use either the hint or hintskip texture name." 
 
DarkPlaces can render the BSP portals with r_drawportals 1. This gives a visualization of how space is split up into BSP leafs, and should show whether the hint brush is working. I don't think Quake mappers have used them much. 
Trencbroom 2.0 Q2 Map Compile 
I'm trying to compile my q2 map with Trenchbroom 2, using qbsp3, qrad3, qvis3, and I get error: "Execution of command 'C:\name\etc\etc\ failed (error 740: the requested operation requires elevation.)"
What does that mean and how do I fix it?

One thing, I've never really known what parameters to use for map compiles, and have always just wung it, usually resulting in fine luck. So I'm thinking it might have something to do with that.

Any help would be appreciated. 
 
^^
Also I'm using Win10. 
 
Share a screenshot of your compiler settings. Might be all we need to figure it out for ya. 
Screenshot 
 
One Thing To Try 
Is to use a path without spaces in it. Spaces in paths are notorious for causing trouble. But in this case, it looks more like a permission problem. 
Also Google The Error Message 
 
Ok I no longer get the error, but nothing compiles. It spits: #### Executing 'C:\Users\Sean\Desktop\Trenchbroom2\q2compiletools\qbsp3.exe -gamedir H:\Quake2\baseq2 test.map'
---- qbsp3 ----

************ ERROR ************
Unknown option "-gamedir"
#### Finished with exit status 1

#### Executing 'C:\Users\Sean\Desktop\Trenchbroom2\q2compiletools\qrad3.exe -v'
----- Radiosity ----
8 threads

************ ERROR ************
usage: qrad [-v] [-chop num] [-scale num] [-ambient num] [-maxlight num] [-threads num] bspfile
#### Finished with exit status 1

#### Executing 'C:\Users\Sean\Desktop\Trenchbroom2\q2compiletools\qvis3.exe -fast'
---- vis ----
fastvis = true

************ ERROR ************
usage: vis [-threads #] [-level 0-4] [-fast] [-v] bspfile
#### Finished with exit status 1



Is this a Trenchbroom bug or me? 
The Parameters Are All Wrong 
 
Re: Problem With Corrupted Map File 
i just had this problem with the map i've been working on in trenchbroom, it's the same issue i think. How did you fix it? not sure what you mean by 'zero the nans' or what you used to fix it. a hex editor? 
Teleporter 
Hi guys! How do i make a teleporter in trenchbroom?

I made a brush and gave it a "classname" "trigger_teleport" set the "target" to "abc"
then i created a brush with the "classname" "teleport_destination" and gave it "targetname" "abc"

http://i.imgur.com/gz4Ys2g.jpg

It doesnt work!

how do i really make a teleporter.

and a followup question. how do i make a monster teleporter? 
 
The entity you're looking for is info_teleport_destination and it's a point entity.
And for monster teleport, put one around a monster and give it a name, then trigger it (with a func_button or a trigger_once for example). 
Teteeterttreteter 
trigger_once -> teleport -> info_teleport_destination. In special room place monster in teleport. Voila! 
Skaky 
I created a path corner entity and gave it the "targetname" "abc" and gave the teleport the "target" "abc"
its worked.

But i couldnt get the monster teleporter to work properly. 
 
http://i.imgur.com/pKWhdok.jpg

personal teleporter works just fine but monsterteleporter doesnt. xLarve, you need to give me more basic instructions than that. 
 
It's very simple:
Put a monster somewhere, preferably in an unreachable room.
Put a trigger_teleport around it, give this trigger_teleport a name and target an info_teleport_destination so your monster can get teleported.
Put a trigger_once somewhere in your map and target the trigger_teleport.

Once you cross your trigger_once the monster will teleport to the designated info_teleport_destination. 
Teleport 
You do not use a path corner for the teleport target.

Use info_teleport_destination point entity.

This is what needs to be targeted by the trigger_teleport. 
 
Great success! 
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