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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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TyrantFromHell 
1. For exporting map into .bsp download this into your computer: https://ericwa.github.io/tyrutils-ericw/

2. then extract them inside your id1/maps folder

3. Create a text file inside your mapsfolder and type this in the text file:
qbsp.exe mapname.map
light.exe mapname.bsp
vis.exe mapname.bsp

4. save the text file mapname.bat

5. now open maps folder in windows and press down shift, then right click. Select command prompt and type in mapname
this will "compile" the map.

6. start quake and in console type: map mapname 
TyrantFromHell 
oh yes and remember to save your map inside the maps folder!! :) 
 
Skacky, Do i set trigger_relay inside trigger_teleport? 
Huh 
Why would you do that? The trigger_relay entity doesn't physically exist in game, you can put it anywhere you want as long as it's not out in the void (in which case your map will leak). 
Skacky 
I thought it was an attribute i give to the trigger_teleport. Im still very new at mapping. 
 
Ah, I misunderstood. No, the trigger_relay is a separate entity entirely (it's a point entity). 
Ermahgerd! 
Skacky, you are the best!
it worked perfectly! 
 
P.S. I Think I Look Like An Idiot XD
Nope, only like a n00b. However, Capitalizing The Initials Of Every Single Word Is Indeed Pretty Idiotic, so you may want to refrain from doing that... ;) 
Teleport Target 
Incidentally, you don't have to target an info_teleport_destination. So long as the target is a point entity, you can target it.

For instance, you could have a room with no ammo and a button. Run past the enemies and push the button. Then have teleporters target each of the enemies and telefrag monsters on top of them to kill all the monsters. Yes monsters can act as a teleport destination. Heck you could even use a light as a teleport destination. 
 
Hey, i just realized that in quake you use keys only once, so now i need to create a door that opens with delay. My first attempt was to create a trigger_relay with the delay "45" and then target the the door.
It did not work. How do i create this scenario?

for recap:
-I have button that has target: A
-Targetname:A are the platform that lowers(carrying the key), teleport that instantly teleports 5 zombies in different locations, Trigger_relay that has delay of 10 that releports a shambler and another trigger_relay that spawns 5 knights after 15 delay. This all works nicely but the door does not work.

P.S. Also a more embarresing question about my rash downstairs, no im kidding the embarresing question is: how do i create a shootable button? 
Button 
For your last question:

Give a func_button a key called "health" with a value of "1" or whatever amount of damage you want it to endure before activating. 
 
Naitelveni, for example - im opened map e3m7 - secret level- this is small and good map - and there is monster which teleported.
each mosters placed in seperately very small rooms. In rooms placed unique trigger_teleports with connecting for each yourself unique info_teleport_destination. Make trigger_once - connect it to trigger_teleports 
 
trigger_teleport must be covered monster - thats he ccan run out from trigger_teleports field 
 
*cant 
Motivation 
Question: How far along have you gotten before giving up on a map before? My previous map in a similar style was/is quite long at this point, with a lot of effort put into it (months). But i've lost my motivation to work on it recently

I have pulled the plug on numerous map attempts because of not being able to visualize what the map could become. Unlike Giftmacher, I find I need to see finish pieces of my map in order to gain drive to continue. He is right when it comes to base layout being not fun (at least for me) but levels need building blocks so the fun content/details can be contained within!

So far, I have released two jams and one personal-no deadline map (The hardest to complete IMHO). and it looks like I will complete my 2nd one...although there is still more to go. I am 50% complete with the layout but of that 50% there is light detailing, lighting, texturing, and even gameplay elements already present. This gives me a feel for the map and the motivation to keep going. Basically, if I go and test my map and I say: "I like this!" then I know I am on track.

Iteration is key, if you worked for days on a single uber hallway you don't want to even consider moving or removing it. You may work around it but never realize the actual mapping block is that hallway! A little bit ago I posted that I deleted 75% of my map and it was good for my map's life because of it. That 75% cut is actually now the map I am currently sharing in the screenshots thread.

I think I decided to go long here because I hate to hear you have been working for months on a project (That looked really nice btw!) and want to call it quits. I think you should continue on that map and either shorten the layout or considering iteration to see if motivation comes back. Either way, at least you gained more techniques from it.

TL;DR
I need to actually see my map in action (Detail, lights, textures, theme) in order to retain drive. Try laying out single sections at a time then giving it the works before moving to the next. 
 
I give up on maps after a certain time because I realise that my vision for the map and my skills don't align.

Already it takes me a long time to map, but to map with the level of detail I want, it takes an extra effort.

Let me post an example screenshot of a map that is on hiatus:

https://dl.dropboxusercontent.com/u/108695968/Screenshot%20from%202016-11-25%2000-00-35.jpg 
 
I plan on a whole city street with that style of building (and some more detailed).

The thought of the time consumed doing that is a bit... disheartening. 
 
I DID NOT ask about monster teleporter or delay for it. i ASKED about DELAY ON DOOR. :D 
 
Does anyone know a good way to get chunks of gore/gibs into my map? I'm talking about either textures, or, preferably, how to use the stock gibs as models somehow. I'm using AD. 
Pritchard 
Gib models are found in ad\progs directory.

Plenty to choose from! ;) 
 
Thanks, I thought it'd be simple. I also found a pile of bones :O 
 
Just started visualizing map layout by drawing different layers of them to individual A4 papers. When putting them together and facing them against bright light, you will quite easily to see how certain areas could be stacked together. The most common problems with 3d designs is that height can be overlooked when thinking basic layout.. since even basic layout is not just in one height layer. 
 
Unless if you actually create map that doesn't have different heights* 
Finding Unkilled Monsters 
Recently I had to track down some un-killed monsters. Here is a hacky way of doing that (maybe there is an easier way?):

1. make a save when you've killed 298/300 monsters or whatever.
2. open the save in a text editor, I used VS Code
3. go to edit->find, and paste this in as the search query, and enable regular expression mode (the .* icon in VS Code):

classname" "monster_[^}]*\n"health" "[1-9]


That searches for monsters with positive health. The [^}]* bit skips 0 or more characters that are not the closing brace. Not exactly sure why the \n is needed. 
Motivation 
first map - a week
second map - a month
third map - three months
fourth map - half year
fifh map - a year
last map - three years
next map - god, I love it! 
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