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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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Depending on what you want.. you might want to just reduce the "wait" key (default=1). So 0.5 = the light reaches twice as far, 0.25 = reaches 4x as far, etc. This way you can have a light that is only medium brightness, but it still reaches far enough to cast long shadows 
Just Testing* 
This Link 
Newhouse 
yeah, you might be able to use project textures to get a ground effect for those stained glass windows. 
Who Has A Long Memory? 
I remember using a texture tool ages ago that had a "remove fullbrights" function. It would map those colours to their closest non-fullbright colour.

Does anybody know what tool this is? 
TexMex 
 
Texmex Misses A Color (a Red?), IIRC. 
You could always open the palette in your editor of choice (photoshop, gimp) and remove the fullbrights and palettize the image that way. 
You Know What... 
I feel like an idiot, I looked through texmex last night and couldn't find it.

of course it was in the adjust brightness dialogue. 
Light Color Selector In JACK, Missing W/ad_quake.fgd 
Anyone know why that happens when I switch to the AD .fgd?

Happened with 1.42 and stayed with 1.5

If I switch back to ericw's .fgd it magically comes back. I looked thruogh both files to see if there was something I needed to add/remove but I didn't see what needs to be done. 
@Shamblernaut #17707 
Thanks, I forgot how it was called.. so what I'm looking for is "project textures"? 
On Your Light Entity 
_project_texture texturename

I know the quoth fgd has this property. You might be able to copy the relevant lines from there into the the ad / vanilla / other fgds that you want. 
Texture Path Or Just Texture Name? 
I tried but couldn't get it project window01_3 texture, just normal light. I added _project_texture to my light entity that has target, it is spotlight. Also tried it for not spotlight, but didn't do what it should do. 
 
I tried delay 0 and 2, value 300 - 600 
 
_project_texture will only work if the texture is also used in the map somewhere. It takes a name like "window01_3".

Alternatively, try what I suggested in #17699 - set _shadow 1 and _alpha < 1 on the window with a light source behind it. Don't expect too much though, you'll just get a colored blur since quake's lightmap resolution is low. 
Yes, I Tried Exactly That 
And there seems to be little changes in light map. Wasn't sure about the result, thanks for your help. 
 
yeah, lightmap resolutions mean that any sort of projections will just result in a blur unless you can scale up the projected image at least 8-fold or so, which means it only really looks okay if the surface accepting the light is a long way away from the source. projections through skylights or something would work, but windows right next to the floor much less so.

if you're thinking of that screenshot I took ages ago now then that was using a map-wide lightmap scale of 4:1 (instead of 16:1).

if only lit2 was a real thing that was supported by more than one engine...
/me glares at qss omitting it... 
Non-Linear Level Design In Quake? 
I have struggling a lot while doing non-linear layouts, since I don't seem to figure out right way to do it without confusing the player. How enemy placement is often made in non-linear maps, what are the best examples of good use of non-linear nature?

Does non-linear means you have alternative path to the same main main goals, or even side missions?, or entirely different paths to end? Can map be non-linear because of secrets or shortcuts that opens connections between areas, or is that kind a like "hidden" non-linearity that people don't see as an non-linear level design.

In socks maps if I remember correctly, he used multiple silver key paths, how did he managed with the enemy placement/spawning, is it possible to get 100% kills if choosing the one path over the other. Since I thought Quake players cares about completing the map 100%, that must be hard to make work in non-linear maps? 
Non-Linear 
Metal Monstrosity (or arcane) is a good example. If you choose to not look around and explore all of the various ledges, you can make out a pretty clear virtual path up the stairs to the gold key. Without exploring all of the nooks and optional sections however, you weaken yourself for the final battle. Player's choice.

Swampy has the main goal to get to the exit, but you can also hunt for secret tomes. Once you reach the exit, the entire level is up to you to freely explore. Even when the exit is reachable there could still be fights, rooms, weapons to collect. The Blood and Purple key doors are a good example of non-essential secrets. I love the ability to have custom keys in AD!

Interconnection also helps because one can approach a room from another angle...and from that angle reach a secret place that they saw from an opposing place. Just look at your current map and say to yourself: "What would you like to see in the map?" 
@Bloughsburgh, Thanks~ 
Custom keys?

Do they even have own unique models?
You mentioned "The Blood and Purple key", are those actually red and purple colored?

"Interconnection also helps because one can approach a room from another angle"

That also might create the situation, where you face enemies that are way too hard to beat with the current ammo/weapon situation. I'm planning having a couple secrets where you can get "Early Access Weapons", so in that sense maybe even having "Secret Paths for Early Access Weapons". At least that sounds nice on a paper.

And if you choose not to find secrets, you will use the default path and get weapons much later. But should there be separate path that isn't secret.. maybe that might be hard to create, if you face the same areas from the different directions you have to make fights more flexible closer to that main route. 
Purple 
Yep, there are numerous skins for different key colors and keycards. You can also make models be keys and have doors acknowledge them as such. Inspect ad_swampy, ad_crucial or ad_magna on their uses. (Although be sure to play through first!)

Your layout plan sounds right to me...that's how a lot of people do it with early access to weapons and such. The dilemma you posed is just another map design challenge! I'm still learning myself, I am doing the: "Main route is clear but you deviate from the path multiple times for goodies/secrets. 
Examine The Following 
The Ivory Tower
One Thousand Cuts
Slave to a Machine
Stark Monstrosity
Well of Wishes
I Don't Mind If Your Hands Are Cold (jam1_skacky)

And, of course:

The Necropolis
Gloom Keep
The Ogre Citadel
The Palace of Hate 
@otp, Thanks* 
 
Textures 
Hi guys, after a weeklong break from making my map im back at it again.

I feel like there are not that many textures in the vanilla quake. How do I add new textures in trenchbroom? what is the best resource to find new textures? What are the best regarded texturepacks out there. Daz talks about IK white and IK blue in his videos, where can i find those?
and last but not least how do i create my own textures? 
 
Lots of textures are at:

https://www.quaddicted.com/files/wads/

Check out the knave texture set, as well.

https://www.quaddicted.com/files/tools/

Download Wally to help you make textures. Download TexMex to extract textures from .bsp files. Both tools do much more than just that, so look into the help sections and such as well. 
How To Add 
In TB2:

Face Tab, click show in the Texture Collections section at the bottom.

Click the + icon and select your chosen wad file(s)

In TB:

It's like Edit > Map Properties > and then select your wad(s).

Which one do you use? 
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