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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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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? 
 
i use tb2 
 
Is there a specific folder i have to place the textures into? 
 
It worked! thanks Mukor and Bloughsburgh 
Func_detail 
So ive been doing alot of work on my maps, and im setting func_detail to details in the world, such as arcs and tiles that are broken etc. and it really brings down the vising time. Still I dont actually know what func_detail is.
What is it and when should it be used? 
Detailled Func 
The func_detail entity is excluded from the compiler portalization phase and then becomes structural with collision afterwards. (@Sock)

It is simillar to func_wall, except the viscompiler shut out all func_detail entities you made. It should never be used for outside walls or walls that touch the void.

It could be possible to make a level with only hard core walls and full of func_detail ents.

Func_walls are entities and come with several issues. like OTP said, no shadows. Also, stock engines have limitations on edicts and models present in a bsp, so using lots of them (or in a larger map) can lead to needing to perform balancing acts if you want to stay under those limits.</> Scampie.

Func_details are not actually entities, despite being used like them in an editor. They are world geometry, and cut the world geometry as normal, but are not considered while calculating the PVS. 
Silly Question But I Have My Reasons 
Is there any way I could make the Golem in Arcane Dimensions NOT fire projectiles when attacking the player?

Restrict him to melee attacks only? 
Func_detail Madfox 
Thanks for the reply madfox! :) 
No 
Func_detail are not like func_wall. Func_detail can be used to seal the map. They are normal walls for all intents and purposes except compile time. 
_detail Is Structural? I.e. Can Be Used To Seal? 
are you sure? 
 
func_detail & void?

>.< 
 
I started a map in Valve texture mode. It was just meant to be a little test. Now its...huge and I wanna convert it to Standard...is this possible?

Even if its hacky as hell and I need to realign textures. 
 
Scratch the last question...

http://imgur.com/r0QLDRz

anyone have any clue why when i do the "sky" cvar in quakespasm it says my sky is "moonrise_" but it doesnt match the one in my ad/gfx/env:

http://imgur.com/2B9tWlS 
 
your should specify the sky name in worldspawn 
 
It's the same skybox but obscured by fog. 
 
OTP had it. Not sure why that didnt occur to me, thanks! 
Train Sound At Long Distances 
I have a very long train that acts sort of like a battering ram trap in my current project. Once triggered it travels from one end of a long hall to the other. The goal is for the player to ride atop of the trap. To do this the player must backtrack through a portion of the hall to get aboard. It seems as though the sound of the train emanates from the "front" of the brush. When that portion of the train is down the hall the train is basically silent to the player. Is there I sound setting that will allow the sound of the train to travel farther? It's not the end of the world but as the player is backtracking this giant battering ram is silent. 
 
Sound cutoff is hardcoded into the engine.

Typically at a distance of 1000. DarkPlaces probably uses 1500.

If you change that number from 1000, some of the mappers get irritated because then you can hear thing you shouldn't be able to hear in some of their maps. 
Thx Baker 
I wonder then if I could put another train underneath or nearby out of view that generates the same sound. I'll have to experiment. 
Yes 
Dummy trains should work so long as they are hidden inside a func_wall or a hollowed out wall. Are you using a particular mod? Some have support for triggered sounds or loops like hipnotic, AD, rogue, or Quoth to name a few that support it. 
 
Maybe you could try to put several train sounds, evenly distributed along the length of your train. It would avoid extra brushwork and would sound more realistic. 
 
Qmaster no mods this time around, sadly I'm in vanilla Quake.

Mugwump - not sure I can do that as the battering ram is triggered by a button. I don't think you can trigger sounds on and off in vanilla Quake. (?) 
 
Noymthing sad about that. I think that you could have multiple trains, though might be more trouble than its worth since they don't tend to sync well and need more paths. 
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