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Naitelveni: Ok Then
Texture alignment on stairs: Note the misaligned textures above, and the sloped/horizontal combination beneath. In both instances I'd suggest selecting both adjacent brushes together, and then entering a new texture angle/offset value. so that the two textures have the exact same value (I'm guessing "0" in both instances, but it's been months since I've touched an editor). That will make them correctly aligned.
Textures on sloped bricks: Note the areas marked in black. You can fix or at least decrease this misalignment by changing the scale and offset of the texture on the sloped surface, until it matches up with the surface next to it. If you're using TB and using the arrow keys, I think you might need to set your grid size to 1 or 2 if you want to able to make fine adjustments -- but as I said, it's been a while, so I might be wrong here.
Map edges/rocks & bricks: This is what I meant by saying it'd look better if you pushed your sky brushes outwards a little and made your rocks/bricks on the edges of the map a bit thicker/fuller/more 3D.
Here are two more examples of where the rocks should be thicker.
Same thing here, only horizontal: those "roof" rocks would look better if they were a little thicker (and your sky brush higher).
Here you've done it right.
Correction
In that one picture it's foliage, not rocks. But you know what I mean. :)
Soofa
#17807 posted by Naitelveni on 2016/12/18 23:24:02
topher
Cool jump! maybe someone will make a speedrun out it! There is a skip i left in the map on purpose at the last area, maybe someone will find it! If not, its ok.
total_newbie
I'll fix those stairs, sloped bricks are a pain, maybe the scaling will be ok.
Map edges, skaky had the same comment, so ill fix that also. I think ill add a void behind the brickwall so you can fall off.
"two" is actually supposed to be like that. Its a hedge wall.
the SK-Area rocks I will still fix. Thanks for your help!
Shamblernaut, watched your demo, i agree with the comments! I will add a void in the last area! good texture stuff. YOu got the secrets "correctly" ;)
the shootable buttons, ill change the texture! Thanks for the comments!
Tomorrow I'll publish my map and start working on a new one.
Re #17807
sloped bricks are a pain, maybe the scaling will be ok.
Don't forget to play with "offset" too -- that'll let you move the texture up and down and side to side, until it lines up.
Did you use standard Quake format or Valve format for your map? Because using Valve format can make things a lot easier with sloped surfaces ... so it might be something to keep in mind for future projects (I don't think it's currently possible to convert an existing map from standard to Valve. But I'm hoping someone will make a tool to do just that, as I have a few maps I'd love to convert).
#17809 posted by Naitelveni on 2016/12/19 00:41:32
i used the standard quake format in trenchbroom 3
Mapping For Arcane Dimensions
#17810 posted by Naitelveni on 2016/12/19 09:34:36
Hey, I'm going to do the last fixes to SOOFA, but my fingers are already itching to create a new map. I already have vague concept. I want to use AD 1.5 for this map How do i set Trenchbroom for AD?
TB
#17811 posted by mjb on 2016/12/19 13:15:32
Entity Tab
-Click Show at the bottom
-Browse for More under the External section
-Select the ad_quake.fgd file that's in your ad directory.
#17812 posted by topher on 2016/12/19 16:22:42
and in map tab
- click at the bottom 'Mods'
- enable ad (it will appear in Available column)
Noob Question
#17813 posted by ranhcase on 2016/12/20 03:05:26
probably a stupid question, but is there a unselect button??
#17814 posted by muk on 2016/12/20 03:12:39
In TrenchBroom 2? Esc to unselect
#17815 posted by ranhcase on 2016/12/20 03:15:21
thanks!!!
Leaks: Are these a big deal? should I be aiming to have no leaks in a level? can I just copy paste and rotate non-player area detail stuff and not worry too much? are leaks mostly a problem in places where the player can actually go?
HexenMapper Re: Leaks
Leaks are pretty bad. You don't want them ever. Your map must be sealed much like a water-tight container.
more here: http://www.quake-1.com/wc16a-tutorial/speed.html
Hexenmapper
#17818 posted by NewHouse on 2016/12/20 08:36:32
Don't worry, there should be pointfile after compiling your map. When you open your map, typo "pointfile" to your console and after that "developer 1" (1 = on / 0 = off). Then you should see White lines bouncing somewhere in your map. Try locate area where that Line goes ovet your map's intented boundaries and try figure out how to avoid it no go through for example some corners, maybe light is too near some possible leak area etc. Others correct me if I am wrong, but that is how I can visualize it (don't know about technical terminology)
#17819 posted by PRITCHARD on 2016/12/20 13:41:04
Some (I know TB2 does, I don't have experience with any others) editors allow you to visualize map leaks in-editor, which is nice since you can fix it while looking at it, decreasing iteration time. Otherwise, what NewHouse said is fine.
With modern computers, speeds in Quake levels are rarely an issue. But not everyone has a modern computer, and some people enjoy being able to play Quake on their older PCs regardless of whether or not they have a "better" machine available, so it's important to avoid leaks or poor sealing.
I'm not sure if it's actually worse than just having a straight-up leak in your level or not, but one thing that people sometimes do to avoid having to seal leaks is to encase their entire map in a giant cube of skybox. This is a very bad idea; yes, you can run .vis on your map, but it will take much, much longer, and besides that, you're still not addressing the root issue, which could end up having significant effects regardless of whether or not your map is "sealed".
Func_train And Pathcorner Entity Placement
#17820 posted by Naitelveni on 2016/12/20 22:27:02
How do i know how to align my pathcorner entities? At the moment im using trial and error to correctly place my path corners, its time consuming!
Path_corner
#17821 posted by madfox on 2016/12/20 22:42:29
Knowing the orientation of East in Quark it takes the right lower angle.
Weird
#17822 posted by mfx on 2016/12/20 22:50:40
I could swear the path_corner must be at the lower left corner of the bbox on your pic Maddox.
Madfox
#17823 posted by Naitelveni on 2016/12/20 23:02:48
Thanks!
Mfx
#17824 posted by madfox on 2016/12/21 00:21:47
In that (sensitive) case my east lies downwards.
Whats the best way to split a brush? I've used the C tool and sometimes it splits a brush, other times it chops part of the brush off. What do I need to do in order to consistently split the brush?
Thanks
Entlighted Rogues
#17826 posted by madfox on 2016/12/21 00:46:43
when extracting corners the path_corner stays the same!
@-naitelveni: there's a nice trick you can use to enlighten your windows with this func_train.
Use a window as func_train, and add one path_corner some units before it. Give it the same target and targetname, and wait -1.
When starting the game the window has hardly chance to settle and will turn forward.
If you place a light just before it the front will light up, but as it is replaced now it looks as if the light comes from behind.
A little light before the wall will give it a small shine.
editor
map
screeny
Hexenmapper
#17827 posted by topher on 2016/12/21 00:49:05
it's in the help document
help->Shaping Brushes->Clipping->Clipping Modes
HexenMapper
#17828 posted by Mugwump on 2016/12/21 00:52:12
Check this post by Pritchard for a better understanding of the clipping tool: http://www.celephais.net/board/view_thread.php?id=60908&start=2389
Overlapping Brushes And Leaks
Thanks topher, I should have checked that help file out, very handy.
I'm wondering about overlapping brushes - do they "plug leaks" say if I copy and past a bunch of brushes and rotate them so they're all intersecting, then drag a sky brush down to their top most point (and say they intersect with the floor brush) would these overlapping brushes cause a leak? are overlapping brushes generally considered a no-no?
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