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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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This method is not everyone, but so far I have liked breaking map into multiple pieces, sealing then right away, layering everything and startjJust testing and make it fun. Naming goes something like this: mapname_areaname_version. Then slowly starting to combine these already tested areas together and make compromises Just then if need to be made.

The biggest problem for me personally has been that, even if you just prototype areas, Quake is not really good at that. Everything basically has to be in certain state, before knowing will it work or not. That is why I find working with separate files more efficient. Normally when I do simple layout (ideas) on paper, I don't know about values what they are going to be at the end. Also if making a hud of your map where many paths connects. You suddenly realize you have gone too far, when focusing on something, you thought was important atm (I like to assume everyone does that at some point), it is impossible to go back and visualize everything again, if there is no backups been made.

So my current method is not to think too much about trying to connect everything right away. I am sure everyone has their own way, it would be interesting to hear more like how people layout their maps? 
So Glad I Asked 
So Bloughsburgh, you have a very structured workflow compared to me. Funny how I work on game play and lighting very close together per section and interchangeably but you segment those out in steps. I am all over the place! Also I meant "Save as" - like a new version of the map - I guess with TB and other modern editors auto save makes this less of a concern. I am used to the old days when one CGS operation could scrap hours of work.

Newhouse, very interesting that you break the map into smaller more manageable chucks. I am a professional video editor and I often use the same technique on an edit. If I am working on a 60 second TV spot with a 5 second montage - I bust that montage out into a separate piece so I can really focus on each frame in the editing program. This might work for me.

This is all fascinating - I hope others will jump in a share their workflow. 
 
Dunno anything about workflow but my method so far has pretty much been make-it-as-I-go: I work on one room until I think it looks good then I move to the next room. I'm just not the kind of guy to plan ahead, I'm better at improvising. 
@mugwump 
Looks like I'm not the only one then. As I think about it, I'm realizing all the issues I am having in my map are because I grey-boxed and planned ahead. 
 
Sometimes planning ahead is impossible, when working in a situation you're not familiar yet. Maybe after, planning ahead becomes more effective. 
 
To be clear, there are certain global end goals that I do define beforehand, but the way to achieve them remains purposefully improvisational. This is how I work as an artist, in music as well, as I have found with experience that it allows my creativity to take me to unexpected places. I never made anything good with a very defined plan. 
Vinetexture In AD And Transparency 
theres a vine texture in AD that I want to use in my map. and I also want to try transparency with brushes, like in sock's metal monstrocity. How do I achieve this? 
 
Set the brush as a func_illusionary. This allows players/monsters to walk through the brush. You can use the flag "alpha" to set transparency. Honestly, just open up the metmon map and check it out yourself! :) all the authors .maps are included with AD. 
Clarification 
I haven't completely greyboxed a map either...but I have a significant visual plan in my mind of how the layout will be. Ultimately I go room by room and wing it to achieve said layout. It almost always deviates from the original. ;) 
Vines 
Vines in AD are a combination of a texture with palette colour 255 and func_illusionary. They do not use brushes with the alpha key set to achieve that.

Engine support can be a bit of a hangup - mostly DarkPlaces, since the first download offered on the site is from 2014 or so and doesn't have support. Other modern engines and newer versions of DP support transparent textures just fine though. 
 
I mention "alpha" in conjunction with "func_illusionary" because he asked about transparency, not because I think its required for func_illusionary to work.

I typed my initial response while still in bed. I should've spaced out both ideas. 
Alphabeta 
The alpha value will not have the desired effect - the entire brush will be transparent. The vines in AD are entirely non-transparent, but the rest of their texture is. That's completely separate from the alpha value of the brush. 
 
 
The vine feature is called "fence textures" or "alpha-mask textures".. the texture name also needs to start with a "{" character.

(sidenote: it's possible to make them work in the 2014 build of DarkPlaces, AD does this by supplying .tga files. There is a "fixtrans" command in DP that helps prepare the .tga's) 
Pritchard: 
Most of the techniques I employ are derived directly from "top tier" maps.

Func_illusionary + alpha is in use in ad_necrokeep to good effect.

http://imgur.com/a/2S7ZP 
 
sidenote: it's possible to make them work in the 2014 build of DarkPlaces, AD does this by supplying .tga files. There is a "fixtrans" command in DP that helps prepare the .tga's
I didn't know that. The September 2016 and newer builds, however, do support alpha-masked textures from the get-go and don't need this command.

@Pritchard The DP site at icculus doesn't seem to be maintained these days. The new builds are not in the /download subfolder but in /files (which is, of course, not accessible via the on-screen menus). 
Water Brushes 
i have 15 water brushes. there aren't gaps or intersections between brushes.
i tested the map in quakespasm and i can swim without problem of any kind.
can i expect problems or bugs with what i did?
weird bugs, problem with other engines, something like that.

http://imgur.com/a/cqDlp

(i put this message in the QUMP thread, but here is better. i can't erase the other message) 
Compile Problems 
i'm having problems compiling a map, i have everything set in a profile but i keep getting a error "execution of command 'C:(the path of the .bsp compiler)" andt1.bsp' failed (error 267: the directory name is invalid.)" what do i do??? 
 
Make sure all your directories have names without spaces. 
 
none of them have spaces :p 
 
also, when i try to launch it, this "W_LoadWadFile:couldn't load gfx.wad" appears, the engine is Quakespasm 
Ranhcase 
I assume you are compiling in Trenchbroom. I am willing to bet you have a small typo or hard to find syntax error in the setup. I am pretty experienced and that interface is too much for my tiny brain. I would suggest downloading and using Necros' compiling utility. Just keep it running and pointed to your map and alt-tab to it when you save. It works beautifully and is very easy to use. After you have it setup all you will have to change is the mapname when you Save As... or start a new map. Download it here: https://www.quaddicted.com/files/tools/ne_q1spCompilingGui103.zip 
 
i don't know what i'm doing wrong. it seems like i've set up everything correctly, it even compiles(it seems), but the .bsp file doesn't appear in the output folder(and in any other folder). 
 
http://imgur.com/a/l5klI

uuuuuh...dumb question of the day..why are surfaces multicolored? 
Ignore That. 
Solved thanks to scampie via twitter.

My .lit file wasnt updated 
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