News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
 
no! nevermind, it compiled finally! thanks 
 
Glad it finally compiled. 
 
no!!!! nevermind, although it compiled, it doesn't have lights, they don't show up no matter what i do! although the first time i did it, it was alright, but then i had to change somethings, and now it the lights don't appear! 
Lit 
Make sure Light is checked if using the GUI.

Check your output folder for a .lit file of your map's name. Delete, and re-compile and then see.

Keep at it and we will figure it all out. 
 
i am using the GUi, and the light is checked.

i can't find any .lit file in my quake folder though. 
 
The .lit files should be in your id1\maps folder, I think, alongside your .bsps 
...Or Whatever Folder Your Bsp Is In... 
 
@ranhcase 
Do you have Light entities on your map? 
How To Make Door Not Stop? 
How to make door not stop opening or closing if it mashes some enemy to the pieces, I have been trying to create zombie masher, but soon as it touches zombie, masher stop and goes back up immediate. How to make it go all the way to the ground? 
Crusher 
Give the door "wait" "-1" (along with the toogle spawnflag and a trigger to keep it going.
Or use a func_train. 
 
If -1 wait basically makes it stay open/closed after triggering it once.. is this "toggle spawnflag" something different? 
 
Should I trigger at the same time also trigger_relay and make that rise the crusher back up later, after waiting couple seconds (delay)? 
 
The wait value makes it crush things to death in order to fully close, the additional toggle flag allows it to open/close multiple times.

For permanent, constantly moving crushers the func_train solution is better. 
Thank You* 
 
 
i know the .lit files should be in the id1\maps folder, but they are not there, and my map does have light entities on it 
CutNodePortals_r 
This is just a warning. This may be caused by planes that intersect at very acute angles. Check for "invisible walls" near the area specified. If you don't notice any problems it can usually be ignored. Making sure all vertexes are on a grid of 4 or larger might help. 
Ranhcase 
Have you done a search on your computer for your bsp's .lit file? Maybe it's been saved somewhere else for some reason. If not, maybe check your saving output paths? 
 
i've done that, all .lit files are from Hexen II, and i'm not mapping for Hexen.

Also, is there a tool like the necro's gui to compile maps, but for Quake II? 
@rick 
Thanks for the info.

I think we may have found a way to fix and avoid getting the errors, as well as not scrapping the map, yay. 
 
Not sure what you mean by all .lit files are from Hexen II.

Necros' GUI is just an interface that uses external tools. Trenchbroom 2 supports Quake II mapping and has a built-in compiling interface. Its configuration is a little less n00b-friendly than Necros' but should work fine. 
 
.lit files are only created if you use colored lighting. There is no point in looking for these if your lights are all desat. 
Ranhcase 
A few questions:
Does light compile fine? No errors? Are you sure your light values are correct? When you launch the map, is everything pitch black or fullbright? 
Lit Creation 
Some light tools do generate .lit files even if there are no actual colored lights in the level!

However, a map with standard lighting (=no colors) does not need a .lit file as the normal lightmap data is baked into the .bsp file. 
 
light seems to compile fine, atleast there's no errors there. when i open the map is fullbright

so Necros's GUI supports Quake II? Because, i do know that Trenchbroom 2 has a compiling interface in it, the problem is that i never managed to get it working.
Also, what i mean is that all .lit files are from Hexen II, not Quake 
 
What happens when you type r_fullbright 0 in the console?

negke: interesting, I wasn't aware of that. I don't really see the purpose though. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.