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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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Unbutchering A .map File 
So I wanted to convert a .map from Quake's standard format to Valve 220, mostly because some of the details I wanted to achieve are simply impossible in Standard format as far as I can tell.

There are a few editors out there that seem to load standard format and then save it in Valve 220, like J.A.C.K, but when I try and use the resulting .map in my compilers it spews a long stream of errors/warnings and fails, and loading it up again in TB2 crashes the editor...

So, my question is, is there a better way to convert a .map? Or, alternatively, is there a way to un-fuck all the brushes after converting it?
I'm uploading the "fucked" version of the map:
https://dl.dropboxusercontent.com/s/9rygba032vxyl7l/it%27s%20fucked.zip

Also feel free to let me know how I'm dumb for not starting the map in Valve 220 in the first place. 
Open In A Text Editor, Do A Find/replace Of '\' With '/' 
 
 
That fixed the errors at the start, but it still won't compile due to all the suddenly malformed brushes. 
Do You Have The Original .map 
Before the 220 format change attempt? 
 
after 42 days of using an editor i can say this:
a) i have no problems with the technical aspects, or making relatively complex brushes
b) i have problems making sense of the scale and size of things. i'm checking maps and taking notes, so it's not that bad, i will get all this by my self.
c) i have problems with actually making good rooms, good gameplay, have consistency, etc. in other words, i know how to make things, but not when or why to use them to make a good map.

i'm not asking tutorials or tips. i just want to know if this is tipical.
i just need more practice right?

i was expecting that in 1 month i could make a decent (5/10 stars) map even when i don't get some technical stuff, and it's happening the opposite. 
Really Weird Issue With Jack 
I'm using JACK 1.1.1064 and I'm having a really weird WAD issue. If I install a WAD and try to single it out in the texture browser, none or only a few of the textures show up. However, they do show up in the 3D viewport, so they're not missing. I've also recently noticed that they appear to show up in other WADs. I have the 5 part Quake set of WADs and I've noticed the entirety of the Knave WAD showing up in one of the Quake WADs. I've also noticed Sock's Egyptian pack in another of the Quake WADs. I'm so confused. Has anyone had this issue before?

Here's what it looks like when I click only knave.wad in the texture browser. You can see only a few of the hundreds of textures in the pack.
And here's some more of the Knave textures showing up in quake.wad.

What gives? 
@damage_inc 
https://dl.dropboxusercontent.com/s/410j5skkwoo9byj/pritchard1.map

Here's the current version of the map in standard format. If you can figure out a way to achieve what I could not, I'd be eternally grateful. :p 
@Pritchard 
You are using TB?

I imagine since you are not talking about the .jmf format.

Anyway, even your regular .map has errors in it when I load it in JACK[invalid solid structure(tiny edge)], and a few others.

Now, in JACK... what about a "select all/copy" then a "File/new map/paste"? Followed with: Save/Save as, which will be a .jmf file and lastly, an Export map?

That's what I did. And as far as I can tell, I got a 220 map format version.

In Worldspawn there's this:

"mapversion" "220"

If I paste the differences(the actual brush text) of the .map files it won't make sense here on func_. I'll just say it looks like 220 stuff is in there?

I don't have a dropbox account, sorry:
http://www.quaketastic.com/files/misc/pritchard1_test.zip

I don't know a whole lot about the .map format differences though, tbh.

Hope this works for you, fingers crossed ;) 
@Pritchard: I Forgot To Mention 
How could I forget this darnit :(

I couldn't get it(regular .map version) to compile without attempting to fix the brushwork errors.

I use tyrutils-ericw v0.15.9 and get stopped with a convex brush error message. I have no idea how it compiles for you! 
 
Also, if that works when you try, make sure texture lock is on when you do it. Otherwise your textures will possibly get misaligned 
Pritchard 
That map contains corrupt brushes, see https://github.com/kduske/TrenchBroom/issues/1697 
Corrupt Brushes 
@SleepwalkR Yeah, I figured that the 220 format map had busted brushes, since it complains about non-convex etc. when I try and compile it.

@damage_inc it's strange that you can't compile the normal version, I know it might have some funky brushes in places but it only complains about leaks in my compiler. I've attached a build log as proof: http://pastebin.com/B1RJAqHK

Also, the map file in your link still crashes/fails to compile - what did you do exactly? It still has non-convex faces. 
I Believe... 
All I did was give you a version 220 of your map which contains the same invalid brushwork as your regular .map!

My mistake was assuming your .map compiled(it doesn't for me) and subsequently uploading something worth nothing :( Apologies, I figured this out after it was to late.

I believe all you need to do is fix your invalid brushwork and save your map. Then start a new version 220 map and copy everything over to it?

Your problems start with the original .map regardless of how you can compile it! Which is crazy considering we both use the same version of tools.

Here's my log file output: http://pastebin.com/jd6e68PR 
Pritchard 
try Alt + P in JACK and see if it can fix your problems. 
#18157 
@-topher: mapping is a rare co�ncedence.

After several maps I'm often surprised why some things work and others don't.
Map scale is more the relation between the 64 unit of the player and eyes at 48. So a door becomes 96 and a ceiling gets 128 and more.

The actual thing of a good map is to make a kind of layout. A drawing with certain main halls, where a trick or a fight takes place, with in effort a change of brushes that unclose other compatible parts.

In attempt, take care of the room you created. Is it a corridor, furnish with pipes or lights. Is it a room, make it comfortable to be, or give it a strange notch. Puzzling lifts or hiden places.

Most of my ideas happen when I have some experimental maps, a terrain map or a side of architectical crunched brushes. Sometimes they fit, sometimes they drench in occupant reached, whatever.

As long as it tinkers my imagination I go well.
As soon as I want to finnish it I stumble. 
 
@kreathor, sadly it cannot. Many of the errors it suggested it couldn't fix, and the ones it could "fix" resulted in affected brushes being stretched out into infinity etc.

I think I'm just going to have to deal with the Standard format limitations at this point, it compiles fine with no errors for me and annoying skewed textures are just something I'll have to learn to deal with/avoid. 
Fence/Alpha Masked Textures 
http://i.imgur.com/r1foDCg.png

I'm sure this has been asked here before, but I'm not sure how to search for it in the thread - what is the best way to do alpha-masked textures in Quake, so that they don't have issues like in that screenshot? I know that you can make a brush into a func_illusionary as one fix, but this texture is being used as part of a func_door... 
JACK Editor 
A very stupid question, but where can I find documentation on how the editor works? I've been searching for a while now but besides a FAQ and a list of reasons why it's great for Quake, I can't seem to find anything explaining the editor :S 
Sprony 
The official JACK FAQ page has some information. The support page on the same site also recommends you check out a VHE 3.3+ reference manual, since JACK is very similar to GoldSrc VHE.

I recognize your name from MapCore, aren't you already pretty familiar with the Source engine Hammer from CS:GO? JACK shares much of the same UI, shortcuts, and tools from VHE and Hammer. 
Pritchard 
what is wrong with the screenshot? 
@shamblernaut 
Right in the center of the image, where the fence texture'd brush meets the solid one, you can see a gap that lets you look straight through to the other side. The gap is as thick as the fence-textured brush. 
 
Basically, in this instance, you want the grate texture to appear on both sides of the door?

Make two brushes for that part of the door? 
Skip Texture Issue? 
Using "skip" on the other sides of that brush? 
^^^ Disregard 
meh, a func_door is okay with skip. It's world brushes I was thinking of. 
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