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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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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. 
 
I ended up fixing my issue by making the fence texture into its own door entity, rather than including it in the door itself. 
 
Hey guys- I'm sure this is one of the dumbest kinda questions, but I can't for the life of me seem to figure it out. I'm messing around with the play_sound_triggered entity in Quakespasm, and I feel like at one point I was able to kill the entity via trigger, but for whatever reason I can't now. Is there a way to stop a sound from playing, or am I just totally mis-remembering things? 
Sevin 
Thank you! I will look for a VHE 3.3+ reference manual.

Yeah, I'm from Mapcore but I'm a writer/director, not a designer. It's just that you guys keep making these awesome maps so I want to give it a go.

I only have experience with GTKRadiant 1.4 
Sprony 
Why not use a Radiant editor then? There are several Radiant-based editors you can use with Quake. I believe this custom NetRadiant is the most up-to-date at the moment. 
You Could Also Just Keep Using GTKRadiant 
It supports Quake.
http://icculus.org/gtkradiant/ 
Sevin 
Yes, thank you. I'm aware of that. However, I specifically picked this editor because it's supposed to be a lot like Hammer. So, if I like editing and I wish to pursue it more, it would be an easier transition then with another editor, since Hammer is still being used in (modern) games. 
Fair Enough 
I quite like JACK, I think you'll find it easy enough to pick it up. 
@SpronyvanJohnson 
I assume you are aware of Help>Command List... from the menu in JACK? 
Brick Texture Wad 
When I visited Bremen last year, I photographed many brickwalls because I wanted to make some textures for quake. I talked about it in the inpiration thread and khreathor showed interest.
Here's a dropbox link for some samples:
https://www.dropbox.com/s/1x338wm7glu9wpe/Bricks.zip?dl=0
I've still got a few others in store... 
Brassbite 
I did one texture from DSC01759.JPG, because it was the worst "scenario", from what you have provided. I'm working on a tutorial, should be ready tomorrow.
Bricks
as WAD
in-game screenshot

I haven't fixed all flaws in this texture. Bricks are too wide and white mortar doesn't look good. From my experience bright colors don't work well in Quake.
But you'll be able to fix this. 
Ok, Thanks For That 
That one was the worst szenario because the shot is from an angle, am I right? Or was the colour the problem?
When this is 'finished' I should upload it to Quaddicted. 
Compiler Doesn't Draw Part Of The Face 
Screenshot from the game: http://i.imgur.com/5EnM15i.png
The gray rectangle is a nodraw texture, you can see other parts of level through it. But it's a part of 1 brush which looks in the editor like this: http://i.imgur.com/4jL0oCS.png
How can quake make 1 face with two different textures, and how to fix it? 
#18188 
That's actually just a good old-fashioned HOM ("hall of mirrors") glitch, which qbsp will occasionally shart out for no obvious reason.

The "fix" is to try rearranging your brushes in an attempt to make qbsp chop them up in a different way. 
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