#18367 posted by Kim Smoltz on 2017/03/20 03:16:00
So would that simply entail using the .fgd or .def file included with AD and then running the map under AD?
#18368 posted by Kim Smoltz on 2017/03/20 03:16:46
*using the .fgd or .def file included with AD with trenchbroom.
Kim
#18369 posted by Kinn on 2017/03/20 03:19:46
Ah, right - wbrick1_2 from rogue.
I've made a fixed version for you which you can download as a .wad here: https://drive.google.com/open?id=0B74rZcw0hvZpT0dOSzZCN0JlNWs
Kim Sorry, Use This One Instead...
#18370 posted by Kinn on 2017/03/20 03:28:06
#18371 posted by ericw on 2017/03/20 03:31:52
Yep, pretty much just load the AD fgd in trenchbroom, use the misc_model entity in your map, and install the .bsp in quake/ad/maps/, and load the map under AD in the engine.
You'll need to put the .mdl somewhere, and then put the path into the correct field of the misc_model entity. Normally, mdl files go in "quake/mod_name/progs" but you could also put it in "quake/ad/maps/your_map_name_XXX.mdl" which might be more tidy when it comes to distributing the map.
#18372 posted by Kim Smoltz on 2017/03/20 03:38:31
@Kinn
Thanks, having the fixed texture from the start should save me having to manually replace textures later.
@ericw
Great, that simplifies things a lot.
Building Arch Door Frames
#18373 posted by Vingal on 2017/03/20 05:03:07
Hello,
I'm a new mapper. I'm using Trenchbroom2 and I often have a problem with building frames that fits around the arch-shaped doors of Quake. I can't easily get all sides of the frame being the same thickness.
Ideally, I would like to extrude the frame from the arch-shaped door's outside faces. When I extrude, I would expect the shape to snap to a grid aligned to the surface normal that I extrude from. However, when I do that, my extruded brush aligns to the axis-aligned grid, so when I do the slanted parts of the frame, they don't have the same thickness. This makes it impossible to have a door frame with a uniform width.
The other way I found to do a uniform arch frame is to rotate brushes around the door. This way, the thickness is guaranteed to be the same but it's very restrictive on the angles chosen, error-prone and complicated.
Do you guys have any tips to help me on building arches or similar structures?
#18374 posted by PRITCHARD on 2017/03/20 05:30:50
You can rotate in smaller increments in TB by entering a value in the menu bar and using that. The Gizmo sadly always rotates by the same interval :(
I think I would have to see pictures to understand what you're trying to do when you're extruding.
#18373
#18375 posted by muk on 2017/03/20 06:14:41
http://imgur.com/a/tmtmz
Here a small tutorial i did for arches in TrenchBroom a little while back.
#18376 posted by anonymous user on 2017/03/20 06:51:38
This is an example of what I want to do (see the metal frame) :
http://imgur.com/a/1RioT
This one I did by rotating a piece around a brush with the door texture, cutting the door to fit with the frame. It doesn't give me the granularity I would like.
Ideally, I would like to be able to cut the door however I like and then extrude the frame from each outer faces of the door's brush. But that doesn't give me a frame with a uniform width (because of the snapping).
#18377 posted by anonymous user on 2017/03/20 06:54:05
And thanks mukor for the arches tutorial! It doesn't solve my problem but it seems like a way that generates cleaner geometry than how I was doing it in the past. I will use this way in the future
#18378 posted by Vingal on 2017/03/20 07:04:25
Apparently I forgot to use my name on the previous replies... sorry about that!
#18379 posted by Kim Smoltz on 2017/03/21 02:34:49
Does anyone know what's causing this weird shadow?
https://s10.postimg.org/7vs4ur9qx/spasm0000.png
I'm getting some strange behaviour around the disturbed coffins I'm placing, another one i've placed allows the player to walk through the side of it, and this one seems to cause janky shadow behaviour.
#18380 posted by ericw on 2017/03/21 02:57:27
Yeah, both of those are probably technically compiler (qbsp/light) bugs.
The lighting one is caused when there is an obstruction close to a face (less than 2 units away), so the coffin is preventing the lighting from getting set up properly for the floor. I actually will have a fix for this in the next version of my light tool, but for now you can either lift the coffin off the floor by 2 units (might be visible), or turn it into a func_wall and set the keys "_shadow" "1" so it still casts shadows.
The bad collision is just, qbsp tends to mess up on rotated geometry. Try making that coffin a func_wall as well.
#18381 posted by Kim Smoltz on 2017/03/21 03:11:46
That fixed both issues, thanks.
Where I Can Download SpeedBaze Texturepack?
#18382 posted by qekko on 2017/03/21 13:45:54
Hello! I am newbie, and I currently got inspired by R.P.G.'s map "And All That Could Have Been".
I read from Quaddicted description, that it used Speedbase textures, and I want to play with those.
There is some aesthetics that I really like.
Here
#18383 posted by Vondur on 2017/03/21 14:03:21
Thanks!
#18384 posted by qekko on 2017/03/21 14:08:28
appreciated much!
Two Issues
#18386 posted by Kim Smoltz on 2017/03/21 20:21:46
I've realised why I don't see stuff like the coffins I'm placing commonly in maps, it seems that once you rotate angled surfaces on 2 or more axis texture lock fails and it becomes night impossible to align textures correctly. I take it I just need to be more conservative with rotating complex geometry?
Secondly, I'm able to place models using AD's misc_model, but as I can't see the model in-editor precise placement becomes tricky, is there any way to enable a preview, or a flag that will bring the base of the model flush with the surface above/below it?
Kim
#18387 posted by Kinn on 2017/03/21 21:47:46
Also, when rotating composite objects arbitrarily (objects made of more than one brush) your plane points will be off-grid, and you will probably have micro-cracks where the brushes meet due to float inaccuracy. That could cause issues in the bsp, as you found earlier.
#18388 posted by ericw on 2017/03/21 22:13:23
Yeah, the limited texture lock comes from the vanilla .MAP format; Quake itself/compiled .BSP's can handle full texture lock.
You can choose the Valve 220 map format when you start a new map in TrenchBroom 2, which has full texture lock, the only problem is I don't know an easy / reliable way to convert vanilla to 220 if you've already started the map in vanilla format.
#18389 posted by PRITCHARD on 2017/03/21 23:28:11
Yeah, not being able to convert really sucks. Someone should write a tool to do it, assuming it would be possible at all. I'm stuck on standard format because when I started the map 220 was broken-ish in tb2...
#18390 posted by ericw on 2017/03/22 01:14:47
Hm.. yeah I'm going to take a shot at adding it to qbsp.
#18391 posted by PRITCHARD on 2017/03/22 03:19:08
How would that work? QBSP outputting a new .map?
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