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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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Tb Has Flip 
Ctrl+f 
 
Netradiant can do it. You just make a copy, then you can flip or rotate on any axis 
Ericw 
heh.

I use Tb2 everyday and didn't realize that. doh!

Thanks for the responses guys. 
How To Release New Q1-single-player Map 
Hey, guys! I need help.
Finally, i can finished my 8-month-marathon of the creating q1 single player map. A Little off topic, but where else to write... now question is how to release map here - on celephais.net? 
How To Release A Map 
- Make sure it's properly tested, all the bugs/leaks fixed, fully compiled.
- Write a readme text with all required information about you, the map, mods or settings needed etc.
- Zip up everything, ideally using consistent names for all files (mymap.zip/mymap.bsp/mymap.txt etc).
- Upload it somewhere, either on your own webspace, some shared hoster (not recommended), or in the appropriate folder on quaketastic.com (see screenshots&betas thread for login).
- Post a news thread here with information on the level, screenshots and a download link. 
How To Release A Map 
Negke, thanks.
- Map only tested by myself but tested while creating map all the times. Now I'm testing - walking through map again and again...
- about readme... Ive download some of q1 maps (even have your map) and watching whats inside. Readme ready...
i supposing - the map release tomorrow or on the next week (now im testing and checking map). 
Release It In Beta Form First 
wait for some others to maybe find something that you haven't

make changes

then release 
 
oh you did, please disregard previous message. 
I'm Gonna Disagree On That 
Don't release it as beta, find some people who are willing to betatest it for you and send it to them only.
Releasing as beta and having multiple versions of a map available publicly only leads to confusion and frustration.

Then make changes and release. 
 
fair enough 
Animated Texture 
I have an animated texture with lots of green and yellow. I tried to darken it by turning down the gamma. For some reason no matter how dark I make it, in game the colour stays as pale as the original.

Is this something with quake's pal?

original
darkened 
@madfox 
I'm not sure what program you are using to make or organise the textures, but I find that TexMex does not always do what you ask when you "adjust brightness" or "remove fullbrights". Sometimes it works sometimes it doesn't.

I have made some new textures for a map I'm working on using mtPaint. I created the Quake palette in mtPaint (by entering Hex codes) and then transfer the textures to TexMex. I would suggest trying to darken the textures manually by painting it with darker colours from the palette. Or using the paint software to lower the brightness.

That animated texture looks amazing by the way.
Redfield 
@redfield 
The texture comes from a collection of pix I gathered after typing google/bork. Original it was in a perspective side, but I skewed it round.
It was only a two framed gif, so I used SqirlzMorph to blend it up to nine frames.

Then I used PaintshopPro for adding the quake.pal before I translated it with quark4.7 to a wad. Then I wondered why it looked so pale, so I lowered the gamme 50%. Then it didnt change in game. It doesn't matter if I change the gamma with Wally or Texmex, so I guess it has something to do with the large amount of yellow in the Qpal.

I could do it manually by changing the colour, but that would be awfull lot of work. I guess ther must be a simpeler way. 
 
desaturate the image, then colourise it to a green colour before applying the quake palette. 
@shamblernaut 
Thanx! I'll try. 
Really Stupid Question But... 
How do I launch TB after having compiled it in linux? 
Nevermind 
I got it running, but there's no games available in the preferences window, and also no .trenchbroom file in my home folder that I can set the paths manually. I heard about TB by using it a little on my friend's windows machine and really liked it, so I guess if nothing else I'll set up a small windows partition on my drive and see if it works there. 
 
IIRC if you launch it from the build directory without installing, there's a TB_DEV_MODE environment variable that needs to be set to tell it to find the resource (game configs, etc.) in the build folder:

TB_DEV_MODE=1 ./trenchbroom


Looks like this is an omission in the build instructions. 
Quake Chars / Quake Name Maker 
I tried to get some red centerprints using the Quake Name Maker script on Quake Terminus as well as some standalone tool, but all it ever displays in game is gibberish. I doubt it's a problem with the script/program, but could it be Windows 10 messes up the output somehow? 
Text Color 
If you are trying ^1 type color callouts, they only work in Darkplaces. If you are trying the bold orange text use backslash b on either side of the text. But bold text only works on any engine other than Darkplaces. 
Func_train Sound 
Is it possible to stop a func_train's sound when it reaches its last path_corner? 
Train Sound 
I tried several oppertunities, but I think it can only be archived with altering plats.qc.
Targeting to the same endposition only leads to a hanging sound. Killtarget won't work, and there's no killsound.

In what mod does the scuba gear appear? 
 
hipnotic 
Having Items Drop To Floor / Move 
What ways are there to make items move, like removing a brush under them and have them fall down or similar stuff? 
 
When you place ammu or health on a plat or train it will travell the same direction.
So making a thin trigger under them will move them the way you want.
I don't know if you can add a clip texture, but if it works they'll be invissible.

Quake Remake has a code to make brushes (ie boxes) move in a way you can push them. But this is qc, not the ordinairy way.

Pingu had a map where there is a squaddamage in the air. As soon as a trigger is pushed, the added brush on which it stood (also a clipped trigger_once) was killtargetted.
It took me quiet long to retrace the way he had done it. 
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