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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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Decal 
It might be a {fence texture on a func_illusionary that's one unit tall and textured with skip on the sides.

It might just be a texture that has blood splats on it.

It might be a func_illusionary with a self.model of "progs/s_blood.spr", but I doubt it since it would have to be precached. Not sure, but .angles would also need to be something like '0 0 90'. 
SgtStabs 
if I were to import my own blood decal, would it get stored in the map file when it compiles, i would really prefer to keep my map releases as a single file. 
@SgtStabs 
If you use colored lights you will have a .lit file next to your map in the maps folder. FYI. If your stain map is a "fence" texture then yes you "bake" it into the bsp file. 
New To Mapping, Trenchbroom Woes. 
Hi! New guy here, eager to start mapping. I just downloaded TrenchBroom and set it up as the manual says from the download. I also downloaded the 0.92.1 version of Quakespasm from the site and am using it as the engine for the application. I'm new to mapping for Quake 1 so I decided to compile a small square room map with some random stuff on it to see if I set the tool up right and it compiled with no error message. As soon as I try to run the map via console command on Quakespasm, I get the error message "Mod_LoadBrushModel: maps/test2.bsp has wrong version number (1193291567 should be 29)".

I don't exactly know what I did wrong, I only made a few brushes and entities. The directories with the game path is set at the Quake 1 folder same thing with the engine with the Quakespasm executable. I'm using Tyrann's Quake 1 Tools (v0.15.11, not exactly sure if that's the newest or the most recommended.)

Here's what the compile window looks like.
https://imgur.com/a/8wE4S

I don't exactly know what I did wrong, would like some feedback. 
#18950 
1193291567 == 0x47202F2F == "// g"

Looks like somehow you just renamed the .map to .bsp instead of actually compiling the thing. 
 
Yeah, about that. I'm guessing I need to play around with it a bit. I'm not that big into coding so I don't know what else to do to fix this. There was a screenshot of the compilation window inside the Trenchbroom manual, tried the parameters exactly as it was in it and I ended up just renaming it like what you said. 
 
Whoops, nevermind, got it working now, thanks for the response anyways. 
How Can I Create Arches In Trenchbroom? 
I am talking about arches like this:

http://www.celebrationspartyrentals.com/wp-content/uploads/2015/05/Wrought-Iron-Parisian-Arch.jpg

I can create corners just fine but not something as complex as a proper arch. I just can't figure this out. Anyone have a tutorial? 
Not Exactly What You Want But A Start 
@hakkarin 
See response above but also start playing with the vertex tool. There was a stream last week from Josh Skelly that really went into detail on his method. Go to the end of this video about 5:55:55 or so.

https://www.twitch.tv/videos/178387750 
More Specific Clip Or Arch Creation In TB2 
Thx But... 
now I have a new problem. I am trying to make a switch open a door but the door won't stay open. How do I make it so that once the door has opened it stays that way? 
 
Set wait key to -1 
Thanks For That! 
About the arch video though. I have figured out how to make the arches themselves but it ended up being taller than I wanted it to be. How do I calculate the arches in such a way as to make them the correct width and height? 
Use A Guide Brush Behind Where You Build The Arch 
 
What Is A Guide Brush? 
 
Just A Plain Normal Brush Made Of The Size You Want 
 
Not Sure I Understand, Can You Explain In More Detail? 
 
When Making An Arch Or Other Complex Shape 
It is sometimes a good idea to make a wall or box of the height and width you want your resulting arch to be and use it as a guide to make sure you get the right sized arch for your doorway. This is especially helpful if you are using vertex manip to make an arch on a 45 degree angle. 
How Do I Convert A Bsp File Back Into A Map File? 
I had to reinstall windows so I backed up my map. But I made a mistake and backed up the bps instead of the map file! Is there a way I can turn the bsp back into a map file? 
Bonus Question 
Also, where can I get these textures: https://www.quakewiki.net/archives/speedy/textures.htm

The links are dead and google has given me no results :( 
 
Use this tool to convert from .bsp to .map

Drag and drop your .bsp file onto winbspc.exe

http://quaketastic.com/files/tools/WINBSPC.zip

The textures you seek can be found here:

https://www.quaddicted.com/files/wads/

download all the speedbz and speedy wads 
Thanks! 
 
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