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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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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! 
 
Why Can I Place Down A Megahealth In Trenchbroom? 
All I see are normal medkits. 
A Yet Another Question... 
And is it possible to make monsters teleport/spawn in like in Doom 3? 
Megahealth In Trenchbroom 
add a normal medkit, click on "spawnflags" then check "Megahealth" in the set of checkboxes that appear below. 
 
Spawning monsters in vanilla Quake is a bit...odd.

You have to create a room outside of your level to hold the monsters you wish to spawn. Put a trigger_teleport around the monster. Make the trigger teleport target an info_teleport_destination. Then you need to trigger the trigger_teleport with a trigger_once for example.

Evidence of this can be seen in the id1 maps.

http://quaketastic.com/files/single_player/maps/quake_map_source.zip 
@hakkarin 
And use the Search feature above, func has a lot of info you can find on this stuff. A lot of these questions are answered. And I agree with Muk. Definitely open up those original Quake levels for a lot of tricks.

I am working on video tutorials for Trenchbroom geared toward beginners but they are still many weeks away. 
Thx 
Looking forward to those tutorials.

Oh, and I am super exited after discovering it's actually possible to use Trenchbroom to make unreal 4 levels with this program somebody made! 
 
HammUEr is a pretty cool tool. 
 
link for the unaware: https://nte.itch.io/hammuer 
A Question About Textures 
When loading a texture wad in trenchbroom you are asked if you want the textue path to be absolute, linked to file etc. What do those things mean? So far I am just using the absolute method but what do those things mean?

I want to make it so that even if the bsp file is played on another computer by someone else the textures (including custom textures) will show up and work properly obviously. 
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