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...
#18958 posted by
hakkarin on 2017/10/02 22:17:14
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?
Thanks For That!
#18960 posted by
hakkarin on 2017/10/02 23:36:01
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
#18961 posted by
Qmaster on 2017/10/03 01:03:48
Just A Plain Normal Brush Made Of The Size You Want
#18963 posted by
Qmaster on 2017/10/03 03:26:19
Not Sure I Understand, Can You Explain In More Detail?
#18964 posted by
hakkarin on 2017/10/03 20:45:20
When Making An Arch Or Other Complex Shape
#18965 posted by
Qmaster on 2017/10/04 13:58:04
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?
#18966 posted by
hakkarin on 2017/10/04 19:37:59
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
#18967 posted by
hakkarin on 2017/10/04 19:49:11
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 :(
#18968 posted by
muk on 2017/10/04 20:54:24
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
Why Can I Place Down A Megahealth In Trenchbroom?
#18970 posted by
hakkarin on 2017/10/05 00:16:53
All I see are normal medkits.
A Yet Another Question...
#18971 posted by
hakkarin on 2017/10/05 00:21:51
And is it possible to make monsters teleport/spawn in like in Doom 3?
Megahealth In Trenchbroom
#18972 posted by
ericw on 2017/10/05 00:50:23
add a normal medkit, click on "spawnflags" then check "Megahealth" in the set of checkboxes that appear below.
#18973 posted by
muk on 2017/10/05 01:30:33
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
#18975 posted by
hakkarin on 2017/10/05 20:16:05
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!
#18976 posted by
muk on 2017/10/05 20:20:59
HammUEr is a pretty cool tool.
A Question About Textures
#18978 posted by
hakkarin on 2017/10/07 15:00:17
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.
Once the BSP is compiled, none of that matters. So as long as it's building correctly, you picked the right option.