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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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@hakkarin 
Quark will easily make your choice for quake1 or 2. As will GtkRadiant do.
The one tricky thing is to make paths to tha compiler and game.
In quark there's a list where you can choose the game. Further it needs to know where the quake2 compilers are.

You can load the compilers here, as well as some more info about q2 mapping. 
Arches 
One thing that will help is to know that a basic arch is just a semi-circle, and a circle's curves are symmetrical. In your arch, your first part of the curve goes "up 2, over 1" (that might be something like, up 16 units, over 8 units, I can't tell)

That means your LAST part of the curve (at the top of the curve, where it starts to flatten out, needs to be the reverse of that: Up 8, over 16. That should make it look better already.

Another alternative to above is you can start with a large solid block exactly the size of the texture of the arch, and start making horizontal splits/cuts when the arch texture requires that the geometry needs to start bending, keeping in mind that the cuts/distances should be symmetrical

I have not used Trenchbroom which I assume is what you're using but here is what I mean:

1. Block size of arch
https://i.imgur.com/jtyYfKy.png

2. Split block where bend starts
https://i.imgur.com/knieCHf.png

3. Clip away non-curved part
https://i.imgur.com/QZxlnsx.png

4. Split arched part horizontally, absolutely as close to the "middle" of the 90-degree arc is, and clip it away. The height and length of that clipped away part NEED to be the same distance. (Unless your arch is intentionally ellipse shaped)
https://i.imgur.com/McbpLYp.png
https://i.imgur.com/leaGWCJ.png

5. Subdivide (horizontally) the remaining blocks another time. Again make sure they are perfectly mirrored and the cuts are symmetrical, you'll see what I mean by color coding in pic. Then clip/vertex-edit them away
https://i.imgur.com/o1TYdP1.png
https://i.imgur.com/lmmFaw1.png 
Arches 
Btw if the 2nd-to-last pic with the color coding isn't super clear, or if numbers are easier than pictures, then, in my arch, the numbers are symmetrical as such:

up 4, over 1
up 3, over 2
up 2, over 3
up 1, over 4

Obviously that's not the only configuration in the world to make a nice arch, but the point is that it's symmetrical (again, unless you're doing an ellipse/stretched arch)

You could have an arch with only 3 surfaces on the 90 degree arch... something like this would look fine too (but lower-poly)

up 3, over 1
up 2, over 2
up 1, over 3 
Madfox... 
I already found that site you linked to and I downloaded those compilers. I just don't know how to use them with Trenchboom which is my editor of choice for Quake 1 and 2. 
Noted 
and I do believe TB is a good editor, you could survive with Radiant.
It has a kind of same way using the view editor.

On the other hand, setting pathways is clearly provided. I think the only thing you need to do is change the Radiant paths with the trenchboom. 
Is May Sound Ridiculous But 
are there any volunteers to beta-test my old map bod.bsp(2008)

some time ago i'm just happened to replay this map, and realize how bad and bland the lighting is
so i decided to rebuild the lighting, while re-building the lighting i've added a couple of new areas, nothing exeptional , just make the map a less corridor feel
yeah the map is still bad and i'm to lazy to fix all of misaligned textures 
Keep Getting Compiler Errors 
Here is a screenshot. What I am doing wrong?

https://imgur.com/a/ZEG8z 
 
try removing the bsp file so qbsp is launched with just the map file as a parameter. 
 
ie delete "stroggbqq.bsp" from the end of the Parameters box.

Also it's odd to have a map extension of .map-compiling 
Spy 
You probably should've posted in the Screenshots & Betas thread, but sure, I can test your map. Just upload it somewhere for me to download and I'll get to it. 
Still Not Working... 
I changed it to this and I still get an error...

https://imgur.com/a/tS5z2 
@spy 
agreed wrong forum -- but I'd be happy to test out your work 
@hakkarin 
q2's qbsp has annoying pathname rules (wals instead of wads - needs to read texture sizes even when they're not embedded).
it expects your .map to be in a path equivalent to $someprefix/quake2/$moddir/$somepostfixthatmatchesyourmap
(it'll prefix with the working dir if its a relative path)

you can probably trick it by using a load of /../s after the mod dir. still annoying though. 
What Do The $ Symbols Mean? 
Am I suppose to include them? 
think he's just saying that it's some string name... 
@spy 
Count me in, see emailbox. 
@hakkarin 
SetQdirFromPath: no Quake2 in C:/etc is an error warning.
It seems the editor looks for the map.
You made it C:Users.. while I guess it has to be something like C:Quake2baseq2maps
 
C:\quake2\baseq2\maps\your.map 
Esrael, Dumptruck_ds, Madfox 
Thank you guys, i have to make some preparations, and let you know, lately today 
Oh Btw 
pay attention to the lighting. as i'm most interested in lighting is it any better than previous version 
Esrael, Dumptruck_ds, Madfox 
@spy 
can't play test today but will do this evening after work. 
Moving To Screenshots & Betas Thread 
I'll be posting my demos there, so see you there! 
Finding Map Leaks? 
Is there any way to find leaks in your map without having to look for them manually? I remember DoomEdit for Doom 3 having a feature that showed you were leaks are but I did not find anything similar in trenchbroom. 
Yes 
Both Trenchbroom and JACK have that.
Trenchbroom's is under File->Load Point File. 
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