News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
On Quaddicted 
idgames2 archive will have lots of custom mods and weapons...

Quaddicted is one of the few places that it still exists.

https://www.quaddicted.com/files/idgames2/ 
@hakkarin 
Checkout the Keep mod. It has a very very large amount of custom monsters because I've added in enemies from mods all across the Quake community. Code qc source is provided if you want any particular enemies.

http://celephais.net/board/view_thread.php?id=61506&start=212 
Need Help With Custom Textures 
I have some textures I want to use in Quake but they are in png format and not in a wad file. I used slade to create a wad file out of them but I just got an error when loading the wad in trenchbroom.

If I have png images I want to turn into usable textures how do I do this? I play my maps in quakespasm or darkplaces so I don't care about vanilla compatibility. 
#19145 
make sure you wrote a WAD2(quake) and not a WAD3(halflife).

also note that quake's textures are tiny. a high-res png dumped into a wad will be a pain to map with, assuming your editor doesn't reject the 'excessive' size.
remember: 1qu = 1 texel.
(engines will repeat replacement textures on the same boundaries as the low res textures, so if you set up the size of your wad images to be the default size for your texture in quake units then you won't need to rescale images or deal with the lightmap seems that can result from that.)

and make sure that your wad images don't end up with undesired random fullbrights, because those suck. 
About The Pgn's 
I am not using very large textures. I am using these: https://www.doomworld.com/forum/topic/92309-doom-3-textures-for-doom/

Originally they were intended for Doom but I figured I could use them for Quake as well.

And how do I safe a as wad2 instead of a normal wad? When I choose "safe as" I only get the option to safe as a wad file and don't see any other alternative. I am using Slade3. 
@hakkarin 
You can find wad files with those textures already made for q1 at Quaddicted:

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

hth 
Thx 
thanks for that mate! 
Quake2 Loadbrush Error 
Hey, newbie in custom mapping
Trying to test my first quake2 test map .bsp and I get this error when launching KMQuake2

CMod_LoadBrushModel: maps/experiment1.bsp has wrong version number (3468 should be 38)

I know that the issue is texture related. the map has one texture, tried to change it. Does KMQ2 load the textures from pak0 or someplace else? Maybe i need older version of the Q2textures .wad?
Compiled it with tyrUtils.

can someone please HALP! 
 
Not texture-related. You used the wrong compilers, Tyrutils are not for Quake2. Q2map.exe is what you need, or some newer modified ones like these, for example: http://home.insightbb.com/~gryndehl/q2compile/quake2.html 
Rectangular Prism 
So guys I use trenchbroom for map editing and i was wondering how do i make a rectangular prism?? is there any guides on how to build more complex shapes in trench broom such as prisms? 
@winkyjuice 
The Trenchbroom manual is literally (not hyperbole) the single best Quake related manual you will ever see. It will show you amazing things like vertex/edge manipulation etc. (what you need in this case) Just look for the help menu item. That will launch the manual. Kristian used to have a version online but I don't think it's up any longer.

Seriously take a 1/2 hour of your time and take a read. And FYI I have to refer to the manual quite often and forget or miss things... this it what manuals are for and the dev took the time to write it for YOU. 
Clip It 
Use that clip
Give the brush the nip
...
When a problem comes along
You must clip it!
If the brush is too long
You must clip it!
When something's going wrong
You must clip it!
Now clip it!
Into shape
Shape it up
Get straight
Go forward
Move ahead
Try to detect it
It's not too late
To clip it!
Clip it good! 
@Qmaster 
U just won func!! 
@dumptruck_ds 
i went threw my trenchbroom file and i found the manual but all it is are gifs i don't really understand what theya re showing me there isn't just a writtten guide somewhere? 
 
It's a written guide, open it from the help menu inside TB 
Ericw 
dude thank you so muchy man i love the quake community you guys are not condescending at all and are so helpful man thanks a bunch my dude. 
Ericw 
dude thank you so muchy man i love the quake community you guys are not condescending at all and are so helpful man thanks a bunch my dude. 
Making Solidity Optional In Custom Models 
Thanks, Preach, for helping me make my first mod with custom models! :) If I finally finish my next map, you can be sure to be in the credits!

I also found out how to make the models solid, by adding the following line to the misc_model function:

self.solid = SOLID_BBOX;

and by adding the appropriate "mins" and "maxs" keys for the entity in the map editor.

But I was wondering if there was a way to allow the mapper to decide whether he wants the misc_model entity to be solid or not (without making two separate misc_model functions, where one is for solid models and the other for non-solid).

First I tried to do it by removing the above line from the code and adding the key "solid" to the custom entity in the map editor, with the value "SOLID_BBOX".

It didn't work, so then I thought that maybe I'd have to rephrase the code into something like

self.solid = (code that reads a key from the entity with the desired SOLID_NOT/BBOX etc. value, and then outputs it);

Am I getting somewhere here, or are my intuitions just plain amusing to you seasoned QC coders? xD 
Mins And Maxs Unnecessary? 
I tried to circumvent the problem by setting the mins and maxs values far away from the map to place the bounding box far away from the entity, but it didn't seem to work. I guess Trenchbroom issues the bounding box to the model from the entity definition file?

Are the mins and maxs keys completely unnecessary then?

Should I just solve the problem by placing skip textures inside the models that I want to be solid? That way I could also have the models cast shadows. 
Typo 
Whoops, I meant brushes with skip textures. You probably knew what I meant, but just had to make sure. 
Esrael 
SOLID_BBOX is a macro that just gets replaced with the number 2. In your level editor, assign one of the numbers below to solid.

From defs.qc:
float SOLID_NOT = 0; //nonsolid
float SOLID_TRIGGER = 1; //trigger
float SOLID_BBOX = 2; //brush entities
float SOLID_SLIDEBOX = 3; //monsters
float SOLID_BSP = 4; // the world

All of the ALLCAPS variables get replaced by the number or string they represent.

Mins and maxs I believe are automatically generated from the model size and shouldn't be necessary. 
Slidebox Is Interesting 
I've toyed with the idea for using it for ice or even as a type of player freeze brush since it prevents jumping. In my Keep mod I have a func_slidebox that can let you do that. 
Flags 
Although what QMaster posted will work, you can make it a bit more user-friendly using spawnflags. This will make it so that mappers can switch between solid and not using a tickbox. The code you want is something like:

if(self.spawnflags & 1)
self.solid = SOLID_BBOX;
else
self.solid = SOLID_NOT;

The part in the bracket checks if the first spawnflag is ticked, and the second line only happens if that is true. The fourth line only happens if the box is not ticked, because of the else keyword.

If you want to use a different spawnflag (maybe for another feature), it's worth knowing that the boxes are numbered in a surprising way:
1
2
4
8
16
32
...
and so on, doubling each time. So if you want the feature to be controlled by the fifth spawnflag, you would change the condition to

if(self.spawnflags & 16)
 
E1m1 Door 
So is there a tutorial/.map file I can shamelessly copy paste from to get the horizontal opening doors from e1m1? The base style ones. Seems like very complicated brushwork. :[ 
1 post not shown on this page because it was spam
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.