Func_illusionary?
#19580 posted by Qmaster on 2018/04/23 03:59:54
Are the brushes a func_ of some sort? Or plain bsp. Workarounds: clip to split them up into diferent brushes, make new brushes from scratch, make another brush inside them that is 1 unit smaller all around...or to add a clip brush around them.
Check that they DO NOT have an origin key.
#19581 posted by ericw on 2018/04/23 07:01:47
This is an annoying one. Assuming these are worldspawn brushes, it's a qbsp bug, but usually it can be worked around. Try the command in TB to snap the selected selected brushes to integer. Try turning the selected brushes into func_detail (not a direct fix, but it will cause qbsp to chop that area of the map in a different order and might randomly fix the problem)
Re: Non Solid Brush
#19583 posted by oGkspAz on 2018/04/24 22:46:22
I'll have to give these suggestions a go but I'm half asleep atm. Will update when I do. Thanks
Hey OGkspAz
#19585 posted by ijed on 2018/04/28 03:57:37
QBSP really doesn't like 45 degree angle world brushes and generally does stupid things when you want to use them to close a space.
In this instance why not make the platform a func_wall to remove it from QBSP completely - I mean the whole chunk selected in red in your first image.
This won't affect the structure or visuals and will shorten the build time by a few microseconds. It might make the red armour drop through to the bottom floor though (can't remember) if so then a small lump of normal geometry inside that platform will fix the problem without making QBSP pee on the carpet.
#19586 posted by nemo on 2018/04/28 11:02:24
Hi, I'm new to this forum.
I've been having some issues, running quakespasm with qompiler/ericw (+fgd) & j.a.c.k.
I have few questions :
1. Exporting bmp 256 color 128x128 pixels from photoshop, and importing (ctrl+e) in wally, exporting quake 1 wad (the texture appear to be right in wally, but totally wrong in j.a.c.k. like if the color were inverted, or dark).
When I compile the map and run the game, the texture appear to be right.
2. When launched qompiler.bat (after un-zipping the latest compatible version of ericw, which is "0.15.10", when I click 1, 2, 3 or 4 (for the different commands in the menu) nothing happen, but I hear a "beep" coming from the cmd window.
3. When I compil a map, quakespasm.exe keep being deleted from the quake folder, for no reason.
I've tried with both "Don't run the game" disabled and enabled (this is when using j.a.c.k. for compiling).
Many thanks and brush well !
Starting Something New Seems To Be The Hardest Thing.
#19587 posted by Hellkeeper on 2018/04/28 13:06:31
After 14 years making maps (in my case, mostly for Unreal), I seem to have run dry of new ideas. How do you guys come up with new layouts? Everything I try seems to go nowhere or be severely flawed (instead of severely flowed, eheh).
@nemo
#19589 posted by muk on 2018/04/28 21:46:19
1. I think what youre seeing is the difference in "gamma" between Wally, JACK, and your Quake engine. (What engine are you using?)
2. Do you have qompiler in the directory that holds the bin/doc folders for erics tools?
For your first use, youll need to make a configuration by following the on screen prompts and entering the options you wish to use. Reference the doc folder for the various options you can use in Erics tools.
3. Im not sure why qompiler would be kicking quakespasm.exe? Its only set to manipulate files directly related to the compilation process. You mention using "dont run game" which is an option in JACK during the compilation process. So perhaps we should start from step one and see if we can spot where things are going wrong.
For starters get your .map file and qompiler in a folder with the "bin" and "doc" folders from Erics tools.
Perhaps call it "Qompiler"
So the hierarchy would look like this:
Qompiler:
-bin
-doc
.map files
qompiler.bat
Run Qompiler. If you dont have a config saved youll need to choose option 1 and follow the prompts. If you havent a clue what to enter here its likely you can skip entering ANYTHING and just hit enter through the various prompts Qompiler gives you.
You can reference the files in the doc folder for information on the various arguments you can pass to Erics tools.
If you didnt have erics tools, itd tell you. if you dont have any .maps..itd tell you.
When Qompiler is done running it puts your compiled maps into a folder named "maps" and moves all the source .maps into "qompiled"
#19590 posted by muk on 2018/04/28 21:47:31
btw, i wrote Qompiler so feel free to ask questions specific to it.
@Hellkeeper
I've had this same issue a few times recently. The ideas aren't coming or I hate what I am attempting. One suggestion I'd make is play more levels you love and try to discover what it is you enjoy about them.
Another suggestion would be to try a jam. There was a Speedmapping Jam last week and there's a 100 brush jam going on right now that has a few weeks left. Working within limitations may be a good way to snap out of a creative rut.
@mukor
#19593 posted by nemo on 2018/04/29 12:46:02
Thanks for the reply, and for Qompiler.
I was pressing [1], [2], [3] and [4] instead of [N], [L], [E] & [Q].
I still have random issues, but like usual when setting a new engine, a lot of hassles comes with it. Time to handle the tools..
@dumptruck_ds
#19594 posted by Hellkeeper on 2018/04/29 23:14:31
Yes, I'll do that. I've played less and less as time went by, this is probably a reason I don't spontaneously have interesting ideas anymore, I need to get back into the game to get back into the right mindset.
I'm not a fan of contests, but I did one a few years back and it was a fun experience (size limite, make a map weighing 512 Kb or less), but my method when I'm on such tight time constraint is to shift through my folder of abandoned projecs and drafts and conflate a couple half-completed levels.
Multiple Targets
#19595 posted by sevin on 2018/04/29 23:51:17
Probably has a simple workaround, but say I have a monster I want to target a trigger_counter for a door and a path_corner for a patrol. How do I do this? Only one target field in an entity.
Hmm
#19596 posted by Qmaster on 2018/04/30 00:11:26
Have a continuous trap spikeshooter attacking a func_button wih health tucked away in a box far off where the player can't hear it.
Put a func_wall blocking the shooter.
Add a killtarget to your monster that kills the func_wall.
There might be a simpler info_notnull hack but I can't remember one atm.
Holy Shit
#19597 posted by sevin on 2018/04/30 00:50:23
Are you serious? Over 20 years of Quake mapping and no simple workaround for more than one target?
You Could Wait 200 Years
#19598 posted by Kinn on 2018/04/30 00:56:27
but the id1 progs.dat isn't going to change.
If you include customs progs, then lots of them have supported target1, target2..... etc.
Im Using Quoth
#19599 posted by sevin on 2018/04/30 01:01:10
I still know nothing of progs. Just figured out how to map with Quoth today so you can see how little I know of Quake mapping. How could I set up progs to add targets to entities?
You Can Do It In Qouth
#19600 posted by Kinn on 2018/04/30 01:08:27
Kinn
#19602 posted by sevin on 2018/04/30 01:47:48
Thanks. I thought Quoth would have something for it. Preach to the rescue as usual.
Still A Little Confused
#19603 posted by sevin on 2018/04/30 01:58:30
Preach's article makes no mention of how to actually use the feature. Do you just add the key manually to the entity or what? I tried adding target2 to my monster to the path_corner but it doesn't work.
Sevin
#19604 posted by Kinn on 2018/04/30 02:02:01
path_corner is handled differently to usual targeting - try just using the default "target" field for the path_corner and the extended "target2" (etc) fields for things that trigger on monster death.
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