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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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It's in quakespasm.
In fitzquake normal light, but for this monster only.

I think because they stand on func_train. In the air, far from surfaces, the monsters are also black in both engines. 
 
They are lit by the point directly under them. Either add a light source on the ground below inside a black func_illusionary brush or possibly add _minlight to them. 
 
I have a brush of the sky that the floor is made of. I made the bottom surface with a different texture. It returned normal lighting 
Create A Func_illusionary Floor With Sky Texture 
About 16 thick and 16 above the floor with a normal texture. 
@digs 
there is a TF channel https://discord.gg/3zgJQ 
Music 
I'm wondering if there is any way to set it so when a level is started, it plays a song from quake, I know there is a property for entities called "music" but i don't know what to use the property on if that is what you use for the music 
In Vanilla Quake Or A Mod? 
 
Vanilla 
QuakeSpasm 
 
Also, i have the music files working in the normal game 
 
Add a sounds key to worldspawn with a number for the track you want.

sounds | 3 
Thanks 
 
Target/TargetName 
I've been working on a death match map that has moving parts, I've noticed that for some reason, things aren't targeting properly. I have 2 moving doors that both use buttons, one of the doors has the targetname da1, with a button targeting it with the target da1, then I have a door with the targetname db2, and a button with the target db2, and what happens is one of the buttons doesn't open a single door, whilst the other button opens both! I need some help. 
Qrani 
This is a very common issue. By default, Quake groups doors which are close by into a single system. If you want to opt-out of this behaviour, you can add the DOOR_DONT_LINK spawnflag (3rd tickbox, numeric value 4) to each of the doors. 
Thanks 
 
Items 
I have another question, why do item_blank entities go through the floor sometimes? 
Bonus Content 
You might wonder why this door linking feature is included. It doesn't seem all that helpful at first, and often confuses mappers (even after they've encountered it before, it's easy to be caught out again!)

But door linking actually has good reasons for existing as well. I'm going to borrow a clear example from Dumptruck's tutorials on Trenchbroom. Take a quick look at theis gold key door setup.

https://www.youtube.com/watch?v=TQ8MN8V0JuE&feature=youtu.be&t=2m49s

Here, the bars are separated into two different entities, so that they can move in different directions. If they were not linked together, you would require two gold keys to get past, one to unlock the left-hand bars and another to unlock the right!

It's also worth noting that the way that both of the left hand bars are combined into a single entity is crucial to pulling this off. Door are linked if their bounding boxes overlap or touch. The bounding box extends between the left-hand bars, so that they intersect the right hand bar. If all three bars were separate entities, none of them would link, and you'd need three keys to open them all. 
Item Fall Out 
Avoid overlapped items.
Make sure they aren't sticking more than 6 units into the floor.
Make sure there is at least 56 units of vertical space.
Make sure you have at least 1 to 2 units of space on all sides, preferably 4 as a safe minimum.
If you are using JACK/Worldcraft, the fgd file may show the box in an incorrect visual object position relative to the actual origin (look for the X in the 2D views):
•In vanilla Quake, origin is in the bottom left corner
•In AD and other mods, custom items may use the center bottom of the visible item as the origin point instead.
Also, they might fall out if you place an item inside a solid brush such as a door. 
Minor Correction 
Origin in bottom left corner is for ammo and health boxes only; all else use center bottom. 
Fortress 
does anyone have entity definitions for the team fortress mod? 
Fortress 
or at least the entity names? 
Yeah 
come to our discord channel we can help you. https://discord.gg/j84JMrT ask in the #mapping channel. :) 
Thanks! 
 
 
Where can I find the index number for enemies? I've been searching for information on how to make monsters attack other types. Is there a way to do this within worldcraft? I can't find the entity index online 
Type Edict In The Console In-game 
But entity edicts changes everytime you delete earlier enemies or items or doors etc. 
Contemporise Maaaaaaaaaannnnnnnnn... 
Sounds like, someone is living in the past

A) Why you use worldcraft? its 2018 now

B)Default 'Quake' has no method of making enemies attack each other. Look at the source code and new fields available in Arcane Dimensions... 
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