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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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Rotating Objects In Arcane Dimensions 
Hello, this is my first post on Func_Messageboard so I'm pretty new to the rules and the way things work here but I was wondering something.

In Arcane Dimensions 1.7 (the latest release), there was a map (I think it was ad_swampy) that had a contraption which definitely caught my eye. It was two cogs that rotated seamlessly in opposite directions. That may be just a minor detail to any other player, but it was quite amazing how smooth the rotating motion was.

Now, I know that this was done in Scourge of Armagon by hipnotic but the rotation there is not smooth at all...more clunky. And I read somewhere that the way in which the rotation was done there was very cumbersome and complex.

So I was wondering...how did the maker of that AD map make such rotating entities? I am new to quake mapping so I do not know if this is possible already but I'd certainly like to know how it was done. I'd love to have such a feature in one of my maps (if it is possible at all). If anyone can help me with this I'd be very grateful! 
Hakkarin 
#19867 
If you're familiar with coding you could collekt that info in the dev_kit1.7, that Sock distributes at his site.

Arcane_dimensions_devkit1.7 
 
It might be using .avelocity vector to rotate. If I recall that makes a brush entity rotate constantly. Just add key|value of avelocity and something like 0 100 0 for the value. You'll need to use the entity state system and a separate func_wall for the non rotating one. 
Rotating Brushes 
Source .map files are included with AD. Load it up in the editor and check it out. :) 
Quoth Problems With Some Entities 
I'm making a little map for Quoth but for some reason when I use the builtin trenchbroom quoth .fgd the bioboxes(they are just themed exploding barrels) don't appear in the map.
Other entities like plasma gun, forcefields, modified grunts and skyboxes appear fine

I tried to make a workaround by manually loading the .fgd from the downloaded quoth folder and although bioboxes appeared in the map the entity previews were messed up in TB(https://imgur.com/a/d772C8V) which makes placing entities harder

I assumed I would just use the builtin for placing entities and then manually load the new one for compiling, even though that is tedious.
But now even with the manually loaded .fgd bioboxes are gone!
Any help would be much appreciated, thanks! 
 
Make sure you have "developer 1" set in the console, so that you will see messages about entities falling out of the level.

It may be that something about the displayed bounding box for those entities is misleading (and therefore they might be placed too low or whatever). 
@barketmil 
Johnny is correct. Most likely this is the issue. IIRC quite a few of those entities in the FGD are a bit borked. I will ask around if there is a more up to date FDG that corrects this... TB has some FGD features that weren't available in WC and JACK. Maybe some one solved this. 
 
I updated the Quoth fgd included in Trenchbroom in v2.0.4, prior to that it had some minor things missing compared with Preach's master (a few extra flags etc.), but it should be up to date now. I'm not sure what the underlying cause of the bounding boxes seen in editor not matching what the game requires. Best bet is "developer 1" in the Quake console and giving problematic ents extra room. 
 
I made a very large map and the procedure vis is very long (in 7 hours only 30-35%). Whether there is a sense to use func_detail (as it correctly to use?) and whether it is possible for something to undertake still? 
 
Depending on the architecture on openness of the map, detail brushes can potentially save you a lot of VIS time. You'd have to restart the process, though. Normally, it seems VIS takes exponentially longer the closer it gets to 100%, so if you're already 7 hours in at only 30%, you can expect the whole thing to take a very long time.

Modern VIS saves the progress, so you can simply CTRL+C the process and do a func_detail test on a map with a different filename (and resume the current one if it proves unviable).
Turn structures into func_detail that do not block visibilty, for example columns, beams, and things sticking out from the walls. If you have terrain, like rocks, it can be helpful to make them func_detail as well while putting a flat brush behind it to seal the map. 
 
Thanks negke!

First start "vis" I had
14128 leafs
13820 clusters
48755 portals

After adding a few details, I got the following:
14184 leafs
13244 clusters
46904 portals

What affects the processing time? Leafs or clusters? 
 
Number of clusters and portals should be what determine the processing time.

The idea with func_detail is they're invisible to vis, so you have a simplified version of the map for vis to work with. A "cluster" is a leaf in the simplified map that vis sees. 
 
Thanks, ericw 
Testin Deathmatch Maps 
Hi Guys,
I am new here, so welcome everybody.
I am having a lot of fun from creating quake maps, but doing only deathmatch maps.
Would anyone be so kind and take a look on it from multiplayer point fo view and advice how to improve it ?
Map is already after few iteration of play -> adjust map. I think it is playable, we have had lot of fun at lat iteration :)

Anyone want help I will apreciate. 
Lighting Problem 
Hi guys, I've been coding/modding since the early 80's, but I'm new to Quake mapping and I've been working on my first map for over a month. After a long edit session I compiled the map and now the lighting is messed up (blotchy shadows everywhere) I thought I had accidentally placed a light outside the map boundaries but I can't find any so I'm at a loss. I tried searching the forum for lightmap/shadow issues but couldn't find an answer so I'm hoping you guys can save me from despair. Thanks 
Sir_Random 
Hi,
maybe you have added light with very high light value
Drop me MPA file if you want me to inspect. 
 
Thanks moko, I presume you mean MAP file? how can I send it to you?
I'll check the lights (200+) 
Or Maybe Just An Old .lit File In The Maps Dir? 
Moko: You could post the level in the Screenshots & Betas thread for people to download and check out if they are familiar with deathmatch. 
Negke 
Thank you SO much, it was a .lit file!! I tested the _color attribute on a light, then deleted the light but didn't think about deleting the .lit file. All part of the learning curve I guess.
Thanks again for the help negke, I've really enjoyed playing your maps too!

thanks moko for your kind offer of assistance.

Now back to finishing this map :) 
MOKO: 
I'm sure there are folks here (including me) who would be happy to look at your map and give opinions, but for the most part we're not expert Quake MP players. At least not these days. :-)

You might want to also look in on the quakeworld.nu maps forum: https://www.quakeworld.nu/forum/12/maps-textures

It's not super busy, but it does keep ticking along.

And there's the QuakeWorld Discord server, if you do the Discord thing: http://discord.quake.world/ 
@Moko 
You can add bot support to your maps which is fun but not perfect I know. Johnny has an excellent write-up on them here:

http://neogeographica.com/site/pages/guides/deathmatch_with_bots.html

If I tested your map I'd be using one of these bots! 
It's Easier To Summon The Devil Than To Load A Model 
Guys, since yesterday I'm trying to put a model in Quake but I don't achieve anything...

I downloaded Honey to see how the trees are there...

I did a simple torus model in 3ds Max, with a very low poly count and a single .bmp texture, I exported it to .obj and with Noesis to .mdl (is there an .mdl plugin for 3DS Max?)..

Then, in Trenchbroom I copypasted the Quake.fgd into QuakeParty.fgd and (I don't actually know what to put in there) I put this:

@PointClass size(0 0 0, 32 32 32) base(Appearflags) model({ "path": ":progs\torus.mdl" }) =
prop_torus : "Torus" []

Where "torus.mdl" is the model inside the "progs" folder inside a mod folder (my mod folder is called "party")

Someway it shows in the editor but I realized I cannot rotate it (and God knows what other things I cannot do with it)..

Then, inside the mod folder I created a "qc" folder with the QuakeC source, I created a "torus.qc" and there I put:

void() prop_torus =
{
precache_model("progs\torus.mdl");
setmodel(self, "progs\torus.mdl");
makestatic(self);
};

Then, I added torus.qc inside "progs.src"..

I put FTEQCC inside the "qc" folder, hit ·Rebuild· and my "progs.dat" appeared inside my mod folder..

Then, I put the model inside a test map (an open map btw), saved, compiled it, launched it with -game party and nothing happened..

There is this warning that shows in the console:

"Warning: Mod_LoadModel: progs orus.mdl not found"

Notice the missing first letter in the model name..

I came up until here, I no longer know what to do, this surpasses me..

Another question, should I do something else with my .bmp texture?, I undestand it's inside the .mdl...

Thanks in advance.. 
Party Boy 
You can check to see if it's an issue with your model by trying to load it using Arcane Dimensions (or some other mod that has a misc_model type entity). If it works there at least you know it's most likely a problem with your progs. 
 
Is the backslash being treated as an escape character somehow? 
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