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
Texture Problem? Any Ideas? 
Mostly empty map in which I test new textures. And it seems that some of them are causing problems, 'cause when I fill the level with standard texture, it compiles. One texture at a time it also compiles. But when there are many (no more than 10, actually), it doesn't. Is there a way to pin point the problem (without hours of combinations checking)? I would guess it's something to do with the name, but names are pretty standarad, like: snowed_rock and burned_wood.

line 6: Unrecognised string escape - \S
line 6: Unrecognised string escape - \s
line 6: Unrecognised string escape - \c
line 6: Unrecognised string escape - \Q
line 6: Unrecognised string escape - \I
line 6: Unrecognised string escape - \q
line 6: Unrecognised string escape - \И
line 6: Unrecognised string escape - \T
line 6: Unrecognised string escape - \G
line 6: Unrecognised string escape - \B
line 6: Unrecognised string escape - \S
line 6: Unrecognised string escape - \s
line 6: Unrecognised string escape - \c
line 6: Unrecognised string escape - \Q
line 6: Unrecognised string escape - \I
line 6: Unrecognised string escape - \s
line 6: Unrecognised string escape - \S
line 6: Unrecognised string escape - \s
line 6: Unrecognised string escape - \c
line 6: Unrecognised string escape - \Q
line 6: Unrecognised string escape - \I
line 6: Unrecognised string escape - \f

BTW, what would happen if I'd had textures with the same name? I'm asking, 'cause 2 my of wads have different textures named dry_wood.

---

Texture screen: https://drive.google.com/open?id=1mDFK8cLOlgiFY5CqVha5hmsoY_FGeh-i (they are mostly from Tomb Raider xD) 
The Solution? 
eh, I just copied parts of the map into the new file and it works... >_> 
Hi I Need Some Mapping Help. 
I have looked in here but....couldn't get a conclusion.

[19:36] Shambler: can you give me the top ten causes and top ten cures for massive greyscale in quakespasm in this day and age?

[19:36] Shambler: i get a fuck off big lump of it in one area of a map i am working on

[19:37] Shambler: the map is sealed and vises, the other areas are fine, this area is not looking towards an excessively detailed / open view

[19:37] Shambler: there's a lot of func_detail, backed up with worldspawn where it needs sealing

[19:39] Shambler: it occured during testing but not after tinkering with this area in particular (well i was tinkering with a gameplay element but not changing architecture there)
 
Hi 
[21:18] madfox : When I first entered this board in 1999 I was afraid Shambler was really developper of the monster in Quake.
[21:20] madfox : Later on I realized it was just a nickname.
[21:22] madfox: Maybe it's because I'm a foreigner who has to register to post.


Not sure who's Shambler anymore.., 
0.125 
Shambler.map is like madfox.mdl. The two of you should team up... or maybe you've been one and the same all this time! 
Fine. Sending The .map File To You To Fix. 
 
Shambler 
Any screenshots? Also have you tried older versions of ericw's tool to see if there's a difference? 
Hopefully A Dumb Question 
Is there any reason why when I walk down a long hallway, suddenly the nearby geometry goes invisible and I can see through to the other side of the map? Compiled with and without vis, same result.

I've uploaded a clip:
https://gfycat.com/ThatInnocentCrayfish 
 
Your map goes out of bounds, so to speak. Nothing can go beyond the -4096 and +4096 coordinates on each axis. 
@Dumptruck 
Shots from discord:

Before moving into greyflash area:
https://cdn.discordapp.com/attachments/292236297173467138/558959023597289495/spasm0005.png

After moving:
https://cdn.discordapp.com/attachments/292236297173467138/558959051493605377/spasm0006.png

Greyflash area from other side:
https://cdn.discordapp.com/attachments/292236297173467138/558959083273584640/spasm0004.png

I've tried compiling with a new dev build ericw linked me, same issue.

BUT...


[10:24] Shambler: now i just checked and when i delete my big prefab-filled box, it works fine
[10:24] Shambler: prefab box is sealed with func_group (for easy access obvz), not worldspawn
[10:25] Shambler: but that should still stop it being drawn?
[10:25] Shambler: n.b. in image 2, that pillar is func_group or worldspawn now, not func_detail - i changed it cus there is a corridor behind and i was worried about line of sight....makes no difference ofc


It seems to be, in the words of Kinn "the engine hitting the limit of the number of faces it is allowed to draw"??

Obvz I will remove prefab box before release, and I can trim down some designs....but I've got plenty more detail to add....if there is other stuff I can do with func_whatevers....that is useful. 
 
the engine hitting the limit of the number of faces it is allowed to draw

This was always an issue in WinQuake (had to stick beefed up r_maxedges and r_maxsurfs in the config file).

...but, I would have expected QuakeSpasm has this pretty damn high (as in: "you'll never need to worry about it" high) by default??

Do these faces flicker on and off if you move around, shums? 
 
Thank you #20088, there is clearly some fat I can trim from that level 
 
Hello. I want to try to make some maps for Quake. Well, wanted since long ago, but never got far. Now I saw AD and discovered Trenchbroom and had my interest in Q mapping renewed. So I've read Trenchbroom manual, and tried some things, and got some questions.

1. Is there a way to create geometry by drawing it with vertexes from scratch and extruding or smth? In any Q editor?
What are standard ways to shape geometry in Trenchbroom? Vertex tool and Brush tool feel kind of awkward, probably because I dunno how to use them properly lol.
By far I've had most success with cuboids and CSG substract - made a kind of hall with rooms on sides to test various blnking lights in each room.

2. I've finally found out that stuff like doors is done with brush entities and their keys/values, after downloading Quake source maps from Romero's site and looking at them. Wasn't mentioned in manual much (not the brush entities themselves, but making various things :). Should I just continue to look up stuff in id maps and look up entity parameters in editor/the quake wiki entity guide or there exist some good tutorials on the subject? Seems to be better documented for id Tech 1 :)) 
 
Trenchbroom is a multi-game editor, so by design its manual doesn't talk much about the specifics of mapping for a particular game.

Have a look at:

https://quakewiki.org/wiki/Getting_Started_Mapping

https://www.youtube.com/watch?v=gONePWocbqA&list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE 
@BlueSkullKey 
Doom and Quake mapping are very different beasts as you can see. Your best best is to learn to think and map in 3d. Especially with TrenchBroom as your tool of choice.

Now that being said, there is the "brush tool" (default is B) that you can use to "click" out vertices and then extrude. But I would not recommend making maps entirely this way. It's very limited in that it can only be used on an existing surface and only in 3d mode. It's also a bit clunky. Not many ppl use it AFAIK.

Your best bet is to watch my early tutorials on each of the tools and start creating brushes. For the most part, you will need to abandon most of what you have learned from Doom editing. Quake is true 3d and TB makes creating levels more of a 3d process than before.

The good news there are tons of resources here and elsewhere.

Bal's mapping streams are good to watch - although he's very fast.
https://www.twitch.tv/videos/370358937

Good luck! 
2 Post 
regarding the link above.... his mapping starts about 35 minutes into that video. 
 
Thanks for replies. I'll look through links/videos a little later.
I wasn't going to make maps using the brush tool only or such. I'm just trying to figure out what is the usual workflow for creating more complexly shaped things than a corridor or box room, before starting to make a finished map.
Seems that it is mostly adding up sloped/cut/rotated cuboid brushes?
I guess there's also nothing like subdividing faces to get more vertices. 
Freecs FTE Textures Trouble 
Hello, I have some troubles with textures on my map in FTE engine:

My map has low-quality textures and here is how it looks in darkplaces engine:
https://pp.userapi.com/c852036/v852036050/f069d/0_mPVRJq0RI.jpg

In darkplaces I added high quality textures in "textures" folder (each hd texture name corresponds to each lq texture name). I also use normal maps and gloss. Here is how it looks after that:
https://pp.userapi.com/c852036/v852036050/f068b/vqyePzRkKEg.jpg

I tried to do the same in FTE engine. So I have a map with low quality textures and I have some hd textures with normal maps and gloss in "textures" folder. Hd textures are loaded too:
https://pp.userapi.com/c856016/v856016024/17d19/O76Ncfgg5nQ.jpg

After that i decided to run this map in "Freecs" for FTE quake. The problem is that now hd textures are not loaded from "textures" folder. Only normal maps and gloss can be loaded. Screenshot:
https://pp.userapi.com/c852036/v852036050/f0664/6TWdO2Y4pPo.jpg

I replaced all the cfg files in freecs for cfg files from my mod. The graphics changed but my hd textures are still can not be loaded. I also tried to use different formats - tga and jpg for textures in "textures" folder but still no result. Map is in quake 3 format.

Does anyone know how to solve this issue?
(sorry if I made any mistakes, my English is still poor) 
 
try gl_load24bit 1 
Reply To Spike 
This variable is already set to 1 on those screenshots. I tried to change its value to 0 and return to 1 but still nothing changed. 
5 posts not shown on this page because they were 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.