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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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@-madfox 
1) Nice way to force lowercase :D
2) Nice specification document! I intended, however, to ask for actual model creation tools, just like dumptruck pointed in the page he posted. 
I'll Stay 
lower case,

but just in case your looking for a way to get your jbase.wad right it would help if you have a compiled jbase.bsp or jbase.map file.
AdQEdit has a tool for remipping wadfiles. 
Oh. That Particular Issue 
Has been already solved. In fact, I already created two command-line tools that generate the .wad files that QuakeEd needs to open maps - one that generates plain textures (fakewad) and another that reads them from a pakfile (leechwad). They are now in the QuakeEd for MacOS package, starting from v. 1.0.2 . 
Tessla 
I'm trying to use the tessla coil I made in 2013.
When I download the map from quaketastic and play it everything goes right, with a bright lightning bold.
When I use the map to recompile it I end up in a dimm room with a shaded bold I can hardly see.

Could it be the new compile tools that cause this?
The map hasn't changed.

classname info_notnull
use CastLightning
enemy 1
 
Gate Logic Error: Runaway Loop 
Hi.
Got a problem that I don't understand.
I created a three button gate logic in my map months ago and everything worked fine. Now I tested it again and it crashes all the time when pushing a button for the logic.
Has someone an idea whats going wrong or how I can figure this out? 
Condump 
Probably good to see the error. Advice is to get to the spot where this is triggered. Type clear in the console then trigger the event. When it quits to console, type condump which will spit out a log in your id1 or mod directory. Paste that here and it will help. 
@dumptruck_ds 
Thanks!

Hope I can find the mistake before recreating the whole puzzle. 
Quake 2 Maps Won't Compile 
So I was drafting a Quake 2 map, but upon compiling and running the game I get an error:
CMod_LoadbrushMode: mapbase123.bsp has wrong version number (15972 should be 38).
My Quake 1 maps compile with a few errors but run without any issues, but Quake 2 seems to be throwing fits. Any help would be appreciated. 
 
Are you using Quake 2 compiling tools specifically. I'm not sure of a suite that does both Quake and Quake 2 maps. 
 
No, I'm using the baseline set that came with ericw's tools. Do I need something specific then? 
 
I am pretty sure ericw's tools only work with Quake and Hexen2.

Try these out:

https://sites.google.com/view/quake2/tools

or here (scroll down a bit):

http://maps.rcmd.org/tutorials/q2_mapping_today/ 
 
Kickin, I'll test this out after work and report back any success or failure. Ty man. 
FTE Texture Bug 
Hello, found some bug on md3 models on my q3 map. So I am making map in q3 format and one bug appeared. Look at that:
https://pp.userapi.com/c856036/v856036992/6ca8b/9Q-s-6sd00o.jpg
The part of model is covered with texture and one part is not. It is so weird. The problem is not in model because in darkplaces it works fine. How can I fix that? 
@dumptruck_ds Re: Gate Logic 
So finaly the error report helped nothing.
So I deleted the whole gate logic and rebuild it now.
But now I'm a bit whiser. :)
I think the problem with the infinit loop has something to do with copieng and renaming functions.
It seems, for me, that it's in the program language.
If you copy and rename a bunch of functions it's still a copy of the older one.
So if you trigger the first one the others are also triggerd and this brings the loop.
The only solution for me now is to rename copys one by one to made them separet functions.
It seems that it works now. 
Quake 3 Lightstyle In FTE 
Hello. I am using FTE engine and I have some troubles with lightstyles on my Quake 3 map.

I would like to use some lightstyles on my quake 3 map, so I placed point light with parameter "style 3". After that I compiled the map. Here is the screenshot of light entity settings:
https://pp.userapi.com/c855424/v855424394/7eed6/yMArrcugy8w.jpg

When I launched my map the screen was blinking and the brightness of textures in the room was higher than usual. Check it out:
Here is how the map looks without lightstyles:
https://pp.userapi.com/c849128/v849128517/19e0fa/0_ZQzqu73Sw.jpg
And here is how the map looks with lightstyles (also screen is blinking but you cant see that on screenshot):
https://pp.userapi.com/c855424/v855424476/7f00f/tfH5n_wTbug.jpg

After that I tried to compile this map for qfusion format but no result. May be I have done something wrong. Here is my compiler settings:
https://pp.userapi.com/c855424/v855424394/7eedd/lSHNUFnqW3M.jpg

Does anybody know how to fix it? If this bug can not be solved please tell me. There are already 3 my questions on this forum which were ignored. Thanks. (sorry for my English if I made any mistakes) 
Trouble With Fence Texture 
Hi, I'm trying to make the GoldenEye's Dam, I'm having problems with this fence texture:
https://i.imgur.com/7QerJiv.png
I did exactly what it says here:
https://www.youtube.com/watch?v=xnSqmHOh3XQ&list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE&index=32
Am I missing some parameters in the compiling tools or something? 
Party Boy 
Is that texture 8bit and inside a wad file or is that an external texture? 
And 
what engine are you using? Not all Quake engines support fence textures...

also the texture name must begin with the { character. 
 
It has 8 bit per channel

It's inside a .wad, I created it with TexMex 3.4

I tried saving it with Use Full Brites on and off

Quakespasm 0.93.1

Yes, it has a Left Curly Bracket 
 
I don't know if it's important but the map is not closed yet, it's leaking 
Can You Upload The Image(or Wad)? 
Then we can determine where this is going wrong.

Somehow I suspect the "color", the garish pink, is getting changed om you. 
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