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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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Quake, 2 at the very least.

Grid 2, not Quake 2. I wouldn't inflict that on you! 
 
@onetruepurple - thanks for advice, I always keep in grid in DOOM3/QUAKE4/QUAKE1 but I thought there could be some new feature I didn't know about. I look at my altar once again and it was just easy to see rectangles in triangles chaos. I love brush style mapping! Back to QUAKE mapping thanks new compilers and trenchbroom is like holidays for me. I had to loose work on maps 10 years ago cause compilation time :(
https://imgur.com/a/apwwxXW
Now is good grid 2 units. 
 
Looks great in map, for now without func_detail and _phong 1
https://imgur.com/a/o7j4rpZ 
Grid 0.125 For Life Yeah \m/ 
 
"I Wouldn't Inflict That On You!" 
So is Q2 mapping not really a thing now? Genuine question, since I've been out of the game for a long time and have just started resurrecting a project that I started about 20 years ago.

Cheers 
@geraintwd 
As far as I have heard there are still MP and "jump" maps being created. We have a small group of Quake 2 enthusiast on the Quake Mapping Discord with a dedicated #q2-mapping-etc channel.

I know a few of the regulars there are interested in giving Quake 2 SP mapping a spin. Including myself. Most likely in the new year for me as I am finishing up a project.

Come say hi: https://discordapp.com/invite/j5xh8QT 
Why Thank You! :D 
Have done, thanks! 
 
Someone created a TrenchBroom importer for Godot: https://github.com/ShiftyAxel/Qodot 
@misc_poster 
Cool find, I was recently wondering if there's any sort of support for Quake content in Godot. Too bad that most implementations that aren't derived from Quake support the simplest subset of data formats (either .map or .bsp) and are not concerned with gameplay portion of Quake at all (progs, client-server, etc.). But I guess people work on what they find the most interesting, typically rendering. ;) 
 
Hey

You guys have any idea where I can get a hold of a Wrath ent def file? It's kinda tedious to write your own, trying to figure out all that stuff =) 
AD Item Offset/rotation 
How do I disable it? I'm using jackhammer 1.1.1064 (latest freebie version available) and AD 1.70 P1 with included fgd.

There are a couple of parameters in worldspawn properties that regulate offset and rotation but they have no effect. I tried both Ericw and TyrUtils qbsps, with the same result - items are still rotated/offseted randomly, and will not spawn at all if they dont have more than 64x64 space around them.

There is "Floating" flag that solves the not spawning issue, but it makes items clip through world geometry because they are still offset randomly, but this time with no regard for surroundings. 
 
Yeah the worldspawn keys don't apply anymore in latest AD I think.

You can set an explicit nonzero angle on the item to stop the random rotation. If you really want explicit angle zero, then use 360 instead. 
Works For Me, Thanks! 
But what about position offset? 
 
I think that particular worldspawn key DOES still work. I.e. try setting no_item_offset to 1 for worldspawn. 
 
Yea, apparently "enabled" is actually "disabled". Worked, thanks! 
No Spawn Function For: Func_detail_illusionary 
Console spits this error for every func_detail_illusionary in the map. Am I doing something wrong or this entity just broken? No errors during compilation, playing with quakespasm. 
#20364 
You need to use ericw's compilers.

That ent is just used by his compilers. It will be stripped out of the bsp.

In general, ericw's compilers are the only compilers anyone should even be thinking about using, at this stage.

https://ericwa.github.io/ericw-tools/ 
 
no q2 though :( 
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