@metlslime
#20592 posted by Syon on 2020/10/07 21:52:01
Yes, that was it! Moving it closer to the world origin helped. Thanks for the help :)
Raising/Lowering Stairs Using Func_doors?
Hello folks, new mapper here trying to make a Quake 1 vanilla map using Trenchbroom 2.0, ericwtools, and quake.fgd entity definitions. Have watched all the Quake Builder and dumptruck_ds tutorial videos on youtube. Only started in the last couple weeks so I'm still learning a lot of basic stuff like how all the entities work together.
In the map I'm working on I'm wanting to make a set of stairs that raise from the floor when the player presses a switch or walks through a trigger brush. Is this possible? I know it's easily accomplished using a single switch/trigger and a single brush but I'm wanting to do a sequence of steps. The idea being the player triggers the steps and then they rise out of the floor slowly in sequence one after the other.
I'm currently trying to use func_door brushes linked by trigger_relay point entities that are initially triggered by a switch, where pressing the switch triggers the first step which in turn triggers the next step via a trigger_relay which triggers the next step via another trigger_relay and so on.
But since it's not working I'm obviously doing something wrong in setting up the brushes and relays or I'm just going about it the wrong way completely.
The current setup I'm experimenting with is as follows (A switch and four steps):
-A func_button entity with a wait value of "1" targeting func_door entity "step1", all other values default
-A func_door brush entity targetname "step1" sized 144x144x32 units with angle "-1", dmg "0", lip "16", speed "20", wait "-1", targeting a trigger_relay entity targetname "triggerstep2", all other values default
-A trigger_relay entity "triggerstep2" with delay "1" targeting func_door brush entity "step2"
-A func_door brush entity targetname "step2" sized 144x144x48 units with same angle, dmg, lip, speed, wait and other default values as "step1" targeting a trigger_relay entity "triggerstep3"
-A trigger_relay entity "triggerstep3" with delay "1" targeting func_door brush entity "step3"
-A func_door brush entity "step3" sized 144x144x64 units with same angle, dmg, lip, speed, wait and other default values as "step2" targeting a trigger_relay entity "triggerstep4"
-A trigger_relay entity "triggerstep4" with delay "1" targeting func_door brush entity "step4"
-A func_door brush entity "step4" sized 144x144x80 units with same angle, dmg, lip, speed, wait and other default values as "step3" targeting nothing (this is the final step in the sequence)
And that's it. When I compile and test it the button presses in but the steps do not rise. They just sit in the floor. Perhaps this just isn't possible? Any help is appreciated!
Examples Are Easier To Understand
#20594 posted by madfox on 2020/10/12 07:39:19
Watch this staircase_lift.map.
Probably you missed the orientation of the pathcorners.
Arktos
#20595 posted by Preach on 2020/10/12 08:35:18
Hi Arktos - I have an alternative suggestion to try with your setup. Apply the DON'T LINK spawnflag to all of your func_door entities. This will save you from lots of problems where the doors get clumped together.
Also you can take a look at the id1 map source. This is in a few places in e1m6 Door to Chthon.
Many Thanks!
Thanks for the responses everyone! I've loaded the map file madfox provided and the behavior there exhibits as intended yet when I try to recreate the same setup in either my current working map or a totally new map just for this test I experience the same type of error:
Essentially, on compile the four func_train entities do not display except for one and it only displays until the button is pressed, at which point it disappears. Further, it doesn't display in the correct location but rather at some offset location near the origin. The location it temporarily appears at seems to stay the same regardless of where I move the whole setup, whether I move everything further or closer to the origin, higher or lower elevation, etc. So for instance if I move the whole room down 48 units then the func_train appears in the same location only 48 units above.
It's interesting that the error is persistent across maps but only the ones I've created since madfox's still loads and operates just fine. Is it possible I've introduced some error in trenchbroom while working on my first map that is causing problems in any subsequent map I make? Probably it's just something I'm not understanding about the behavior of pathcorners but even then it should still work when I recreate madfox's room on my own but it isn't.
I'll keep troubleshooting this and I'll also check e1m6 to see how it's done there and go back and rewatch the tutorials on entities. Thanks again.
Water Does Not Show Textures
#20598 posted by Bloodfury on 2020/10/13 15:40:35
I have stumbled this a few times while making maps.
I have a liquid brush with water texture. First I create it, compile the map and everything is fine and dandy. However after playing around with alpha values the water is there but does not show its surface texture. Even recreating the whole brush does not reset it. Also I'm modding for Arcane Dimensions.
Once I had this similar issue when testing a map with water that worked fine on my dev folder, but as described above when testing it on my main quake folder the texture is missing. Any ideas what causes this and how this can be fixed?
It Could Be
#20599 posted by madfox on 2020/10/13 17:11:28
your water brush is too large and is overlapped with solid brushes?
Only time I saw my waterbrush got lost was when I made it too big and had to divide it in smaller parts.
Nope.
#20600 posted by Bloodfury on 2020/10/15 16:47:03
Thats not it. I noticed that if you remove the alpha values from the brush and then run the map with the mod, at first the brush does not show up. But when you reload the mod and map, the brush works fine. Maybe the engines predefined water alphas contradict with manually set alphas.
Lighting Compile Error?
Hey all,
I'm coming back to mapping after a hiatus and I'm running into an issue with compiling the lighting in my map.
I've gone so far as to open previous versions of the map, remove all lighting, rebuild, recompile, delete previous compilation builds, etc with no results. So I'm 99% sure it has to do with the compiling process, I'm just not sure how to fix it.
Screenshot: https://imgur.com/a/k5jtyVP
Any input is appreciated. Thanks!
#20602 posted by metlslime on 2020/10/15 18:56:45
Bullseye8841: any chance there is an old .lit file with the same name as your bsp? If yes, be sure to delete that too. If that is not the case, maybe like you say it's a compile issue, what is your process for compiling?
Bloodfury: is it a water brush entity (func_water or something), or is it just water that is part of the world?
@ Metlslime, Lighting Issue Continues
I use ne_q1spCompilingGUI to compile everything with ericw-tools. I rarely mess with the settings when building maps, just standard compiles.
I went ahead and deleted everything (lit, vis, etc), but the issue persists. I'd really like to get to the bottom of it, just in case I run into it again.
Bloodfury
#20604 posted by ijed on 2020/10/16 14:27:09
Water shouldn't need alpha values - you just plonk a brush down with the water texture and it will work, using r_wateralpha as set in the worldspawn.
Unless the water is a brush entity, setting an alpha shouldn't even do anything AFAIK.
_phong 1
#20605 posted by Bloodfury on 2020/10/19 01:00:10
Is there a limitation to this. I mean, could you set every single brush to phong 1.
Bloodfury
#20606 posted by bal on 2020/10/19 01:05:37
No limitation at all, it just changes how light.exe calculates the lightmaps, it's totally reverse-compatible with original Quake and doesn't change performance or anything.
Phong
#20607 posted by ijed on 2020/10/20 00:09:58
Will make everything look like playdough if applied to all over though. You need to pick and choose.
Thanks
#20608 posted by Bloodfury on 2020/10/20 09:09:30
Good to know. As I like to make extremely detailed maps with lots of brushes. :)
Extrude From Face..
Hello, does someone know how to extrude from face in NetRadiant?
Infinite Loop Avoided - Not Loading Map
#20610 posted by BreadBOB on 2020/10/25 06:57:56
Hello Everyone!
Thank you for all posting amazing and helpful info on here. I am new to the world of mapping and have been using trenchbroom to create a map. I was trying to clean things up a bit for distribution of my map when I suddenly started to get an error in game while trying to load the map. It says "Couldn't Load [map_path/map_name] Infinite loop avoided". I'm not sure what started this error. I had just been retexturing a few surfaces as well as trying to compile the map on the default setting. I have tried to undo some of my retexturing - without any change. I have run a quick compile several times and still cannot get it to work. It is currently compiling with default settings using Q2BeaVeR. Any insights would be greatly appreciated.
On a separate note, I was having an issue with func_wall and func_train brushes not displaying when in open (not in a building) parts of the map. Any thoughts on this are also appreciated.
Cheers!
Map Issues?
#20612 posted by Bloodfury on 2020/11/08 16:59:42
How bad are the following issues?:
-Brush has non-integer plane points
-Brush has non-integer vertices
I get these all the time when creating more complex
shapes etc.
When should one care of these errors?
THX in advance! :)
TrenchBroom Not Loading After Computer Restart.
#20613 posted by stopitdonk on 2020/11/10 03:13:05
was able to follow dumptruck_ds tutorial on youtube and create a simple square map, was able to edit, compile, and play the map, no leaks or errors. Then i turn my computer on today and load up TrenchBroom and when i load my map, to goes into fullscreen and its a pure white screen and its (Not Responding).
it wont even load a new blank map.
Windows 10 64bit
Strix GL504GW
GeForce RTX 2070
TrenchBroom
Version 2020.2
Build v2020.2 Release Win64
Qt 5.12.9
Using quakespasm-spiked-win64.exe as loader
Where Are The Resources?
#20614 posted by george1232 on 2020/11/11 00:58:10
Hi everyone, I'm learning TB, trying to follow the in-app introduction, to get used to the UI. I'm liking it so far, but I hit a stubling block. I can't get TB to point to the mods, entities and textures. Rather, I can't FIND the resources. I'm trying to create Enemy Territory and/or Urban Terror maps on a Linux Mint machine (64 bit). I can't find any FGD, DEF or ENT files, no textures, no mods, nothing. I've looked in and pointed to every directory I can think of, but TB just won't load any resources. Any help or tips would be appreciated. Thanks.
Re: Where Are The Resources?
#20615 posted by george1232 on 2020/11/11 04:45:48
I stumbled around and was able to find some of the resources I needed for now. (I'm sure I'll have mmore questions in the weeks to come.)
@Bloodfury
#20616 posted by anonymous user on 2020/11/11 07:27:28
You can have thousands of those and still compile without any errors.
But building on grid is cleaner, so try to do all your non-integer stuff in func_details or _walls, while keeping the sealing geometry simple.
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