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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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Arktos 
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 
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 
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. 
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! 
 
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 
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 
Is there a limitation to this. I mean, could you set every single brush to phong 1. 
Bloodfury 
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 
Will make everything look like playdough if applied to all over though. You need to pick and choose. 
Thanks 
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 
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? 
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. 
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? 
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? 
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 
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. 
 
Thanks! :) 
Need Help With Platform And Triggers 
Howdy strangers,
I'm trying to set up the following (I use Trenchbroom, target is fairly vanilla Quake map, no mods needed):
I want a platform to wait at the, lets call it, bottom floor. The player is at a higher elevation, lets say second floor.
Then, once you kill a certain monster (targets the func_plat) up there on the second floor, it triggers that platform on the bottom floor to go up to the second floor. On the platform, one monsters stands and rides along with the platform. Once you kill this monster you are able to trigger the platform to go down to the bottom floor again.
How do I set this up.
I thought I'd do it with a simple func_plat, 2 path corners, have that func_plat wait at the bottom, then move it up but I just cant make it happen the way I described.
Any hints, tips would be appreciated. Thanx 
 
I think if you make it a door, set it to toggle, and both monster's deaths target that door's targetname. This assumes you must kill the monsters in a specific order. 
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