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
"sv_startsound: Not Precacheed" 
I followed this guide by Preach on forcing the player's weapons out of their inventory: https://celephais.net/board/view_thread.php?id=37116&start=70
and it works, it's just that upon hitting the door made to remove everything, that message appears in the top left corner and the console. I really don't want it there. What do I do? 
 
And just for clarification, I also implemented the extra info_notnull that forces blank lines in the console, getting rid of the message, but I'd rather know and deal with what's causing the sv_startsound error. 
W_Precache 
Sv_startsounds is a commen error when modding for quake. It are the first lines in the weapons.qc that precache sounds under void()W_Precache. They are used for the weapon sounds.

If you realy hate it, find the used sound and precache it right. 
 
^Sheeet, that's a hair over my head for now considering I've already bandaged it. I'll deal with it later, thanks for letting me know what was up nonetheless. 
@huanlopan 
Add noise1, noise2, noise3 & noise4 fields and set them all to "misc/null.wav" 
Fuckin' Ay 
^Thanks, nameless hero. 
Texture Is Wonky? 
Hi guys.

Is there any way to fix x an y axis in UV editor.
For some reason the texture in my 45 degree face is
sheared. 
Texture Is Wonky? 
Hi guys.

Is there any way to fix x an y axis in UV editor.
For some reason the texture in my 45 degree face is
sheared. 
Bloodfury 
If it is angled on more than one axis, it might not be solvable in standard quake map format.

However, in Trenchbroom you should be able to solve it in "Valve Texture Mode" 
Texture Is Wonky? 
https://imgur.com/oaU4jd5 here is a pic to clarify. 
Texture Is Wonky? 
How do you do this in valve format? 
Texture Is Wonky? 
And how can one change the map format afterwards?
I tried to copy and paste the map to a new valve format map but the editor states an error.

Could not parse clipboard contents: At line 1, column 1: Expected '{', but got string (raw data: 'Texture') 
 
-convert <fmt>

Convert a .MAP to a different .MAP format. fmt can be: quake, quake2, valve, bp (brush primitives). Conversions to "quake" or "quake2" format may not be able to match the texture alignment in the source map, other conversions are lossless. The converted map is saved to <source map name>-<fmt>.map.


http://ericwa.github.io/ericw-tools/doc/qbsp.html 
 
Thank you! 
 
Pro-tips on lighting your maps when using delay and bounce is out of the question? 
 
use small, dim lights to fill in shadows cast by bright primary lights. This helps fake the natural bounce that light has. Check out my map sources, none of them use "bounce" and i don't think i use "delay" for anything (but i do use "wait" sometimes, not sure if that is off the table too.) 
 
also... lights on plane with a surface won't light that surface. So you can do this:

- With a recessed light fixture, place a light in the hollow cubby but co-planar with the larger wall surface. This fills the inside of the cubby but not the surrounding wall.

- Then place a dimmer light out in front of the wall a small amount, to give some light on the wall around the cubby.

- Or, if there is a perpendicular surface, like a floor, place a light on the floor plane, so that you can simulate light bouncing back up onto the wall. It won't light the floor.

- if a spotlight is shining down onto the floor, place a dim light just above the floor to create bounce light on the surrounding walls, this also softens the circular edge of the spotlight. 
8 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.