
Can't Light Entities On Top Of A Func_train?
#21578 posted by
garlandier on 2025/10/15 04:51:01
Hope this hasn't been asked before, but I've been Googling for like 30 minutes so it might just be time to ask. I've been trying to make a Quake 1 map in TrenchBroom for Arcane Dimensions which takes place mainly on a giant elevator, and whatever entities I put on top of it seem to just not receive any light, even though the brush itself is being lit just fine. So if, say, I've got a point_light angled straight down over an item_health, the func_train underneath it receives the light, but the item_health remains entirely pitch black. Is this something that can be solved, or just an unfortunate quirk of working with func_trains? And if so, is there any kind of hack I could use to get around it? I've wanted to make this big elevator map ever since I first played the finale of ad_necrokeep, and I remember there being a normal-looking armor2 on the platform when that section starts, but I've had no such luck. (For what frustration this problem has caused me, I will say that fighting pitch-black monster_skullwiz's looks very cool.)
#21579 posted by
gila on 2025/10/15 10:31:47
The entities take the light value from the "ground", which is the worldspawn (level's static geometry). Stuff like trains, doors, buttons (func_#### and similar brush models) aren't considered "ground" because they aren't worldspawn.
This video should help:
https://www.youtube.com/watch?v=u8-mw79NGDU

Changing Gravity During The Level
#21580 posted by
mafon2 on 2026/01/13 22:53:53
Is it possible to cahnge the value of gravity during the level? e.i. I'd like to have low gravity in one room.
I also forgot, how to put dead bodies on the map. I remember killing monsters somehow, but can't quite remember the optimal way.
#21581 posted by
metlslime on 2026/01/13 23:37:39
hypnotic and some other mods have triggers that set gravity on the player so you can place those triggers at all the doorways where gravity needs to change. (should be pairs of triggers so that it gets reset if you go back out.) Entities that spawn inside the room need their starting gravity set explicitly using “gravity” field on each entity.
#21582 posted by
mafon2 on 2026/01/15 06:02:54
I wanted to slow down the fall of the player. My initial thought was to make an invisible moving platform, but it worked awful and broke my level. Then I tried trigger_push (pointed down), and it did the trick beautifully.

Can`t Share The Map
#21583 posted by
Lightus on 2026/04/29 16:03:20
Hello everyone, I have a problem sharing my map. I transfer the .bsp and .map files to the game folder, where Ironvale already has the map, but when I try to run the map, neither Ironwail nor the console can find the map, it simply does not see it. I have the game in GOG
#21584 posted by
metlslime on 2026/04/29 19:40:57
the bsp should be in a maps folder underneath the id1 folder. if the “maps” folder doesn't exist there you can create it.
map file not needed, game just uses the bsp
#21585 posted by
metlslime on 2026/04/29 19:40:58
the bsp should be in a maps folder underneath the id1 folder. if the “maps” folder doesn't exist there you can create it.
map file not needed, game just uses the bsp
#21587 posted by
Trinca on 2026/06/27 18:21:42
Hi guys, my account was hacked can you guys add to discord mapping center?
My new user is trincattt
Thanks

I Know This Is A Stretch...
I know this is a long shot, but im wondering if you or if anyone else has access to the FGD file of SoA or DoE. Ive been searching for a bit and havn't gotten any closer. Your help is appreciated!

FreshNoob42
#21590 posted by
gila on 2026/08/13 23:12:52
I think you can get them here
https://www.quaketastic.com/files/tools/Hipnotic_Rogue_Zer_fgds.zip
Keep in mind that apparently not many maps (if ever) were made for SOA & DOE, so these
.FGD files are old and not really up to modern standards, so to say. If I remember correctly they aren't fully complete (not every key/value is defined) and also the models aren't defined either.
I know it isn't the best (I cant see any of the models in the editor lol) but I thank you for getting this far! I am happy to finally use this cool shit!

Mapping Help Plz
#21592 posted by
Lord_Reven on 2026/08/24 03:45:41
Hopefully I am posting this in the right area lol I am need of some desperate help with Quake mapping in Trenchbroom, I can't find a fix anywhere but there is a large section of my map where in the gui it's all colored orange, and in game once the player gets past that part all the textures disappear. This does not happen in QSS but it does in just about any other source port.
#21593 posted by
metlslime on 2026/08/24 03:59:19
perhaps you built past the +/- 4096 boundary. some engines can support that but not all of them.
#21594 posted by
Lord_Reven on 2026/08/24 04:22:04
A boundary?? Like a map size limit? That can't be right because none of my maps are large, and this map was going to be a bigger one but this is literally the 3rd map I've ever made am still am ameture, so this is nothing compared to stuff like Dwell or Tremor...plz don't tell me I need to use the latest version of Trenchbroom so AI can make it work because I will give up entirely if that is the case.

Map Size Limit
#21595 posted by
Lord_Reven on 2026/08/24 05:06:07
Sorry @metlsmile you are right, I tested it out with a new map and yes that is the limit. Blows my mind coming from Doom mapping because this limit is tiny compared to my basic Doom maps. It seem I can only run these bigger maps with Ironwail and QSS, which sucks that I am limited to that but whatever I guess, sorry for the confusion.