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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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Kinn 
15.58% geek for me... you are "geeker" than me ;P...
Anyway, I now understand why you change your grid settings during your mapping work... I do not build my map with this methodology today: I build it zone by zone, and as properly as possible from the first time... (poly placement, texture alignement, etc..etc..) so I just think it's a question of methodology for each mapper... and each mapper have its own one... Well, thanks for these explanations... 
11.4% Geekish Tendencies 
And back to our regular programming. 
Phait... 
... is cheater... for sure ;D 
Grid 
For me, changing the grid setting while mapping is like changing which foot my weight is on while walking.

Also:

grid settings of 7,19.5, and banana

Most of kdmw was built on a grid setting of banana.
You can tell, can't you? :( 
I Own... multi-sided dice
i'd like to see a one sided die...

13.4 ... O_o 
Necros 
Just make a moebius strip and mark a 1 on it. Throw it around to your heart's content. 
 
19.92
Round it off at 20.0 percent for taking an on-line test. 
16.765... 
...to be expecred, I guess.

Though the board seems to have a lowish geek factor. Nobody over 20 yet. 
the thing is there is a lot of stuff to know on there. half the questions contained things i had never even heard of. honestly, i like to see someone get over 75% questions right. 
25.44379% - Total Geek 
must be all the linux rapistness 
Wad Do I Wrong 
Although I searched in the manual of Quark64 for the facility of transporting new textures in the program, I just can't get it right.

Everytime I open a map with my own textures, the new 3D texture screen give me a lot -can't find texture..- 
As A 
17.357% geek 
MadFox 
You've got mail. 
Holy Shit 
~35.7%

Does that mean I win or lose? 
If You Take The Test 
you automatically lose 
Pjw 
But you're a hotshot Quake IV mapper - so I guess it's a win. 
"hotshot"? 
Bleh. There are a shitload of people in the mapping community who are just as talented as I am (or more).

A fair part of getting that gig was previous experience, persistance, and simply being in the right place at the right time.

Granted, my absolutely gigantic genitalia might have had something to do with it. 
Hung 
Granted, my absolutely gigantic genitalia might have had something to do with it.

Cool. Any chance of working that into some sort of Quake IV easter egg? 
He He He 
Put a Quake IV version of RPG's Penile Devestation in there as a secret level.

I'm just glad that there are those who scored higher than me, but then again, I am more freak than geek. 
... 
this is not really mapness, but more of a technical question on quake. so it's more a question for engine coder dudes (metl, aguire...)

specifically, how does quake handle sound playing?

channels: how do channels work? i know basically that you can only play one sound on a channel, but there are only 8 channels available in quake, and i've heard more than 8 sounds at once coming from different entities (like maybe 10 different monsters awakening and all playing their sight sounds)
but a single monster playing sounds on the same channel will cut off the previous ones (an ogre playing it's sight sound will cut off with the pain sound if shot)
so exactly how does sound playing work? 
Another Q1 Sound Question 
I've always wondered what the exact correspondence is between the attenuation value and the "radius" of the sound. If I knew these values I guess I could place ambient sounds in the most optimised positions possible; ie maximising sound coverage of an area whilst minimising sound overlap. 
there are different attenuations for different emissions. regular sounds like monsters and guns are attenuation 1, whereas ambients are 3. obviously, this is some type of multiplier that the engines uses to calculate the volume from distance value. i find ambients tend to be heard about 512 units in diameter with origin as center... can't verify this however. 
Vertical Up Or Down Movement 
Related to RPGDM1 last DM map, I would like to have some information about Vertical up or down movement.... I tried to extract RPG's map with my editor in order to understand how you built the ladder... but I didn't find what I was looking for very clearly (perhaps I didn't look in the right direction...)... I mean, how do you allow the player to walk verticaly up in front of the ladder ??
Thanks 
Q1 "ladders" 
Are just very steep staircases made of clip brushes. Nothing more, nothing less. 
Kinn 
OK !! It explains why I didn't find the stuff: all staircases were not fully translated into polygons after conversion (it appears some "hullxxx" in the .map file) and thus they were not clearly visible in the editor.. Thank you very much... It was another stupid question from the beginner I am... ;P.... 
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