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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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AguirRe, that sounds reasonable, I hadn't thought of doing a temporary texture replacement.

HeadThump, email received, but Outlook Express detects it as a virus for some f'kin stupid reason, so I can't view it. 
Fufu 
give your "func_door" a targetname of "xxx" and then create a "trigger_counter" with a targetname of "yyy". Set the count of the "trigger_counter" to 2 and give it a target of "xxx" (same as the targetname of the "func_door"). Then give both buttons a target of "yyy" (same as the targetname of the "trigger_counter") and your done. 
OutLook Express, Eh. 
Of all the programs to complain about viruses. I checked that zip package with Avast antivirus before sending it out. I'm pretty carefull about that sort of thing.

But I'll just upload it to the geocities site when I get back in this afternoon. 
HeadThump 
Cheers, that would be cool. 
Kinn: 
Instead of clipping hulls like quake and half-life use, quake 2 and quake 3 store the original brushes from the map file and use those for collision. This is why monsters in quake 2 can be all different sizes.

How this works is, clipping hulls are basically bsps built out of pre-expanded brushes. Since they are pre-expanded, they are built for specific entity sizes. But in quake2 and 3, the brushes are expanded on the fly, which means they can be expanded differently for each entity size they encounter. 
Daz 
thanks man. will go try that now. :) 
Thanks Metlslime 
That sounds very interesting. Q3 bsp is definately an option I will look into, although not for my current map; perhaps the one after that. 
And More Newbie-ism 
ok. it worked. but i cant get the door to stay closed! i gave it a 0 delay but it keeps closing. it works with a regular door but with this one it doesnt seem to work. :( 
Fufu 
It's the [q]wait[/i] field that determines the wait before closing. Set it to [q]-1[/q] if you don't want it to close. 
 
beautiful!! thanks guys, you been really helpful. :) 
No Problem 
what kind of a map are you working on? Any info or screenshots anywhere? 
 
actually, i havent started anything yet. just trying out stuff and seeing what i can do before i get my hands into something serious. 
Kinn 
'That sounds very interesting. Q3 bsp is definately an option I will look into, although not for my current map; perhaps the one after that.'

I share your sentiments. My current out put targets FitzQuake given high rez (non-palated) textures and good light sampling looks fantastic in it. Also, most lower end machines can handle it without a performance hit (though I'm less certain about those first generation Voodoo cards).

By the time I'm finished with it, I'll be targeting Doom 3 anyway. So the grand Dark Places mod I have had in mind for some time will likely never come to light. 
HeadThump 
Yes, Doom3 looks like a really attractive option for me too. So far I've missed the boat with all the other id games, so with D3 I might get a chance to start mapping at the beginning with everyone else. Although I'd be making Evil Gothic Death Castles (tm) - I'm not sure I really dig the idea of making endless crate-tastic base levels.

I downloaded your dptest level, but when I load it in DarkPlaces, the whole level is pitch black (r_fullbright 1 does nothing) Also, I can see all the ammo/health boxes in the level at once, dotted around in space like some wierd ammo box constellation. What version of DP are you using? 
I Ran It Using The Resized Textures 
and the lighting doesn't show up. It must have something to do with my texture/lightmap experiments. Rename the texture file Venice so DP doesn't read it in and the lighting will show up.

I use the beta available on Inside3d.com but modified with my own code (mostly to do with entity behavoir and interpolation so it should not effect the light display, in theory). 
HeadThump 
groovy. mail sent :) 
Clipper Tool Uses Caulk 
In what scenerio would it be useful to tic "Clipper tool uses caulk"? 
Rpg 
When you build things that are entirely detail brushes, and you have most of the sides caulked already. The idea is that you want any new face to also be caulked until you tell radiant otherwise.

Maybe not so useful the way q3 tools handle detail, but very useful the way MoH tools handle detail. 
Q1 Tools Update 
at http://user.tninet.se/~xir870k . Main feature is new/updated Win/GLQuake engines especially made for mappers. Please also see readmes for more details.

Any comments are welcome. 
Q1 Tools Update 
at http://user.tninet.se/~xir870k . Main feature is new/updated Win/GLQuake engines especially made for mappers. Please also see readmes for more details.

Any comments are welcome. 
Praxinoscoop 
I was trying to build a praxinoscoop in Quake1.
I used the Hipnotic Mission pack for it.
After trying, I realized the func_rotate_object can't make enough speed, to melt the pictures together.

Is there an option for making it turn faster?
http://members.home.nl/gimli/Praxino.zip 
After 
a small change in the engines, I'm now finally able to play sm20_amrik, ne_os1 and others the way they were intended to.

One-Hundred-And-Eighty-Two shamblers to go ... 
No Patch/Bevel Love 
Gah, got a prob in doomedit (although I'm sure its a common thing, just dunno what to do) -- got a patch and a bevel set for it, but the bevel doesnt line up with the patch =( Its like at a lower scale or something, even though it meeta right at the end of the patch its supposed to be hitched on.

Anyone got an tip? 
More Clipnodes 
(Quake1) Do bmodels add to the number of clipnodes in a map? 
I'm Not Sure 
but I think they do since they appear in the clipping hulls 1/2 where the clipnodes originate from.

One easy way to check in your map would be to add the qbsp -noents option which will remove all entities except world and players and see if the # clipnodes change. 
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