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
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. 
Thanks 
I'll try that :) 
Bmodels 
...add clipnodes ( unless they're func_illusionarys, for obvious reasons ). I know this because I tried to make my terrain into one big func_wall an the clipnode count went orbital, preventing the map from loading. 
Kell 
Yep, I've just discovered that.

The good news is, my clipnodes are almost below the threshold now, after spending weeks doing nothing but optimising the brushwork and smearing everywhere with clip brushes.

Nearly there! 
 
...and smearing everywhere with clip brushes

Hehe, just struck me as funny. 
Kell 
Did you get my last two emails? 
Aguire 
Yes indeed. It just takes me time to reply, cos I have to go home and extract stuff and walk back to the 'netcafe then remember I need to visit an ATM and...you get the idea :P

Mail imminent, btw. 
Compiling Help Plz 
I was looking for a GTK q1 map compiler
that dosen't use java. I thought i saw a
version which didn't require java.
Any help.
thanks in advance. 
GTK 
I believe GTK 1.5 supports q1 "out of the box". 
Ummmmm..... 
GTK 1.5?
I only see 1.4. 
GTK 
GOD BLESS YOU!!!!!!!!!!! 
Life is good....
Now if i can only learn to map like others.
Thanks for the HELP.
-water 
... 
what's the deal with 1.5?
when you say "much has changed" how much is much?

i realise the chief change in 1.5 is that you can load q1 .maps and load q1 .wads, but what about the controls? are they the same?

i still use 1.4 because using batch files and converting the q2 map files into q1 before compile really doesn't bother. how much am i gaining by switching over? 
GTK 
necros - well, hehe, I'm a Hammer user atm, so I don't actually use GTK, but I follow its development because I will be using it to make my next map - which will be a Q3BSP for DarkPlaces. I'm sure there are plenty of 1.5 users here though that will be happy to explain the changes.

h20ryder - you're welcome! 
Question For Necros 
Your using 1.4?
What do you use for compliling may i ask.
That was my original question..
Thanks.

I'm going to try 1.5 anyway. 
well, i map as normal in 1.4, saving the map file as a q3 map.

since the file format difference between q3 and q2 is practically zero, i use sleepwalkR's mapconv utility to convert the .map into a q1 map file.

then i use aguire's compile tools ( http://user.tninet.se/~xir870k/ ) as i normally would on a q1 map.

all of this is up in a bunch of different batch files, so i just type "quick map" and it does all the stuff to map.map :) 
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.