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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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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 :) 
Monsters 
sorry for the double post.

i've got a map with 32unit thick bars every 32 units, so there are gaps in between these bars of 32 units. on the floor.

monsters won't cross over these gaps when running/walking. even if there is a clip brush which overlaps these bars and gaps.

what gives? i thought the clip brush basically added the collision data to hull1 and hull2... so why do the monsters still treat the area as if there were gaps in them? 
Necros 
Yes! I've been meaning to ask this very same question - I noticed it in Bastion, and other maps and it has always bothered me. 
A Guess 
it must be something to do with tracelines in the movetogoal code only using hull0 or something. 
Answer: 
Part of the code that monsters use to do pathfinding uses hull0, i think. 
D3 
Could anyone point me to some basic tutorials on D3 mapping preferably non video ones as my poor 56kb wouldn't like it. 
Actually 
Could someone tell me how to open the texture window with actual textures in. 
3rd Post :( 
Scrap that, got it all working, yes I suck. 
Gib, 
I've seen some really good tutorials on map scripting (like how to get custom machines to animate properly) at doom3world.org.

Also, http://www.splashdamage.com/index.php?name=pnPHPbb2&file=index , has a forum to help level designers specifically on multiplayer matters. 
Gib 
Have a dig around this site/forums, you should find some useful stuff.

http://www.doom3world.org/index.php 
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