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
Ankhgod 
If you're using my compilers and if it's only a warning (i.e. one of the contents is Empty), it's caused by small brush misalignments and not any actual "mixed face contents" like mixing sky and *lava.

Brush misalignments are usually a good idea to look into and get rid of, otherwise they have a tendency to come up later as nasty clipping errors, HOMs etc. 
What Happened... 
Simple map, added a teleporter and a target.
Now when I cross the 0.0.0 in the map I suddenly get teleported. This is not the place of the teleporter, which is at the outer edges. 
Madfox 
trigger fields are based on the mins/maxs of the trigger brush, it doesn't work like bsp collision.

I don't know if that is the problem, but it's useful info nonetheless. 
Not Sure 
what you mean, the trigger brush doesn't touch other brushes or is in the area of the 0.0.0 point. 
.. 
well, you are using quark.

i know quark uses some kind of trick to get trigger_relays and such to work without actually requiring a brush. it's possible you muffed up some how and maybe, renamed a trigger_relay to trigger_teleport (which would work in other editors) and not the trigger field is set to '0 0 0'. beyond that, i don't know... 
Madfox 
Describe the shape of your teleport trigger brush(es).

If you have (for example) a trigger made up from two rectangular brushes joined to form an "L" shape, then the trigger field would encompass not just the space occupied by the brushes, but also the space inbetween, defined by the combined mins/maxs of all the brushes that comprise your trigger entity. eg:

x p
x
x x x

say a trigger is defined by brushes occupying the 'x's - a player at point 'p' would still activate the trigger. 
Note 
the func_ gremlins screwed up that "diagram" somewhat, but just imagine the 'p' shifted along a few spaces to the right (above the last 'x' on the bottom row). 
But Wait.. 
shape of the teleporter: 1291 6 695
teleporter destination : 2291 288 500

The error occurs when one passes point 0.0.0
in the map. With the teleporter itself is nothing wrong. 
Madfox 
is your teleport trigger just a simple rectangular brush? 
Kinn 
cheque your email 
It Appears 
to be just two orphaned trigger_teleport entities without any brushes attached. The engine (or QC) probably just put them at (0 0 0) and hope noone will notice. 
Madfox 
hi, just got your email. Dl'd and installed your pak. I managed to find the "Facade" map and the area in question. To be honest, it's a bit difficult to troubleshoot with just the .bsp - but I think aguirRe is the man to listen to here :) (see his post above). 
... 
didn't i say that? 
Sorry, Yeah 
 
My Carelessly 
I had deleted the teleporter-brush without deleting the func_teleport. Reason the map became waxed.
Sorry for my short sighted mapping value. 
MadFox 
... "c'est le metier qui rentre".... :) 
Not All Parts Of The Map Get Lit 
New feature added to my code which supports
day\nite cycle in quakeworld but i noticed
not all spots get lit. All the outside edges will not light up. Its a big map because
it supports helocopters. Any ideas? 
How Are You Doing It? 
lightstyles with quakec? Some engine hack? 
Codeboy 
I hope day/night cycles are not 24 hours !! I've never found somebody who played Quake for 24 hours consecutively... or this guy was a real fool Quake-maniac player 8p 
Day\nite Cycle 
Its in the C code(mod) and not engine but I do
work with the QW engine too.

No, not base on 24hr clock...hehe. its configurable but like to have it cycle 2 or 3 times in 35 min map time limit.

Starting looking at the light code and suspect a bug or limitation but need to confirm one more thing with my code first 
Codeboy: 
we can't help you without more information. 
Multiple Trigger Events Query 
I have a key door that I want to trigger multiple events. It triggers its own door, some other doors, some monster spawns and a 'trigger_once'. This last item has a delay set before it then triggers more doors - only it doesn't trigger them. All 'target' and 'targetname' entries are correct. The direction on the doors is set. I have tried trigger_once and trigger_multiple, also to no avail.

I want to use the delay as I do not want too much going on at one time: there are 12 other doors and several monsters involved, all within close proximity.

Is it me, or the wrong trigger, or what? Anyone tried something similar before? 
If You're Using A Trigger_once 
Tried setting the "Entity only" spawnflag (1)?
You may also try using the trigger_relay entity, which is a point entity. Use it exactly as trigger_multiple, except it hasn't got a brush. 
Mike 
also note, if your trigger has a "killtarget", it will fail to fire it's regular "target". I consider this a bug in SUB_UseTargets, where the function exits too early if it has a killtarget set. 
I've Noticed 
that trigger_relays don't work quite rightly in certain custom engines. Try playing the start level to the classic Tale of Abbot's Rune with Dark Places and you will see a royal fuck up. 
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.