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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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Thanks 
czg: tried Entity Only, still no go. I am not clear on setting an entity without a brush?

Kinn: I didn't use KillTarget.

HeadThump: I am using Fitzquake. I am up to 430 entities with only 87 monsters (I have about 20 yet to be placed) 
Mike 
I'd go with czg's advice and try replacing your faulty trigger_once with a trigger_relay - the trigger_relay is designed to obsolete the trigger_once in that situation anyway. 
Gah 
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.
jesus christ, how did i not know this? this caused me a lot of grief doing the end of pbrsp1. oh well :) 
Tosser!! 
My doors were touching and I had not set the the door_dont_link flag.

The doors in question were originally solid brushes that I converted to doors for effects. However, the second doors (via the trigger_relay) did not move with the first doors. Had they have done so, I would probably have twigged it straight away.

This lack of movement is not really a bug: first door is triggered, second door does not move because although it is touching, it has a different 'targetname'. Then the trigger_relay kicks-in but the engine gets confused because the doors were touching. Well, maybe.

Anyway, all now OK so not far from finishing the map. ('bout bloody time) 
Methodology Issue 
Hello all,

I have a little problem during QBSP process. I use in my map some arches which are rotated of 45 degrees, and it generates me a lot of CutNodePortals_r warnings, even if I forced brush to grid (dot corner by dot corner), and as well for textures alignment.. So, what is the good method to avoid this kind of problems ??

All good ideas and advices are welcomed.. thanx

PS: I'm using QuArK6.4 editor and aguirRe's TxQBSP tool..;) 
Difficult To Say 
but rotation of full objects can be tricky. Did you make the gridsnapping (for each vertex) before or after the rotation? In which hull(s) do you get the warnings?

If you can't sort it out and you're not having obvious problems in the area (clipping errors, HOMs, bad shadows etc), you might ignore the warnings. Make a full build to verify these things.

If you wish, you can send me the zipped map+wad and I'll take a look at it. 
AguirRe 
I made the gridsnapping and texture re-alignement after the rotation... And if I remember well, the warnings occured in hull 0...
These arches are added just to break some uniform huge grey areas... and I can easily find a turnaround without any additional arches use... it is just an "aesthetic" add...
anyway, I just would like to know if there is a method to avoid these fu****g warnings that pollute my log file...

Thanx... 
It's Ok JPLambert 
you can say FUCKING here. we're not that easily offended :D 
Hehe... 
...I know you've said ...[t]hese arches are added just to break some uniform huge grey areas... but it's probably best to keep angular irregularity quarantined from other spaces in the level, so smaller vestibules rather than huge grey areas. Mind you, nowadays at least, you might just as easily say "fuck the CutNodePortals_r warnings" as long as r_speeds are within limits. 
Well.. 
... it's rather a design aesthetic issue than an real QBSP compilation problem... I have a huge places where all walls and ceiling are grey (like reinforce concrete bunker walls...), and I just would like to break this uniformity....
Anyway... I have a little idea to avoid this kind of FUCKING "troubleshootings"...
(I said it, yesssss.... ) 
It... 
...will set you free! Occasionally... for a while... perhaps... then comes the vacuum... and the need... then the drugs... etc. 
Also... 
i personally wouldn't rotate anything that had multiple brushes that had to line up. I'd build it from scratch at the angle i wanted it. 
Metlslime 
Rotating doors consisting of multiple brushes 90 degrees has never caused me any issues. 
Jago 
Well, (unless that was sarcasm), obviously you won't have any issues when rotating objects in increments of 90, due to the symmetry of the coordinate system.

Rotating a brush any other amount is generally a bad idea, in my experience. Like metlslime said, build from scratch and use vertex manip. to get it at the angle you require. 
Yep 
Rotating by anything other than 90� is a recipe for disaster. Do what metlkinn said. 
Probly Around Somewhere 
anyone know of a a radiant tutorial for worldcraft/hammer users?

or does such a creature exist? 
Metlslime And Kinn 
I agree, some rotation angles are more tricky to manage than others, I've experienced it... But I think it's rather difficult to build (for example) arches with more than 8 sections with the same precision the "shape-builder" tool do, with or without roation ! This due to the arche's intersections that can be off-grid ... and this is a real problem to polish correctly a design... 
[Jimbo] 
Just take a look at http://ugg.codealliance.ca/tutorials/ , perhaps you will find what you are looking for.. 
Painkiller 1.35 Patch & Tools 
Tried this briefly last night, and the editor smacks me in the face with an error message saying it "failed to initialise DirectX9 renderer" and won't start. Just wondering if anyone else has tried this out yet, and whether it worked for you or not, before I start mucking about with drivers etc. 
Q1 Tools Update 
at http://user.tninet.se/~xir870k . Main features are hardware gamma support in GLQuake, increased capacity in both engines, support for Q2/Q3 map format (from e.g. GtkRadiant) in compilers and many fixes/improvements. Please also see readmes for details.

Any comments are welcome. 
You... 
...are closely related to God. 
We Are All God's Children 
Yes... 
...we are but the children, BJ is something else. 
AguiRe, 
Does your version of Q3 map support include terrain alpha mapping? 
I Don't Even Know 
what that is, so probably not ...

It's not actually any specific Q3 support, it's only automatically converting from the Q2/Q3 map format into Q1, translating some and ignoring some of the info.

Nothing new, qbsp is just doing what SleepwalkR's MapConv and my ConvMap otherwise does in a pre-compile step.

distrans: I take it that there was something in this release that appealed to you? 
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