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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 was working from a .rmf.

I just ended up selecting the entire map, and pasting it on a new map.

Thanks though. 
Worked Around It 
Just copied entire map and pasted on a blank one, saved under old filename.

Thanks though Distrans, it was a rmf, have no idea what caused it. 
Thanks For All The Curves Folks 
I gave up a couple days ago and worried about other things, but several of you have sent me interesting map files.

Distrans solved the problem actually, at least to my satisfaction. The answer is: the part of the pipe that curves around, cannot also be a ramp. there has to be a section of completely straight axial pipe that is the ramp upwards.

Now, another question:

Is there any syntax for the Radiant .def entity format that will cause a certain key/value pair to be added whenever I create a certain entity. Like, let's say I want all my func_doors to have a "wait" of 5 and a "sounds" of 4... can I specify these values in the .def file such that I don't have to enter them manually? 
Ionus 
I don't know if I understand your problem.
It happens often to me that I delete a camera by mistake when I press Delete while in camera view.
To create new camera. Just select the camera button, then go to any of the 2D views, hold Shift and drag the mouse. And you have a new camera :). You can have more than one camera in a rmf file. 
OMFG... 
I LOVE ANKH!!!

I have been tackling Ionous' deleted camera problem the same way he has...until now.

THANK YOU - THANK YOU - THANK YOU!!! 
Good To See Happy People :) 
 
AguirRe 
I have a 'no entity in empty space' warning. Usually I simply no_clip around the map and the empty space becomes self-evident, and is easily dealt with.

However, I cannot find this latest one. I know that it is not a major problem but as I am getting close to certain limits e.g. clipnodes, can you tell me what is the overall effect of leaving it? Presumabley, unnecessary clipnodes and marksurfaces? Is there any way to find the area? 
In The 
hull(s) you get that warning, qbsp doesn't fill (remove) the outside volumes, which most likely increases #clipnodes. Marksurfaces are only affected by the visible hull.

To fix it, you'll need at least one entity that's sufficiently clear from solids in all directions. Please remember that hulls 1/2 are expanded from the visible one, so they need increasingly more free space.

I don't recall the exact distances, but it sounds like you have pretty cramped quarters. Or all your entities are very close to the walls. You can e.g. just insert an info_null in the middle of a large room.

You're not using any odd qbsp options? 
Nothing Odd... 
...I have been joining some large maps (my three have become one) and I have already cleared some true empty space i.e. space completely enclosed without any entites and the player cannot get to.

I am actually using qbsp with only -verbose. It is reported in hulls 1 & 2. The latest one must be so small that I cannot use the noclip method to find it.

Being so small, it can't be generating many clipnodes so I'll ignore it. 
I'm A Silly Ol' Sod! 
This particular map didn't have any entities in it yet - no lights, no doors; nuffin'. Groan... 
What The Fuck Happened!? 
I reformatted my drives yesterday, I did backups of all my work on CD and uploaded to my server.

Both the backup .RMF and uploaded .RMF map sources report "unused keyvalues" in each map, and there are TONS of these reports when I do a problem check in Worldcraft.

I don't get how this happened! I didn't have these problems before the reformat. WTF! 
Heh Nevermind 
Y'know all I had to do was use CZG's updated FGD -- which I normally do use! But I thought that it was in my Worldcraft backup .zip, which is what I extracted my current setup from.

Ta. 
Nice Try Mike... 
but i don't think AguirRe would use the word "sod." 
AguirRe 
thanx, removing -fast option seems to help me. The dark strip is still visible but it's much brighter now. I think it'll go away after extra lighting of the map. 
Ooops 
Sorry aguirRe. I was, of course, talking about myself. 
Vertice Alignment Issues 
This is a slightly different issue from cracks appearing in pipes and other manipulated stuff, because everything is aligned quite well.

As you can see in-editor, everything on the tower lines up well:
http://www.phait-accompli.com/q/s4/pre/misalign-ed.jpg

But in-game:
http://www.phait-accompli.com/q/s4/pre/misalign.jpg

While these misalignments are quite small that I feel the need to fix them, I still am curious why they happen. 
Bah 
Corrected: While these misalignments are quite small that I don't feel the need to fix them 
Tronyn 
Did you get my last two emails? 
The Grid, The Grid 
Although the vertices look like they are lined up in the editor, this is misleading because of how the compilers load the map. The vertices are not loaded, the planes of the faces are. The vertices are then recreated by the compiler by calculating the intersections of the planes on the brush.

If your points are on the grid, then the planes will always be defined by nice round numbers, sufficiently so that the intersection points actually line up correctly. If the vertices are not on grid, then there is the chance of rounding errors. Some rounding errors are great enough for different brushes to place the vertices in different locations.

I'm sure somebody else can give you a more technically correct explanation of the process, but that's how it works to the best of my knowledge. 
 
the "indent" in that core cylinder looks nice, but it looks in the editor that the narrowest part is snapping onto quite a small grid size (around 4 perhaps?). remake the slanty bits so they match up on no less than a grid of 8 or 16 and i bet it would go away. 
Misc_shubbyporttrain 
Does anyone have an (Worldcraft) FGD definition for a misc_teleporttrain and, while I am asking, a handy tutorial on how to properly set up Shubby's demise?

Gee, thanks. 
Grab This File 
Hellzbellz 
grab every file listed under QuakeLab, there are quite a few gems in there 
Cheers, HT 
I finally got the spiky ball moving... 
HOM 
Maybe it's just an aestethic thing, but when a Q1map shows HOM's after vising testlevel4, and fastvis don't, what would be the best thing to do?
Recompile untill all HOM's are gone, or just leave it fastvis.

Also, is it possible to load a wadfile into Deathmatch maker other than the standard?
It gives only *.wlb files, which I can't find compatible. 
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