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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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Rotating Weapons 
Can I stop the weapons rotating from within the editor?

I've played with 'spawnflag' to no avail. I've also removed the 'rotate' flag from one of the weapon models, also to no avail. 
Turn 
It is possible to stop the armor.mdl turning around by deleting the option in the QMLE modeleditor in the model property editor.

So it was my first thought to change it there.
But the weapons ain't got a turn option.
Must be somewhere in the QC-files. 
Mike / Madfox 
removing the 'rotate' flag with a model editor (qme) does work and is the only way to stop the models from rotating as far as i know.
are you sure you started the game the right way, with the modified models being placed in a subdirectory\progs? 
Doh... 
...I have to stop editing after midnight: I modified the SNG mdl but used the NG in my test map!

It works OK. Thank neg!ke. 
Miscellaneous Questions 
1. How do you have monsters "teleport in"? Say there is a button and if you press it you want 5 monsters to appear.

I take it I have the monsters sitting in some inaccessible room, but I'm not familiar enough with triggers to know how to make a button do that.

2. Deathmatch starts. How many are needed to make a map support deathmatch? What happens if 8 players try to play a map with only 4 deathmatch starts?

3. Does deathmatch also utilize info_player_start and info_player_coop spots? I would guess the answer is no.

4. Is there a way to cause a message to appear on screen for ALL cooperative players? Like if someone pressed a button that said "the crypt has been opened". 
One Trigger Triggers Multiple Events? 
Can a single trigger, like setting up a button, trigger both a lift and a door? 
... 
Forgot to add/specify ... the above 5 questions I should have stated "without using Quake C", just for a standard map with no progs.dat 
Baker 
1. I take it I have the monsters sitting in some inaccessible room
Yup. I call them 'spawnboxes'.

how to make a button do that

give the button a key/value "target" "blah"
then give the trigger_teleport "targetname" "blah"
where 'blah' is whatever you want.
Remember that you should only have one monster teleported to one destination per triggering, otherwise multiple monsters will just telefrag each other, a la the intermission of e1m7. So use a separate trigger around each monster.

2. There's no technical requirement, the number of starts is a tactical gameplay decision for the mapper.

What happens if 8 players try to play a map with only 4 deathmatch starts?

4 players will be instantly telefragged. Followed by the other 4, if they don't move their arses off the spawnpoints sharpish :P

3. No, it doesn't use them.

4. Not that I know of, but I haven't ever really tested.

5. Yes, if the lift and door have the same "targetname". Both will be triggered at the same time, when the button is pressed. 
Baker 
Take a look at http://www.planetquake.com/worldcraft/index2.shtm for a lot of info and tutorials regarding mapping, entities atc. There are also similar stuff at http://www.gamedesign.net
Baker 
4. Is there a way to cause a message to appear on screen for ALL cooperative players? Like if someone pressed a button that said "the crypt has been opened".

Just guessing here, but maybe you could do a trigger_counter with a count of 1 and a "message" of whatever you want. I think the trigger_counter message is broadcast to all. 
Tried Trigger_multiple It, Didn't Work For The Coop Player 
Looks like that would require QuakeC 
But.. 
trigger_multiple is not trigger_counter. 
Hipnotic Development Kit? 
Are the Hipnotic and Rogue development kits still available somewhere? (I have the Zerstorer one)

Google isn't turning up anything.

In particular I'm after the force field/particle field QuakeC. 
Or 
look for the custents devkit which has both the hip and rogue code stuffs as well as other things 
QC Source 
Got 'em 
And it occurs to me how doomed Quake would be if we ever lose ftp.sunet.se (the final mirror).

aguiRe, ever thought of adding Tyrann's "remove_skip.exe" code into txQbsp? I can't see someone using a texture named "skip" texture for anything but for a "removed texture". 
There Are Other 
idgames2 mirrors, but I only know of sunet's planetquake subdir, which actually contains a lot of stuff.

No, I haven't thought of putting that feature into qbsp. 
Skip Removal In Qbsp 
yeah, this would be nice. Probably should be off by default and activated by command line.

Tyrann's skip removal tool is pretty hacky -- it doesn't remove the surfaces or marksurfaces from the file, it simply shortens the list of marksurfaces for each node. Or something like that, i can't remember exactly.

A more robust version (actually removing the faces from the bsp, not allocating lightmaps for them, etc.) would only really be practical if it was handled during the qbsp stage. 
How To Do Large Rectangular Lights Right? 
I've seen lights that are long rectangles ...

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Are they making a ton of individual lights? What technique are they using?

Or is there an easy way to take a brush and make it illuminate? 
Baker 
Unless you're using surface lighting, you just need to place one or a few lights. Sometimes I go with one, but sometimes two. 
Baker 
If the texture is one of those 32x128 dimension light textures, i recommend making 4-8 light entities along the length of it. that gives a nice and even illumination. Copy / paste is your friend. 
Skip 
Tyrann said he stopped using his skip program cause it causes visual glitches sometimes, I've been using it quite a bit and haven't come across any problems though...
But yeah, a real skip pass during qbsp would be awesome, one of my maps keeps going a bit over markedsurface engine limit, and being able to skip some stuff could probably help. =D 
Idgames2 Mirrors 
Does Skip Tool Help To Reduce Marksurfaces? 
I have 31499 marksurfaces in my map already. But I still need to make a large hall for final battle. I need to reduce their number. Any ideas? 
Pulsar: 
no, it doesn't remove them, sadly. 
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