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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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Oh, Oh... 
Wheels don't need axles to be wheels, they need axles to work as wheels.

That's rather like the notice you can see in the Chinese by the traffic lights at the bottom of the hill: 'This door must be kept closed when not in use'

Hardly mapping but an interesting paradox if you think a little laterally. 
Mike Woodham Rolling On Dubs 
can a mapper get tabledance 
+a 
a tabledance 
No Valid Wadfiles In Worldmodel 
"no valid wadfiles in worldmodel"
i do get that warning when trying to bsp a map with txqbsp..
the map was imported from a wc map..
i tried different wad files, but no change..
the bsp is therefore not usable..

what is this worldmodel? (sry new to mapping) 
Nylon 
Check if your map file is pointing on the correct .wad path you want to apply on.. I guess it is the problem... Map files give the path to a gfx directory where wad file(s) is(are) explicitely named..
If you point wrongly, you may have this kind of warning... 
Yeah 
you can look at the .map file with a text editor to see to what .wad and path it is pointing to, it's right there in the beginning. 
Yeah Worked.. But.. 
i looked into the map file with an editor and set the complete path to wad.. the bsp file was usable.. thx!
but, the reason i changed from wc to radiant was that i had probs on my map like rotating packs, no blood on lg hit, no boomstick smoke at walls except at the ceiling.. (jago told me that it must be an engine problem, should there be onyl the pure original quake.exe in the quake folder?)

well in order to check that, i rebuilt the map purely in radiant, so no importing issues..
but what happens now on bsping the map is weird.. 4 warnings..! :( (no wad files in specified worldmodel, no valid wadfiles in worldmodel, No entities in empty space -- no filling performed)
i checked the map file and there isnt even a line that says wad or messag or light..
just "classname" "worldspawn" and brush coordinates..
do i have to set it somewhere? the wad files are in my ID folder, which is correctly recognized by radiant.. and where can i set the map message?

i hope u guys can help me :/ 
 
depends which version of GtkR you're using: 1.5 is...different, and I'm not familiar with it.

But the wad information should be in the worldspawn entity. WC automatically added it, based on whatever wads you loaded into WC via the options panel.
In Radiant, select any normal ( non entity ) brush, bring up the entity properties and add this key/value manually:

wad

c:\quake\id1\blah.wad

This should be explained in the notes at the top of the entity properties window in Radiant though. 
Nylon 
I suggest you read aguirRe's Quake Tool tips document: it shoud help you to solve your issues

http://user.tninet.se/%7Exir870k/tooltips.txt

Hope it helps... 
All Right! 
yeah! those fully adressed my problems!
a bit confusing after getting things like that done by wc automatically..
jpl, i had that url.. i should have RTFM ;) THX!

what remains are those engine(?) problems i mentioned before (yes, even with enhanced quake version)

maybe u guys could take a look if i built anything dumb?
http://www.egozelle.com/stuff/map_prob.jpg
since it might be hard to see what i prolly done wrong, i could uploadthe mapfile later on.. if someone wants to take a look.. 
Testing Coop 
How can I test a map for coop setup without playing it with other players? How can I test if all spawnpoints work? Also, what is the minimum distance between the spawnpoints? The starting area is very small and I'm affraid that players could frag each other :).
Maybe those are silly questions :P 
 
How can I test if all spawnpoints work?

coop 1
map blah
kill

what is the minimum distance between the spawnpoints?

64 units between centers works for me
the player bbox is 32 wide, so at least 32 units between centers, though there are other issues with spawning on servers that I'm not so familiar with 
Trigger_push Question 
I have a weird issue with trigger_push. I would like to make a wind tunnel with a right angle. First trigger_push is working fine, but second is stucking me "in the air", i.e I'm "glued" in the map (or I progress very slowly...o_O...): what the fuck ? I checked trigger_push angle and speed, and all field are correctly set... Is there any positioning clue used to build right angle wind tunnel that works perfectly ? Any idea ? 
Jpl 
i'm not exactly sure what you mean, but could it be that you have the two triggers directly adjoining each other? both have to extend just through half of the wind tunnel, so the player touches the second push only when he is in the center of the corner. if you know what i mean... 
Wind Tunnels 
Getting wind tunnels to work perfectly is apparently difficult - even if you are ID. The very first tunnel in e3m5 is an example of one where you can get stuck, with (almost) no possibility of ever getting unstuck.

Can't you let the vertical push trigger extend just through half of the tunnel height, and then rely on the remaining speed to let the player fly up to the horizontal push trigger?

I guess that's the same as neg!ke is saying :) 
Jpl 
make sure the player's bounding box can never touch more than one trigger_push at the same time.

Also, it might help you to download the .map file for Antediluvian. (check the news thread for a link.) 
Trigger Shape 
Another thing you'll want to remember is that triggers are always rectangluar in shape. The rectangle is the smallest one that will enclose the entire brush, with sides aligned to the world axes. So clipping the brushes into a nice shoulder joint won't be enough to make sure they don't touch, you'll end up getting another overlap. 
Trigger_push... 
neg!ke / Mandel: I made this mistake in my very first tests, but I corrected this by a space of 128 between the 2 right angled tunnels, adjusting speed to force the player to go forward whatever he does.... but it didn't work... :(
BTW, I'm trying to build an horizontal wind tunnel not a vertical one... it's a little bit different I guess...

metlslime: Thanks for the Antediluvian sources, I've just downloaded the stuff.. I will open it in editor this evening... For sure it will help me to understand how it works... ;) as your map was full of wind tunnel that work fine, I guess I will find a good soluce there.. Thanks !

Preach: Yes I already noticed that with trigger_multiple I'm using in my current map... But when you said rectangular I hope you didn't mean "cubic"... because my trigger_push are already rectangular in the wind tunnels... and reading your post, I'm afaid that they are "cubic"... I have two parallel wind tunnels in the map (which are very long, and use trigger_push that push in opposite direction, just to be able to go to, and go back quickly to a secret that opens on the end area... anyway..), it would explain why I get stucked ingame.... hhhmmm I will try with several smaller trigger_push.. maybe it will solve the issue...

OK, Thanks for the support: You all rock.. It's my first test with trigger push, so I'm discovering the feature ;P ... I will let you know if I have further issues with trigger_push.. As usual: no new post will mean issue solved ;) ... Thanks a lot again... 
Kell 
Thanks for your answers about coop 
Cuboid, Not Cubes 
Yeah, rectanglar is the wrong word really, I realised once I posed that. Triggers have to be cuboids, not cubes, which means that you can have sides of different length, as long as all the faces are perpendicular to one another. Basically as long as you make triggers from just one regular brush, and don't rotate that brush(other than 90 degree turns), then what you see in the editor is what you'll get in game. 
Trigger_push... Not Fully Solved 
I followed all your advices guys, I even took as example what metlslime did in his Antediluvian map (thanks for the sources, it was very interesting), and I have now at least one of my two wind tunnels that works fine, but the other continues to "glue" the player... i.e: "touching" the second trigger_push make the player progress very very slowly.... and I still don't know why... Did anybody already experiment this strange behaviour? Any idea to solve it? 
Maybe 
it's because the player is pushed straight into and along one of the (wide-angled) corners - if the wind tunnel is a pipe, that is. in this case simply clip off the corners and it should work better. 
Expirience... 
I keep a 16" distance between two seperate trigger_push.
http://members.home.nl/gimli/Image01.jpg
http://members.home.nl/gimli/Image02.jpg 
Neg!ke / Madfox 
Well, I already have a 96" distance between each trigger push. I think the issue comes from something else but I can't determine what's really going wrong... The more frustrating thing is that I have exactly build the same pipe architecture in paralell and this one works perfectly... Well... Player will have to walk a little bit as wind tunnel are horizontal ;)
Thanks a lot for your advices :) 
Long Width... 
96" is 1.5 x time player size, I think that's a bit too far. At least 32 would do.
Can't you just copy/paste the pipe, and renew the func_push? 
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