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
Maybe 
maybe there is a duplicate brush (with misaligned texture) which isn't clearly visible in the editor but gets visible in the engine? 
Texture Misalignment 
generic: I use BspEditor (latest) and the texture is not rotated or off-set in any way. Oh, and commando!

Ankh: when I read your suggestion I thought you had got it as this brush does come from another map and I could have double-pasted. But no, not to be.

It appears to be off-set 13 units. Perhaps I'll just have it unlit and nobody will notice! 
Weird... 
the whole commando thing ;)

Mike, if you offset it 13-units in the editor, does it fix it in the game?

Have you copied the brush elsewhere in the map to see if it still draws funky?

Does it matter what texture it is?

Well... 
Generic 
Yes, I off-set in the editor and it looks OK in-game. The minnor problem is that the entity brush is set amongst ordinary brushes with the same texture so it looks stupid in the editor.

Ho hum, I'll carry on.

(OK, if not commando perhaps directoire?) 
I Don't Know About Directoire But... 
I can sympathize with your texture trouble. In my yet-to-be-released mini-marcher speedmap, I had some rotated textures looking rather sweet in the editor, but they looked very poop-ish in game. It turns out I was rotating them by fractional degress which Quake, apparently, does not do :| 
That Happens 
rather sweet in the editor, but they looked very poop-ish in game. often with my set up as well. Easy enough, once you get use to, it to watch for in a full map, but really inconvenient for a speed map.

Uh, boxers -- the boys gotta beathe, but commando causes too much straffing with heavier fabrics. 
Strafing? 
I'd be worried about more than my underwear fit if my genitals had the ability to bunnyhop. O_o 
Hey, 
it's a Latin thing, and the Ladies love it! 
HeadThump 
I just remebered that in the Bsp.ini file (I use BspEditor) there is a setting to resolve the 45degree problem.

In version .94, I noticed that it is switched off by default: texture_alignment=0. So you need to change it to texture_alignment=1 and that avoids the problem.

Obviously, only relevant if you use BspEditor. 
I've Been Considering 
using the latest bspeditor for texturing because of those discrepencies. In GTKRadiant the texturing tool, the surface inspector, is geared towards q3map2 capabilaties, and when I see everything looking hunkydory in the editor and then screwed up in game, it is a bit of kneebiter. 
You Can Turn That Off 
In 1.4, edit this line in local.pref

<epair name="Q3Map2Tex">true</epair>

In 1.5, I think it's an option in preferences. 
Gah Fucking Ellipse BS 
<epair name="Q3Map2Tex"> true </epair>

With no spaces. 
Thanks Blackdog 
I've tried that and I've been making a test map. The way it works reminds me of good old QeRadiant, but that is what I need! 
Edict Count 
aguirRe's excellent engine shows the edict count of a map when a map is loaded.

What gets counted as an edict, for the purposes of maintaining compatibility with glquake/winquake?

My guess:

1. Monsters
2. Platforms/doors/triggers
3. But not lights except dynamic lights (torches)

Am I close? 
Baker 
the edict list consists of all entities in the map that haven't already been removed or made static. e.g. lights are removed on map spawn, except those associated with models, e.g. torches - but torches are made into static ents and hence don't contribute to the edict count either. Switchable lights however need to be interacted with, so are not removed and hence stay as edicts.

Any entity that is spawned during gameplay, e.g. a nail or rocket, is just as much an edict as one that spawns on map load, e.g. a monster. This is why maps that are already close to the edict limit on map load can be taken over the limit with lots of gibs or missiles flying around.

when an entity is removed, an edict slot is freed from the list and can be filled again by a newly spawned entity at a later date. 
You Can Also 
enable scr_showedicts 1 to see the current active/max edict count in the map. It's the max count that must be <=600 to have the map playable in the original GL/WinQuake. 
Also 
In my upcoming engines, I've added an alternate edict re-use policy to delay edict re-usage as much as possible to help catch some difficult QC errors. Together with the check for accessing free edicts, it's a lot easier to track edict morphing issues. 
Night Journey, MOTRD 
I can't get those off the evilllll fileplanet. I need alternet direct download location. Does anyone have one?

as 
Removing Gun For Screenshots 
Quick Question: How do you remove the player's gun to take map screenshots in Quake? 
R_drawviewmodel 0 
 
Func FP Account Details 
The old QMap pass doesn't work, so try these if you want files:

login: Func_MsgBoard
pass: Shambler 
Aligning Textures 
What is the best way to go with aligning textures on angled/skewed brushes?

I remember this topic was discussed on func a month or two ago but I can't find it. 
Ankh 
rotation is your friend. Usually you will be rotating 45 (1:1), 27 (2:1) or 63 (1:2) degrees. Textures will normally still be skewed if the brush is angled on more than one axis (e.g. a curved trim that is sloped upwards) so the best thing to do is to use a fairly plain texture that doesn't have too much detail that would make it look obviously skewed. 
I Didn't Notice 
until recently that Worldcraft (versions 3.3 and above) have a nice set of buttons on the texture properties dialog:

Textures can be fit across one face or multiple faces, or aligned to the left, right, top, bottom, and center of faces with a single button click.

http://collective.valve-erc.com/index.php?go=hammer 
Which One Of These Isn't Like The Other? 
I don't know why, but for some reason the texture alignments I make in Radiant for this angled stairtrim <href=http://biff.leveldesign.org/pics/base_defuckt.jpg>here</a> don't look the same ingame. I've heard from SPoG that it could be a compiler error, but I'm not sure what to do if it is, and if it is. Gah. 
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.