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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'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. 
Err. 
I obviously fucktangled the link to my illustration, so here: http://biff.leveldesign.org/pics/base_defuckt.jpg 
Bouef... 
...I get that sort of thing when I forget and try to use an angle that is not an integer. 
Could Be... 
if the editor lets you set floating point rotation values. The map format (or maybe the tools) only allow integer rotation values. 
Yes, But... 
which one? Is it the tools or the map format that restricts texture degrees to integers? I am sure I don't know :{ 
Yeah, And 
What could I do in this case? 
Well... 
when i have an angle like that that isn't on a integer rotation, I sometimes break the span into two smaller chunks, and bend the texture slightly at the middle, so that it follows the shape more closely. Or adjust the geometry to have a different slope (sometimes the geometry can't really change, though.) 
Bah 
I think I've got an idea on how to avoid the whole angled brush thing altogether, but it means redoing the composition of the room. Gah. But thanks you guys =D 
Kell's Skyboxes Are 404! 
http://kell.leveldesign.org/

When I go to download one of Kell's skyboxes, I get 404 on all of them. Just a heads up. 
Non-integer Rotation 
I use a later version of worldcraft, and I also use Bengt's compile tools. Needless to say, WC decides on some insane texture coordinates when you use the "intelligent" fitting functions. But, they compile just fine. Try those compilers out. 
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