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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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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. 
Hrmm 
Think I'm already using aguirre's stuff. Bah, I've changed to room up anyways -- just hoping now I've got enough room for a decent coop session. 
 
When I go to download one of Kell's skyboxes, I get 404 on all of them. Just a heads up.

ahem...

Due to the inordinate amount of work to compose 49 separate downloads, these skyboxes are currently only available in a single download as The Kothic Skybox Compilation.

http://kell.leveldesign.org/skies-kothic.zip


;) 
;) 
Works for me. Thanks for the reply. 
Teleporting Monsters Code Updated 
Not sure where to put this, but it doesn't deserve it's own thread, so I guess mapping help is probably the place. A while back I posted the code for adding a teleporting monsters flag. If you set it then the monster would start invisible and teleport in when you triggered it. There were two things about the code I posted which I didn't like.

One was that I'd been lazy and not used a spawnflag. This was mostly because I didn't want to check which spawnflags were already used for monsters, so I just used a different field for the flag. This works fine, but in retrospect I think spawnflags are the way to go. The other was that you had to alter each monsters' spawn function to impliment the code, which is tedious and messy.

So I've got around to writing up a new tutorial on how to do things properly, and it's now up on inside3d.
http://www.inside3d.com/showtutorial.php?id=171

This new function should work on all monsters, even custom ones, as long as they use walkmonster_start. This makes it nice and easy to plug in to any existing mod, which should be helpful. The tutorial uses spawnflag 8 for teleporting, which to the best of my knowledge is safe for monsters. Anyone know of an exception? 
+Health & Trigger_Hurt 
So I drop in a trigger_hurt in front of a health console thing (ala Half-Life) and it successfully gives the player +health (by using a negative numeral damage). But, 2 problems:

- the player reels back in pain (this could be explained, I mean - shots do hurt)
- you can continually eek health past 200!

So how do you stop either of these bits, but mostly - how do you stop it from continually giving you health beyond the set value (say -50 - which would add +50 health to your current health). 
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