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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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? But I Can't Get It Work? 
I'm trying to set up buttons to select a skill level (Easy, Normal, Hard, etc.) and a similar setup in cogstart.bsp functions without the progs.dat, so it seems like it should be possible to do without QuakeC, but it doesn't seem to work for me.

I setup a func_button, set the target name to "skilleasy" and a message of "Skill set to easy". I setup a trigger_setskill, set the skill level (message = {0,1,2,3}) and set the targetname to "skilleasy."

I push the button and it doesn't change the skill level (still is skill "1", the default).

I've checked everything 3 times, I've even dumped the .bsp source and compared to cogstart.bsp.

Is there a secret to this or something obvious I am missing? 
Hehe 
I decompiled cogstart and took a look at it in a map editor. That was hilarious!

Those buttons are merely psychological, they don't actually do anything meaningful (they don't select the skill), the trigger is the proximity. 
Baker 
Thats what I was thinking. 
HeadThump 
Thanks, it looks good and there's quite a lot more in there besides the monsters.

Anyone any other suggestions? 
Repost, W00t! 
Hi there :)

I have been playing around with the DarkPlaces engine, and I must say that I quite like it. I began working on a mini mod called SlaughterHouse, which all it really did was change the weapons and how they dealt damage (homing rockets, exploding nailgun bullets, sped up shotgun).

After completing that, I thought I'd start on something more adverturous: A Counter-Strike clone (or something similar). Now, I can add in new weapons, change the gameplay and thigns like that. But, I have no real clue when it comes to modelling for Quake/DP. I can model fairly well in 3ds Max 5/7/8 (and then export to 3ds to be imported into Blender, which supposedly I can use to make Q1 models), but I do not know how a model is supposed to be done for Quake/DP. Are there any resources that I should check out?

Also, this mod adds in a heap of new items and weapons. Rather than changing existing ones, I created some from scratch. I can map fairly well for Half-Life using WorldCraft, but I have never tried mapping for a Quake MOD. I can map okay for Vanilla Quake, using the Qoole editor, but I cannot work out how to get it to work with mods which add in new items/weapons. Can I do that in Qoole, or will I need to change editors? If so, what to?

Thanks heaps :)

-Girvo 
Girvo 
Do yourself a HUGE favour and download a copy of worldcraft 1.6 or valve hammer and use that for Quake 1 mapping, Qoole is the ugliest and worst editor on the planet :D

To add in a custom item/monster/gun whatever to worldcraft, just add any point entity you want to the map, then open the properties for it and you can just type in anything you want into the "classname" field, replacing the entity you created initially. Easy as pie! Then you can use the "smartedit" function to add in any custom key/value pairs you have coded for it.

Good luck 
Models 
I'm gonna shamelessly pimp my own work here, if you want a guide to modelling for Q1 then this is a start:
http://qexpo.quakedev.com/booth.php?id=32&page=79

This suggests a different route to making a Q1 model, using gmax and quark. At the time of writing, I didn't know that gmax had been discontinued. You can still download it, and with a bit of trouble get it registered, but the process is involved enough that it should go into the guide. Really I want to tidy the whole thing up with things like that, but it's a task for another day.

Anyhow, there's some useful information there, but if you're using 3ds max, you might as well stick with that. If you can export to md3 in gmax you certainly can with the full version of max, and then do the conversion in quark like in there. The plugin you want can be found at http://www.quake3bits.com/htm/tools_utilities.htm

As for the editor stuff, I'm sure everyone will say change from qoole. I started with qoole too, trust them when they say it'll cause you problems. 
Yeah 
If you're already using Worldcraft 3 for Half-Life, you might as well use Worldcraft 1.6 for Quake.

Does anyone have a download link for him? 
Wc 1.6 
Hm 
You can also use Worldcraft 3 (or Hammer) for quake editing. All you need to do is to get a fgd file for quake (for example from czg http://czg.leveldesign.org/q/Quake.fgd).
You can edit that fgd file to add any new entities I guess. 
Why I Used Qoole.... 
I started using Qoole, as I have my entire editing kit (Quake included) running directly off a 128mb thumb drive :P

Worldcraft 1.6 looks perfect, so I am gonna go get that :)

Thanks for the modelling tutorial, its really helpful :) 
Killable Model - ? 
I want to place a killable model in a map, basicly you hit it until it fires a trigger. Unfortunately I have to do this without any coding - I'm running under Qouth. My first idea was to either export the model as geometry and import it to the map with a trigger + health value, (seem to remember an exporter capable of this) or else replace (rename) an existing model with the one I want (one I'm not using) and do the same. But these seem cumbersome methods to achieve the effect. I'm not using the fish enemy, which is an almost ideal candidate for model replacement, except as far as I remember fish die when not in water ;P

So basicly I'd like to know if there's a way to get a model to show up in a map - it doesn't need to do anything at all, not animations or anything (since I can reexport to remove animations if need be).

This is a preexperimentation question, so thanks for any feedback. 
Alloc_hunc Again 
I'm mapping with a quark65 a Quake1 map.
It has 194 ent, 151 lights, 1128 polyhedrons.
Use the latest compilers Txbsp1.12 Vis2.30 Light1.42
No warnings. Plays fine in Fitzquake.

I add some polyhedrons and it compiles fine again, but as soon as it starts Fitzquake I receive a Alloc_hunc failure.

I thought this only happened when one uses more than 620 ent?
What happened? 
I Ment 
Alloc Block : full 
Alloc Block : Full 
This is caused by lightmaps. Ways to solve this:

1. Reduce total surface area of your level. Each square meter of wall/floor/ceiling/etc. needs lightmap space, so reducing surface area will reduce lightmap needs. (For example, if your map leaks and you have it inside a giant box, closing the leak with make a huge difference becuase the giant box can be deleted.)

2. Scale up textures on large surfaces. Lightmap usage is based on texture scale, so if the texture is scaled up on a surface, the polygons will use a smaller amount of lightmap. For example, if you have large rock walls, scaling up can help.

3. Usemore of the textures that don't need lightmaps. For example, sky doesn't need lightmaps, so if you have a room with a ceiling, changing the ceiling to be open sky will reduce the amount of lightmaps needed. 
i think, because of the relatively small size of the map, it could be you have an infinite brush... 
Thanx For Your Reply 
I tried selveral things, adding less brushes,
scaled textures.
I read Aguires tooltips for the thing, and it says it are too many lightmaps.
There is no leak, or warnings so I can't change a thing.
I had this thing earlier, and then it helped with the new Tyrlight.

Now it seems a thing of # many vertexes?
fil02078 goes well, fil02080 don't.
http://members.home.nl/gimli/fil02078.dz 
Found It! 
Scaling up textures indeed made it go again.
Thanks, thought I had to stop mapping. 
 
:) i got many pronlems becouse of textures rotacion... give me leaks :\ then i have to make then other way!!! 
MadFox 
The problem isn't the tex scale; you have huge textured planes outside the map that eat lightmaps to no end. Change your geometry so they can be filled (removed) by qbsp. 
Trinca 
Texture, and particularly brush rotation have to be handled carefully in QuArk. Each time you make a brush rotation, you have to check the coordinates of each corners and verify they are still on-grid: it can be done right clicking, and use the 'force to grid' command. 
JPL 
Woah, I didn't know that command. Maybe I can do some serious mapping with QuArK now! :) 
 
thks JPL ;) 
 
Spirit_ go make a base map :p 
I Forgot To Say..... 
That it is also possible to fix coordinates values manually by right-clicking on a brush corner, then uses 'coordinates'.. A window will open showing the current coordinates, and it can be modified manually...

It is also possibe to apply both methods (i.e post#5306 and above method) on the brush itself: it will apply to the "center" of the brush, but I cannot garanty it will help on the corners coordiantes as the geometry is preserved there..

According to my "small experience" as QuArK user, it is safer to apply this to each corner.. ;)

Oh, and don't forget to adjust texture position after that :P 
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