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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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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 
Thanks 
I have scaled all poly textures outside the map 4 4.

Now there isn't any problem to play it in Fitzquake. 
Madfox 
seriously, do you have the map in a box? Do the walls right and you don't need that box. 
I Did The Walls Right 
but I box wrong. 
May Be Of Interest 
Quake3bits has about three hours of video material linked from youtube to Quake3bits. Lessons concentrate on creating terrain in the Blender 3d modeling ap for use in Id based games.

http://www.quake3bits.com/htm/tutorials 
Mangle Key 
It's late, I'm tired; someone explain the 'mangle' key for me one more time.

0 -90 0 points straight down I know.

If I am looking at the XY view i.e. Top Down, what is the mangle for a light to shine towards 6 o'clock dead-level?

I seem to remember a 'right-hand' rule to explain it? 
Yaw Pitch Roll 
or yaw pitch roll... i think. 
For Lights? 
It's yaw pitch zero. The third number is just a place holder in TyrLite. 
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