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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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From The Shot 
it looks like either a brush problem (if it's like this before vis) or a portal problem. The cause is similar; bad brush junctions.

Zoom in close to see if they're on grid and also check neighbour brushes, sometimes a brush can "poke a hole" in another brush.

If you still can't find the culprit, try deleting neighbour brushes until the issue goes away. One or more of the deleted brushes are then the likely cause.

See also my ToolTips, Portal Problems.

If all else fails, send me the zipped map+wad and I'll take a look at it. 
Shadow 
After another session of my Q1map I see the light.exe produce a strange effect of dark and black shadows on my textures.
I didn't move one light, and before they were all smoothly lightened. 
If You're Using 
my Light together with QuArK and its ETP map format, you could try adding the -etp option. 
Yes 
That helped a lot, I keep learning tnese compile optoins. Think I squashed the map by loading it in an older Quark version.

I have made a VoreBabe and a Vore-egg.
I've been changing the shalrat.qc so it throws vore-eggs. I also made a working VoreBabe model.

But I can't figure out how to make these two in a shalrat.qc The VoreBabe I made startgo with the Spellmaster.qc
So I pasted the Ogre_Grenade_Explode into the void() ShalMissileTouch;
and it worked, the Shalrat started to throw eggs. But I wanted the VoreBabes get out of them, and that is just to high for my qc.

When I give the eggs a lifetime of 4 seconds, for let's say 2 Vorebabes, the Shalrat throws much too often. If I ever get so far spawning them out of the egg.
Looks like a Shalrarebit...
http://members.home.nl/gimli/shalrat.jpg 
Custom Animated Sprite 
Realising Quake 1 supports animated (.SPR) sprites, and knowing you can place a light entity that appears as a sprite... I need to make a few steam sprites to put by broken pipes.

Making the sprite itself should be easy (and I see FrikaC has some tool that supports SPR, but I haven't tried it yet to see if it's capable of making a .SPR)...

But my main concern is, how can I make it an entity to place in the map? If anyone has anything ready-made that I can easily modify art-wise (I'm no coder, so I won't touch QC), that'd be great! 
Yeah, I Do 
I'm basically going to rip this code from mapgen, http://qexpo.quakedev.com/uploaded/32/mapgen.zip
If you need a placeholder sprite and sound to use with this code, that's where to look. Drop all of this into the bottom of misc.qc.

//PREACH start func_steam code
void() steamp2 = [1 , steamp3]{};

void() steamp3 = [2 , SUB_Remove]{self.nextthink = time + 0.7;};

void() func_steam_think =
{
local entity steamp;
local vector r;
steamp = spawn();
setmodel (steamp, "progs/steam.spr");
setorigin (steamp, self.origin);
r = '0 6 0' * (random() - 0.5);
makevectors(self.mangle + r);
steamp.movetype = MOVETYPE_NOCLIP;
steamp.velocity = v_forward * self.speed;
steamp.nextthink = time + 0.1;
steamp.think = steamp2;
steamp.avelocity = '20 20 0';
self.nextthink = time + self.wait;
}

void() func_steam
{
precache_sound ("ambience/steam.wav");
precache_model( "progs/steam.spr");

if(self.targetname)
self.use = func_steam_think;
else
{
self.think = func_steam_think;
self.nextthink = time + 1;//no need to start straight off
}
if(!self.speed)
self.speed = 90;
if(!self.wait)
self.wait = 0.15;
ambientsound (self.origin, "ambience/steam.wav", 0.8, ATTN_STATIC);
};

//PREACH end func_steam code

Then create a point entity func_steam. The fields to set are

mangle:
sets the direction the steam fires
targetname: if set, must be triggered
wait: sets frequency of steampuffs, the default setting of 0.15 works well
speed: changes how fast the particles move. The default makes for a nice continuous stream of particles and a medium length.

Lines you might want to change:
void() steamp3 = [2 , SUB_Remove]{self.nextthink = time + 0.7;};
Change the 0.7 to change the lifetime of the sprite and so the length of the steam spray.
r = '0 6 0' * (random() - 0.5);
Controls how random the spray is, change the 6 to alter it.

The original mapgen code had a chunk of .alpha stuff which made the steam fade out, but I've omitted that as it's not the kind of thing mappers usually go for. If you want it, just ask and I'll write that back in. 
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AguirRe 
thanks, i could get rid of it. there were no brush misalignments involved though. 
Silly Question 
how do you write in white?
my cheap htm knowings won't help. 
Check The Faq 
< q > blah < /q > 
MadFox 
Check out the FAQ link at the top of the page, there are descriptions how to add available forum text attributes. Use post Preview to make sure you've applied correctly. 
Ahh, That Is What You Meant, Foxy 
I thought is what just some delicious word play on your part. I use < i > bleh < / i > 
Fine 
that's wahat I meant headthump, i still use a directionary to get ahead my tongue thumbed. 
Mapping Advise 
I'm interested in doing a Quake 1 map. Any advise on which editor to use?

Thanks 
 
there are a lot editor i think will depend of with one u will like more :\ i use Quark but most of people here hate it, and use worldcraft... i personaly hate it :) some prefer GTKradiant... neg|ke use qoole oh wel i think u should make a round in all to see with one is the easy to start! 
Trinca: 
I'm used to GtkRadiant 1.4.0 and D3Edit and Q4Edit. I take it I should go with GtkRadiant 1.5.0 for Quake then?

Not sure about which editor has the best support regarding sourceports and stuff. 
Uhm... 
neg|ke uses quest by the way... (which, as per speeds, plays in the same league as deathmatchmaker ;D)

getting familiar with gtkradiant can't be wrong, i guess, since it works similar to most other editors and also supports a variety of newer games. 
Inf 
QTKRadiant 1.5 will have a different feel than the other versions, but it's the choice that I would recommend. 
How To Set It Up For Quake? 
Do any of you know how to set GtkRadiant 1.5.0 up for Quake. I can't seem to be able to use the assets that came with the game. Things like textures and stuff. Some Googling did not give me an answer either so I'm hoping some of you guys could.

Thanks. 
Inf 
Hit 'P' and bring up the Preference menu -- look over to the left, and see Global then gam in the list. Click on game for that section, and do the pulldown tab to select Quake from the list of games. Voila.

Mine you, you'll still need a .bat or something to compile your maps, and be sure to stick your .wads in the /id1 directory. 
Inf 
Hit 'P' and bring up the Preference menu -- look over to the left, and see Global then game in the list. Click on game for that section, and do the pulldown tab to select Quake from the list of games. Voila.

Mine you, you'll still need a .bat or something to compile your maps, and be sure to stick your .wads in the /id1 directory. 
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