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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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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. 
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.

Mind 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 
LOL, WTF. 
For the love of Carmack, somebody fix this. 
To Aguire 
could you please include BSP feature that would move func_groups back to world on compile? 
Newmonster 
I've been working on a new monster. Made a new vorebabe.mdl and started scripting.
I used the spellmaster.qc but after a while I wondered why I couldn't make my own vorebabe.qc, as I needed it for a spawn function in the shallrath.qc

Now I am so far I can make it a walkmonster_start, but the attack functions won't work. I've been working for days now but it just won't fit.
I don't know what I done wrong, outcome is a progs.dat that don't attacks.

http://members.home.nl/gimli/newmonst.htm
http://members.home.nl/gimli/vorebabe.dz 
Func_groups 
OK, I've added a new option -group to TxQBSP 1.13 beta available here: http://user.tninet.se/~xir870k/txqbsp113beta.7z . It enables func_group parsing, i.e. moving the brushes back to world.

Please try it out and let me know if it works as I'm not using Radiant. 
Wads... 
wad support in the latest nightly build is broken. so hopefully they fix it again.

I've got all my textures exported into id1/textures/ as jpegs 
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