News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
Style Question 
I'm in the process of doing the Episode 1.1 thing, i.e. upgrading episode 1 with pak1 monsters and traps.

Would you guys consider it out of style to include some (read: a little) Quoth content? For example the Bob, voreling, drole, and the weapons/powerups?

Right now I'm installing Quoth again just to check some things out. I think if the Base project is successful, it will pretty much establish Quoth as a standard, so I might as well use it.

Especially if we see this Quoth 2 thing that I keep hearing about. 
And... (this Forum Needs An Edit Function) 
What would you like to see changed/corrected in episode 1? Apart from the missing light texture in Ziggurat Vertigo :-)

now's your chance. 
Sure, 
Quoth is designed to go hand and hand with Quake content. The original Quoth I kind of view as an extension of the Underworld theme. So, yeah, sure, make a Quothique episode one. KellCro already have done the SlipGate Complex in the Quoth pack. A few points.

1) I'm not crazy about Bob.

2) I don't see Quoth2 coming out. I could be wrong, and Kellcro are doing a suprise behind the scenes, but I doubt it. More likely both are burned out on Quoth, Quake,and all the good stuff in life.

3) If you see Quoth2 coming at you, run like hell. It will suck you in to
its vortex and never let you go.

3) Does the Sentry in the Quoth 2 beta remind you of someone who comes around only once a year?

http://img168.imageshack.us/img168/9644/quake13us4.jpg 
EkderWorld Theme I Mean 
 
Hehe 
yeah, he does :-)

I know what you mean about Bob. I spent the last few hours playing chapters and the quoth (test) maps again. Bob (like several quoth enemies) has too many hit points compared to standard monsters, and he can be a bit annoying (just like that flying polyp thing.) Also the explosion etc. is a bit overdone.

The model and skin however I think are very cool.

After playing those maps again, the only monsters I'd want to include are vorelings, but the price of requiring a pak file is a bit too high...

You're right, if this were episode 4 (which I'm not a fan of) the picture would look very different. With those crazy maps like the Pain Maze etc.

thanks for input. 
Edit: 
if I'm going to make this easily speedrunnable (which I intend to) there's not going to be a custom progs... so... 
On Topic 
Is there any trick to animated textures? I just apply the one that starts with +0 right? The rest of the stack should be included by qbsp I guess.

I can tell it's not working because other animations (spinning globes, buttons) get played; my own ones don't.

Sorry if this is a stoopid question. Is there something in the texture itself? 
 
animated tex folow frame rules.
when you have made a +0_frame.bmp the most common why is to follow up:

+1_frame.bmp
+2_frame.bmp
+3_frame.bmp

when youre frames are ready import them all together to the texture editor. Watch out for the + mark, windows don't like it in names.

If all went right they should animate.
If all went wrong ( + not acomplished, wrong framenr, bad size) you'll end up with individual frames in your editor. 
Free Music 
Is there anywhere that I can get my hands on some decent Quake type music to include in a map pack.

I would like between 5 - 7 tracks on a dark theme. I could just set up the cd entry for the pack to play off the original Quake tracks or else Distran's Travail set but want something that hasn't been used, at least for Quake - and don't want to steal the Travail tracks anyway.

I've got my hands full finishing off the pack and my composition is rusty to non-existant.

I thought about including tracks from the rare q3 maps that have thier own music (with permission of course) but these are fairly disparate and I'd want something a bit more cohesive.

Cheers. 
Ijed 
You could ask these for permission:
http://www.phelios.de pretty dark, weird style though (if I remember correctly)
http://mon0.de

Or browse through http://www.archive.org/search.php?query=dark%20AND%20ambient%20AND%20mediatype%3Aaudio%20AND%20collection%3Aopensource_audio until you find something nice. 
Thanks! 
These look perfect. 
Hiccup 
Too many light styles on a face ?

I can have too many lights?!

There are just simple point lights in the area I'm working on, plus three light_fluoros. I didn't set style flags on any. 
Oh And... 
I'm really sorry to ask so many stupid questions. ISTR that you could alter the radius of a point light (how far the light travels.)

How? 
Goldenboy / Columbo I Know You're The Same Guy!!!!13 
lights that you turn on/off with a trigger or button generate additional light styles (specifically, one style per unique targetname.)

Radius and brightness are together affected by the "light" value. If you want to shift the radius independently of the brightness, you can use the "wait" value. 1.0 is default, and values > 1 will reduce the radius, and values < 1 will increase the radius.

Basically, radius=light/wait 
Haha :-) 
yep. Sorry I double-post regularly... it's because I'm routinely using the Edit function of other forums right after/during posting. I often go "man I forgot something!" right after posting.

Some of it comes from having a browser open while mapping. A question arises, I make a post, I think for a minute, bang! another question.

I'm trying to cut down on this. Really :-)

Thanks for light/wait info. I don't think I have any switchable lights there though... the error popped up while I removed/relocated some point lights in a very defined area.

No more questions tonight :-)

gb 
Light Styles 
I believe there is a limit of 4 unique light styles per face, someone correct me if I'm wrong please! 
 
What exactly counts as different light styles then? Everything that is in the "style" flag?

I have controlled all the lights in the area (I know where it is because it popped up after I worked there.) None have a style value other than 0 (unset).

There is actually one switched light there (it is the bridge/nailgun area of e1m1.) The nailgun room goes dark when you touch a trigger etc. as we all know. I did not change the size of the door and I did not change any lights in the NG room, just outside (in the bridge area.)

Can slanted/angled faces make this error suddenly appear? I'm pretty much rebuilding parts of the level now because I decided to align all textures. ^^

Is there a way of checking at which coordinates the affected face is?

And the questions of today:

1) I am teleporting in monsters with the standard teletrap setup. Apparently teleported monsters wake up (they seem to lose the ambush flag which I set.)

Is there a way to make teleported monsters (any monster, really) return to the ambush state (not moving until it sees you), either via a trigger that the monster touches, or via quakeC (nextthink or the like)? I could of course use func_doors to trap them, but that seems a bit bulky.

Basically, I want to re-stock an area with monsters, all triggered by a trigger_once and teleported in. Those monsters should then go to ambush state (do nothing until player in sight.)

2) Is it in some way possible to get onto the TOPMOST crate at the start of e1m2, without explosives (i.e. in normal singleplayer)?

There are slopes nearby. Perhaps with enough speed... Anyone managed this jump? Possible or not? (in netquake)

What determines the height of a slope jump? The slope's angle? The speed?

and yes, this has level design implications :-)

3) Hypothetically, let's say someone would find a lightning gun just before entering Ziggurat Vertigo (also in normal singleplayer.) Furthermore, let's say the following maps had double the monster count, plus tougher monsters.

It wouldn't be imbalanced, would it.

:-D 
Golden_boy 
If you're using my Light tool, you'll get coordinates and tex name for each face with too many styled lights on it. And I think switchable lights also count as styled (e.g. a light can't be both switchable and styled at the same time).

This problem can be seen e.g. in hipend. 
AguirRe 
I got the full download of your tools and suddenly all problems are gone.

The Light warning has vanished (I got my sanity back, thanks) and all animated textures are there.

Just wow.

I was using tools modified by Alexander Malmberg before (from the quest website.) I am using quest because I can't run radiant on my laptop (no GL) and no other editors will run under Linux.

Luckily, your tools run under Wine (windows emulator.)

thanks man. 
AguriRe 
Deserves some sort of Quake community medal. 
ARGH! 
AguirRe 
Heheh 
Well I think if we all just spelled his name right consistently that might be thanks enough. :) 
Yeah 
I won't look back. I even tried writing Linux makefiles for his tools, but apparently they contain windows-or microsoft specific code. No idea. They don't compile.

Anyway, the tools are great (the lighting! WOW) so I'm absolutely going to live with that.

I knew I didn't have more than 2 light styles there :-D :-D :-D 
Anyone Know A Way... 
to get a list of all the precache models in a level along with the total number? 
Mcache 
for mdl/bsp/spr and soundlist for wav. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.