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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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Pectabyte 
I'd guess that hqbsp is a map compiler.

Find the batch file that is used for compiling Q1 maps. It should have a line like "hqbsp *.map", followed by "vis" and "light" entries.

Load that file in a text editor and correct those entries so they call the compiling tools that you have.

It might just be a path error; in that case, find out where the hqbsp.exe is located and put the complete path in that batch file. Like "C:\blah\blah\hqbsp.exe" instead of "hqbsp.exe." 
Getting Into Quake Mapping 
I've been mapping for Doom2 for the last year and managed to get quite good at it, but ended up getting frustrated by limitations in the engine.

Quake1 is the only other game I would want to map for... but as usual, the thing that always puts me off it is just the cumbersome nature of moving around brushes.

I mean, there are 3 windows, and four brushes per empty room. If you want to do something as simple as resize the room then you have an awful lots of clicking to do and make sure the brushes are not overlapping.

Doombuilder was an amazing editor in that you really did not have to keep clicking different icons to do a function, and in fact you could do a large amount of the editing in 3d mode anyway.

I don't know if it's just that the editor I use is crap or if I'm missing out a lot of shortcuts or if this is just the way it is for editing more 3d games like Quake... but could someone give tips that will speed up the constant resizing a brush in 10 different windows?

What is the best editor for Q1? I'm using Worldcraft 3.3 for now. One thing that annoys me is that if I want to zoom in or out I can't just do it with the mouse wheel, but I have to actually click on fucking zoom icon, then do it, then click back on the selection icon. 
Kamikaze 
I think you'll find most people here either use Radiant, or Worldcraft. That doesn't mean they're the best but they're obviously good enough for most people to keep using, release a lot of good maps, and not switch to a different editor. There are a few others that also have a few followers each, like Quark, and BSP.

But no matter what editor you use, you will also probably have to accept the different way of building compared to doom, and after some time getting use to it, it won't bother you as much.

There are a lot of very nice things about the quake style of building with brushes. The rooms are harder to adjust, true, but all the stuff you put INTO rooms (crates, light fixtures, etc) are much easier to move around, copy and paste, and delete. 
WC.. 
there are indeed a number of hidden shortcuts..

i'm not familiar with WC 3.3, but in 1.6 the D & C keys will zoom in and out on whichever window the cursor is hovering over. you can also move around easier by holding the spacebar whilst clicking & dragging (with either mouse button if in the 3d window)

a few others i discovered by playing around include the *extremely* useful cloning function, where you hold shift + drag a brush, entity or just about any object to create a duplicate. there's also holding shift whilst selecting a face in texture application mode, which will allow you to select the whole brush, and obviously, ctrl + clicking to select multiple faces (or multiple objects in general)

vertex manipulation can make resizing things easier too. say, if you select all the wall brushes in your room, go into VM mode, then select all the vertices at the top edge and drag them all upwards, you'll have a raised ceiling without messing up the proportion of any doorways etc

like i say.. i haven't given 3.3 a try so not sure if those shortcuts work, but give them a try 
Bsp Editor 
I think that BSP Editor is very interesting. http://www.bspquakeeditor.com/
I was trying to learn it during last few days. You can do many things in the 3D window and the mouse buttons have many usefull functions. You can customize any shortcut you want anyway using the cfg files.
Check out the tutorials on the page if you want to see what is possible. 
Rj 
those shortcuts helped a lot... plus I also discovered the WASD movement in 3d mode much like Doombuilder.

I'm just gonna stick with Worldcraft for now... although I haven't yet checked if it builds Quake maps properly yet... 
Sometimes It Does ;) 
 
Gtkr 
mouse wheel = zoom
right click = pan
spacebar = clone selected brush(s)
click and dragging is context sensitive (outside a brush stretches, inside a brush moves)
ctrl+click+drag = skew

v = toggle vertex selection on and off
e = edge selection toggle

etc etc. it all comes down to rememebering shortcuts. doom's map building didn't need them because they were much simpler maps. you'll see-- once you start to get used to shortcuts, it'll be second nature to you.

i've since remapped most of 3ds max to gtkr defaults because it's just that ingrained. �_� 
I Wondered 
is there really a prog called bsp2mdl?

I'm searching this because I need to relight a model I've made. I don't know if there are other solutions. For now I'm working on a new quake1 model what seems to be somewhat too bright.

I'm checking all my archive disks, so far I didn't found anything, also qpub doesn't seem to give an answer. Now I'm at the point thinking I had the prog on a crashed disk. Or does it only excist in my imagination? 
... Or Better 
what is a good method to make a new model change its brightness?
Is this just a skino.bmp adjustment in Wally?
Or is there a prog that could fix this? 
Madfox: 
can't you just open the mdl in qME?

Brightness of a model is based on the skin, and of course the engine will brighten/darken a model based on where it is located in a level. 
Metlsime 
I created the model in am2000 and altered it in QMLE. I experienced in Fitzquake it is just too bright, in Aguires engine it is just too hazy. Point is it isn't a usual model.
It's a reversion of a textured cube, but as it being a model it appends different lightment then the usual textures.
So I can change the skino.bmp but then it will look different in all excisting engines. I'll send you the file, it's easier to understand.

Therefore my question of the bsp2model prog.
I thought it could be used to relight the model's brightness. 
Madfox: 
well... you can edit the texture simply by using qME -- qME can export pcx files, you can edit the pcx file, then import the pcx file.

Also, be careful not to have any accidental fullbright pixels in your texture, that will make it look bad in fitzquake/dosquake/winquake becuase they support the fullbright colors of the quake palette.

Also, fitzquake, dosquake, and winquake will look brighter than in glquake and aquirre's engine, becuase fitzquake/dosquake/winquake have overbright lighting which glquake and many glquake ports lack.

I don't know what causes the haziness, could you describe it? Or post screenshots to compare hazy vs. non-hazy? 
Madfox: 
Oh... I just got your email and looked at it myself.

Your texture is fine, the problem is the lighting in your level. Since fitzquake can go up to 200% brightness, you see the actual differences between the walls and the monster. Maybe the model is 170% bright, but the ground lightmaps are only 160% bright. In glquake these would both be flattened down to 100% and therefore match perfectly.

So the solution is, you need to carefully adjust the lighting. You want the lighting on the wall to match the model. The model gets its light from the floor under its feet. So, make sure the floor under the feet matches the walls. If the model is too dark, add light on the floor under its feet. If the walls are too dark, add lights to brighten the walls but not the floor. 
Metlslime 
thanks for your answer.

I had a hard job making the model fit excactly.
The alignment with the walls didn't fit in pixels,everytime it made a pixel more or less, so I had to change it to 0.25
I'm not really sure if it is excact on ground as models stand +1 on ground. Maybe it is only a case of lightning.

But I still wonder, where is the prog bsp2mdl? 
Madfox: 
Just so it's clear, bsp2mdl won't help you with this problem. (assuming it exists at all) 
Alright 
I thought I heard of it in case of giving excisting bsp_models new lightning.

Thanks anyway! 
D3DRM.DLL 
I started working on a Quake map a couple of years ago but stopped after a few weeks. Now I tried to continue working on it but every time I try to load the map it crashes. The problem is with a file named "D3DRM.DLL" in the Worldcraft directory. I'm able to load the map if I remove this file but then it won't show the 3D Textured view. So - what to do? 
Water Brush 
I read a tutorial that said if you put a ! in front of your textures name that when applied to a brush it would make that brush act as water however it doesn't. Currently my texture is names !water.mip Any ideas as to what I map be doing wrong? 
Pectabyte: 
which game? In quake water texture names need to start with an asterisk (for example *water) -- Not sure about half-life. 
Please Help 
Problem:
I compiled a map and when I look in a certain area it's like there is a leak in the map.
When I go into this certain area I can't see the area where I looked in this area.

Very interesing is:

QuArK exports the .qkm as .map and compiles the .map (if I understand it correctly) ->got the strange problem

I opened the exported .map compiled it again (I don't reaklly know why I did that) and it worked. and also had a shorter vis-time

I got in both cases no error messages 
Rudl 
Your problem description is a bit vague, but I'd guess you're talking about a HOM (Hall Of Mirror) effect inside the map. Check out my ToolTips document (section Portal Problems) for more info on this.

By re-opening the exported map and rebuilding, you can very easily get this effect, due to re-ordering of brushes and float value inconsistencies.

My compilers try to reduce this problem by sorting the brush faces deterministically. 
Cylinders... 
How to flip a vertical cylinder brush horizontally? The "flip objects" thing doesn't work. 
Water Brush2 
"which game? In quake water texture names need to start with an asterisk (for example *water) -- Not sure about half-life."

Wally texturing program said a ! is needed before the name for water. Is it in deed a * instead? What is the symbol needed for transparency for glass? 
Pectabyte: 
Assuming you're asking about quake, there is no transparency feature on textures in quake.

There are some custom engines that support transparency per entity, using the "alpha" field -- but this doesn't do any per-pixel masking, it just sets the transparency over the whole entity. You could use this for glass, if you made the glass into a func_wall entity. But this is not a standard feature of quake nor supported by most engines.

Not sure why wally suggested !, but since wally supports multiple games, maybe this is intended for a different game? 
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