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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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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? 
Pectabyte: 
Also check out this general faq on quake textures:

http://www.celephais.net/stuff/texturefaq.htm 
Mikko... 
...what game? What editor? Try rotate 90 degrees rather than flip. 
WC 
I'm using Worldcraft and Quake is the game. There is no rotate function. 
Alpha-stuff 
Works with Quoth or Nehahra+
AguirRe's glquake or Qrack or Joequake or DP 
Alpha 
Can be set in any mod and to any entity, but only the engines you point out do anything with it.

Yep, it can be set on monsters as well, maybe for a Doom1 effect; like the semi-invisible Pinky demons.

Mikko: click on the brush / group you want to rotate a second time after selecting it, you'll see the selection handles change to circles; grab one and you can rotate it, holding ctrl to rotate by fixed 12.5 (?) degrees. Shear is also done in the same way - the selection handles move to the centres instead of the corners. 
Keys 
Thanks! Why didn't I notice this before (the map being almost done and everything)?

Anywayz, I have a problem with keys and doors that require keys. The map I'm working on is hi-tech themed. This means I would rather NOT have rune keys but I don't see any way to change the keys into hi-tech versions. Also, when I run to a door that requires a key I don't have I hear this "clank" you're supposed to hear in medieval maps but not in hi-tech maps. How to change this? The entity properties window didn't have anything that could have been of use. 
Mikko... 
in Worldcraft, Map > Map properties... > Ambience sets the key style.

Check the Flag that corresponds with the required key for your door in order to hear the "clank" sound. 
Mikko 
did you tried to change worldtype field type to base in worldspawn (i.e value = 2)? It should allow you to have Hi-Tech keys, and a kind of buzzing sounds when doors refuses to open, etc.. Try that and recompile the map.. ;) 
Sounds 
Great - thanks!

Here's another one: Where to get that cool wind sound that plays whenever you enter an outdoor area? Couldn't see it under ambient sounds. 
Mikko 
It is an ambient sound indeed: use ambient_suck_wind point entity where you need to have a wind sound... 
It's Not 
Nope - that wind effect is different (used in Wind Tunnels, for example). The one I'm talking about can be found pretty much from every outdoor area in any hi-tech map. For example, in E1M1 right after you exit the first elevator. 
Mikko 
Oh, this effect comes from the sky, not from an entity. To obtain the same effect, you have to build an open area, with a sky... and maybe you need at least to vis the map to obtain a correct rendering but I'm not sure... Good luck :) 
can be found pretty much from every outdoor area in any hi-tech map

i'm a little confused... the wind sound can be heard in (i think) *every* map since it comes from skybrushes.

but it does indeed need to be vised to hear it. vis sets which areas can 'hear' the sky sound, so when you're in those areas, it seems to come from everywhere and not a specific point. 
Thanks Again... 
Yeah, it seems that all the leaks around the map caused the vising process to fail. I had known of these leaks but I thougth there were just a few of them and that I could take care of them later. So yeah, I spent two hours hunting and fixing them (around 10-15 of them around the map).

Live and learn. 
A Map Will Not Vis With *any* Leaks 
 
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