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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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A Map Will Not Vis With *any* Leaks 
 
You Can Always 
force qbsp to produce a prt file or even use bsp2prt, but it won't exactly reduce fullvis time or improve r_speeds ...

With old versions of TreeQBSP, you could even get a huge and invalid prt file even if the map leaked. Then fullvis would go on for ages and either crash or produce completely invalid PVS data. E.g. sm36 had this issue in 2002. 
Slow 
I wonder why the game won't show all the leaks in one go - typing "pointfile" only shows one leak at a time. This is why it took so long (two hours) to remove all the leaks.

But anywayz - another question: How to change ALL textures of one tile (say, "floor01") into another (say, "floor02") so that you don't have to change them one by one? 
Mikko... 
Use the Replace button on the Texture Browser. Also, read your Worldcraft documentation ;) 
 
Every WC user should at least once read through the documentation supplied with the program. There are many usefull tools and shortcuts described in there. Many of them are pretty hard to find when just experimenting with editor.
Read the manual. In this case it will make your life a lot easier :) 
Meh 
Yeah, I've been scanning through some old websites searching for good tutorials. They're usually way better than built-in guides. And I guess I forgot all about the built-in tutorial so...

But anywayz - any suggestions for late evening lighting? I noticed the sky texture itself doesn't emit light like in Quake 3 engine games so everything has to be done manually. Should I use many light entities with little volume or one or two entities with more volume? The point would be, of course, to make it look so that the sky emits the light - not some tiny light sources on the ground. 
Use AguirRe's Light Tool... 
With the -sunlight and -sunlight2 parameters for good-looking outdoor lighting ;) 
Question 
why sunlight 2? Is it for when you want to set your map on a planet with multiple suns, or is there a more cunning use of it?

Also, are there any light compilers that support radiosity aside from that old one riot made? (where the hell can I find that anyway?) 
Riot's Q1rad 
is at http://icculus.org/~riot/

I don't know of any others for Quake. 
-sunlight2 
Helps make the shadows cast by -sunlight not as harsh (i.e. not pure black). 
That Right 
it's pretty much a blend of varied angles to get a softer shadowing effect. 
Don't Forget... 
...sun_mangle, especially if you're using a skybox that shows the sun. 
Is There A Simple Way To Calculate The Sunmangle? 
I tried viewpos facing directly away from the skybox sun but it's wrong - seems I'm missing some simple change between the coordinates of viewpos and sunmangle.

The idea is to have the light look as if its coming from the correct planar angle and altitude. 
As I've Mentioned 
before; there are several formats for specifying a vector in Quake. Viewpos only works for intermission format. For spotlight and sun mangles in Light you use the simpler yaw pitch format.

-sunlight2/3 (the latter is recommended) can be considered "outdoor minlight".

See readme for more details on these subjects and more. 
Texture Alignment 
in WC some of the textures seem alligned, once I fire the map up in quake that is no longer the case. I'm pretty sure theres a command that can be entered to remedy this but I can't remember... any help? 
Drew, Try This 
either -oldaxis or -alternateaxis may work depending on your compiler. Check the docs. 
Will Do 
Yet again ;) 
But What About Colored Radiosity? 
What will we do without that?

(seriously, color+radiosity in light, tightly controlled and used with the right artistic restraint, looks amazing) 
Hmm... 
neither seems to work for WC 1.6... 
 
i was never a fan of the q1rad compilers. maybe i was just using it wrong, but i found that, while it would get rid of ugly harsh shadows, it tended to wash stuff out too much, giving more of a rough ambient occlusion look. getting nice contrasting shadows was usually more work than it was to make fake radiosity with the regular light compilers. also, it took longer, which was another big reason. :P 
I Reduced -bounce 
when using q1rad which allowed me to control the lighting a bit more.

My recollection is q1rad can't support switchable lights though, which is a big negative for many single player maps. 
Yep 
My recollection is q1rad can't support switchable lights though, which is a big negative for many single player maps.

That is correct... it also crashes out on large maps before it finishes. 
Bounce 
Yeah, I remember back in the quake2 days thinking that -bounce was another one of those command line switches where a bigger number meant your map would be better. All of my quake2 maps were very bright and yellow. 
 
All quake2 maps were very bright and yellow.

fixd 4 u 
Rotating Stuff 
I'd be interested by the use of rotating stuff in Quake: So, is there any tutorial, or any map example that explains the use of <*>_rotate stuff (Quoth)?

Thanks in advance 
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