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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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Well 
Clipping can cause alot of problems under the right circumstances - minor foibles of the various software that can mangle a map.

An important one in WC1.6a is that clipping across more than one brush in a window where those brushes are not adjacent causes it to crash - but not if you clip from a window where they're touching / stacked.

From the screenshot I'd say you need to rebuild the corner, but sticking to the grid; when you make the angle lock it to the grid as well - at 45 degrees. So all the brushes will have compass rose angles.

It an enclosed brush (not a wall against the void, ie. no leaks) so what errors is bsp giving - is it removing faces on any of the brushes?

Anyhow; the basic answer is rebuild it, hanging onto the grid for dear life - when cutting, scaling or whichever manipulation you make. 
 
A clarification - you don't need compass rose angles, just to snap to the grid size of your choosing. 32x2 or 16x2 in that case I reckon. 
Agh! 
Don't know what the fak is going on. I removed the structures (see the screenshot) and it still gives me shit. I removed some other crap I had recently built and still the program acts like a teenager. First it gives the usual "This program has encountered an error and will close" (QBSP.exe) Windows error message and then the compiling stops and tells me that a BSP file was not built. 
Try 
AguirRe's tooltips - just about every existing bsp error is listed in there.

http://user.tninet.se/~xir870k/ 
Mikko 
If you're using the default WorldCraft qbsp, then try one of my compilers and see if it helps. If you're already using one of them, I'd like to see that map file. 
Works! 
Thanks - that just may have saved my map. I actually tried removing the whole area I had worked on today but even that didn't work. But these tools solved the problem and fixed a bunch of others as well (buttons not making a sound etc.). But I also noticed that some textures on curved surfaced got rotated 90 degrees. 
Switch To 
TxQBSP (recommended) or add the TreeQBSP option -oldaxis
WC = Piece Of Crap 
I cannot believe how much headache this program is giving me - and I'm trying to build the last room. Now I can no longer select anything in 3D window. This actually has happened before but then I just restarted the program. Any ideas? 
Mikko 
This was a big problem for me to, but luckily Pope knew the answer on how to fix it. All you got to do is uncheck "Hardware Acceleration" in the options menu. You should now be able to click on objects in the 3d window after doing that. 
Yeah, Heardware Accelleration Problem 
unfortunately it runs slow as shit without hw turned on. I still use 1.6, but I should probably switch to hammer :/ 
WC Upgrade 
The transition from 1.6 to later versions is basically painless. All you have to do is make sure you know how to compile hl .map format into q1 .bsp format (say, using our modern compile tools). You'll have to get a q1 entity placement file working, as well. It's worth it! 
Thanks 
Okay, it works now.

Two questions:
-How to make monsterspawns so that stepping on a sector triggers the spawns?
-I tried using the portal texture that usually ends a level but it's not visible in game. 
Mikko 
1: Put monster into trigger_teleport, put tele_destination_something to where it should appear, make trigger_once for player to step into and target the trigger_teleport by it (eg trigger_teleport has targetname "montele1" and trigger_once has target "montele1").

2: trigger_teleport are invisible. Just create a new brush at the same place and give it the *TELEPORT texture to have it visible. 
Mikko 
1: Use Quoth, put monster where it should appear, set DELAYSPAWN flag on the monster, make trigger_once for the player to step into and target the monster by it (eg monster has targetname "montele1" and trigger_once has target "montele1").

@ Spirit: sorry ;-) 
Golden_boy 
Ha, actually I really second the suggestion to use Quoth. 
Quoth 
I'm not gonna use Quoth since I want this level to be accessible to everyone. The fact is that many casual usermap players are just too lazy to install any extra material just to play a usermap.

In WC, I noticed this thing called Default light level. Do mappers usually use this? 
Yep 
But its an easy way to spoil a map if you set it too high - experiment until you get something you like.

It depends on the mood you want, typically set it so its less than your sunlight (which I'd advise using unless you don't have any sky brushes) with your actual pointlights being higher than that.

As I said before read aguirRe's documentation, there's alot of stuff to play with there, like anglesense, that can change the style of the map, only adding one (or a a handful of) variables to your worldspawn (SmartEdit). 
Mikko: 
Your choice, but Quoth is on its way to become a sort of standard... when Basepack and Quoth2 come out with the _real_ goodies, it will be a defacto standard.

I think everybody here has it, and thinking back, many maps released in the past months use Quoth, as well as mapping projects like the vertical map contest and of course Basepack. Also Ijed's Warpspasm...

The only ones who don't have Quoth are probably very casual players or newbies (not many). Or QW players.

With the project I'm coworking on atm, I was reluctant in the beginning to use Quoth, but it's really for the better. I can not imagine using the trigger_teleport setup anymore. The thought alone is enough to make me go *brrrrrrrrr*. It's a pain in the ass that Quoth can spare you (plus some of the new monsters are really good, like the Rocketeer or Voreling.)

Think of it as a mapper's toolkit, rather than just a mod. It's not just about new monsters. It gives you as a mapper, more freedom and more possibilities, while not requiring any custom engine.

It's your choice though :-) 
And 
I can send you an updated .fgd if you want to use it - meaning all the options for light, Quoth entities etc. appear in WC without having to mess about with SmartEdit. 
Well 
probably this is not the right place, but i want to ask a Q4/D3 mapping question. it's stupid but how the hell can i set a screenshot on map load in d3 engine? 
And 
Should someone prefer .def files, I have a unified Quoth+Quake one. :-) 
D3 Loading Screenshot 
The loading screen is actually a GUI.
Take a look at the original GUI files and you can probably figure out how to make a copy with the relevant file pointer changed.
I don't remember if there's a naming scheme that decides what GUI the game shows during load or if it's written in a script/decl somewhere, but I remember the whole thing as being easy to figure out. 
Items Disappear 
I started adding items and monsters. Now, why the hell do some items insist on disappearing? I have checked that they're not limited to any particular skill setting and so on so what's the problem?

The teleport thing doesn't work. The platform that has been tied to trigger_once entity doesn't show up in game.
In Build, all you had to do was to add a sprite called Touchplate and give it a value. Then you added Respawn sprites around the map and linked them to the Touchplate sprite. Quake is like Doom - the monsters have to be somewhere in the map before you teleport them.

"The only ones who don't have Quoth are probably very casual players or newbies (not many). Or QW players."

Yes, but the map is 95% done so it wouldn't make any sense to switch to Quoth at this point just to avoid having problems with teleporting monsters.

Standard or not, it's still extra hassle to many casual players. This is just a usermap and therefore not worth the trouble.

I of course have Quoth, play maps that support Quoth and think it's a fun pack. The monsters are particularly entertaining. 
Dissappearing Items 
I'm guessing you've gone beyond a certain size, which means WC won't display all the objects - remember, its about as old as Q1 itself. To get around it use visgroups.

I could go into a detailed explanation but they're pretty logical and easy to use - properties of whichever object, set it to a visgroup, set the hand of that visgroup on or off and update - the off hands visgroups are invisible in the map. Useful for building stacked levels or just seeing the geometry without alot of entity boxes in the way.

Also, for the platform you mention, it's probably better to make it a func_wall that is killtargetted by the trigger_once - the monster's stood on top and falls into the teleport field after the func_wall is removed. 
Mikko 
The items are likely disappearing because they are placed too close or even inside the walls. Move them a few units away from any adjacent geometry. Type 'developer 1' in the console and load your map to see corresponding warnings.

If all you wish for is teleporting monsters, then there is no need to go for Quoth of course. Just put them inside trigger_teleport brushes in a room outside of your main map and have some trigger_once (or any other entity) fire them as explained above.

As for casual players not caring for installing extra mods: It's probably true, yeah. But then again, if they are too casual to even read the text file coming with the map (explaining what is required to run it), they don't really deserve to play it at all.
Of course, if you're benevolent, adding some 'protection' can't be wrong when using a mod... But that's another story. ;) 
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