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
The Q1 Map Limit 
is +/-4096 in all directions, i.e. a box with 8192 unit sides. Most engines (including mine) are using those limits, while I think DP has (+/-)64k.

I'd rather not think about a maze that challenges any of those limits ... 
I'd Rather Not Think About A Maze That Challenges Any Of Those Limits 
I'm laughing, like for real. ;)

That would be the most frustrating map ever. Even with 8192 it still may be the case. 
Shit. 
I already made three of those (8192) :P 
Just For Shits 
I'm debating making a 8192^3 level... using special tools of course. 
To Clarify 
By special tools I mean writing some evolutionary search method to design levels. I really doubt it'd actually be 8192^3, but that could potentially happen if the algorithm is designed in the right way. I don't have the time to work on this any time soon, but the idea seems like it could have merit for game designers, in order to generate... well, whatever is desired. Practically speaking it would be incredibly difficult to "get right," but whatever.

I can think of some func'ers who would be interested in implementing this... 
What The Hell Are You Talking About? 
 
Translation: 
"I seriously think I might make a map using a tool that doesn't exist and that I don't know how to write, but I imagine someone else on func will write it for me." 
Removed The Five Malfunctioning Spawns 
One last question: is it possible to make an elevator (func_door) so that when it goes down (activated by a button), it stays down, and has to be once again activated (by another button) to go back up? I tried the "Stays open" value but that prevented it from going back up altogether. 
The 'toggle' Spawnflag 
it will do what you want. :) 
Tyrlight 
Tyrlight 99c is crashing on a specific plane in my map, consistently, only in colored light mode. Is there any way I can trace that back to a brush, or whatever else might be causing it? I really don't have the patience to just start fucking with random brushes and 'jiggling the handle' until I maybe get a result. 
Aside From Divide-and-conquer Compiling, That Is 
 
Screenshots 
I asked previously (#6385) about how to take screenshots so that the weapon doesn't show and I received a reply in #6386. However, is there any way to fly/walk around the level in a spectator mode so that the monsters cannot see you? I'd like to snap a few shots with monsters posing in them but so that they're not trying to shoot me. 
 
i think if you type 'notarget' they won't see you. also set crosshair 0, r_drawviewmodel 0, viewsize 120, and fov 105 or something. afterwards you'll probably need to brighten the shots up a bit in photoshop (play with curves). 
Well 
shrinking the map down to smaller and smaller bits to isolate the cause of the error didn't help. tyrlite -lit crashes within the first few dozen faces no matter what map I compile with it, even maps with no lights.

trying other BSPers in advance doesn't help, so it's probably not a compatibility issue there. tyrlite 0.99c has in fact been confirmed to work when compiling a map with a .lit, right? 
Okay 
bamb is getting the same crash in a different map on a different computer. apparently it's tyrann's fault! 
Lun... 
...as am I. Thank goodness I'm not as stupid as I thought. It crashes out at 12-20 faces for me. 
Mikko 
look up the Quake cheat codes(noclip/notarget), and set sv_altnoclip 1 (works in Fitz and aguirRe�s engine), then you can fly around using the mouse like in Q2. 
Yay! 
Well, the map is finally done and I no longer have to bug you with stupid questions! See the news section for details (well, in a moment at least).

Thank you all for help. 
Ouch! 
Hey guys, I might not hang out here much anymore, but I still take bug reports. Someone email me a map which is killing my light util and I'll fix it. 
So Far All Of Them 
are we using it wrong? 
So 
Send an email 
My Point Is 
he can place a single brush and press 'hollow' and it'll crash his compiler. that's all we've had to do. 
Gravity 
How do I change the gravity for a map in WorldCraft 3.33? 
Worldspawn 
Map, Map properties and then Gravity.

Default is 800, and I think Ziggurat of Vertigo is at 300. 
Takes A Custom Progs.dat Though 
and don't forget to use a towel. 
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.