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 Guide, Btw Is Supposed To Be: 
http://www.planetquake.com/necros/gtkrq1.html

metlslime, you really gotta get rid of that line saving thing... it's killing the urls... 
I Agree 
It's hard to see where a link is supposed to go. :( 'twas a good idea tho. 
Um... 
necros, Wazat: hover your mouse over the link and read the address on the bottom of the browser window? 
I Know, But It's Unattractive Still. 
:) 
Yeah, But If The Link Is Busted, Ie: 
(http://www.longdomainname.com/longthing/long/long/long.html)
or if someone types
dfs

it's annoying to have to retype it just so people can see it. at least before, if you busted a link, people would still be able to tell what the url was. 
I Agree With Necros! 
its awkward for no good reason :P

and things that are awkward for no good reason suck. in fact, there is no good reason for a thing to ever be awkward. 
Necros 
Agreed. See my "Celebrity Look Alikes" thread. 
It Builds Character! 
 
Yeah... 
...But so does freaky prison-rape sex.

Wait, forget I said that. I'm afraid of what you're response will be.

<RPG> metlslime, if I told you to go to http://www.chickswithdicks.com would you go?
<metlslime> rpg: no, unless they have new pics.
 
Should Be "your" Not "you're" 
 
Lol 
(lol)X3 
Qmodel 
I can't get them out of my map-wantings...
Awh..?
Those rats in "Malice"!
How is it been done, since me is told, that for each model you change, another has to quit.
Can't find anything about them, wrote myself a "rat.qc" but it doesn't seem to work.
Did that guys from Malice put some exta heapsize-memory in their progs.dat or something.
Their "MercBabe" I could change for the soldier, so now she's running as an Amazone in Quake1.
But that rats, got plenty of corridors for them, but I can't find the "cheesy" script they run on! 
Triggering Lights 
I'm trying to finish a small SP Q1 map and I'd like to know how, at the entrance of a room, I could trigger the lighting of a long stair one step at a time. I've thought of the tripwire thing, with a trigger_once starting up other trigger_once(s) linked to lights, but you can't affect a targetname to a trigger_once. So what would you suggest? 
Um... 
Lots and lots of trigger_relays? 
All Right, Don't Bother 
I've found the trigger_relay which does just what I want.
But here's another question: no animated image (water, slime, buttons, whatever) will work in the map I'm making, whether they are hand made by myself or they come from the original Quake texture pak. Has it happened to anyone before and how do you get that right? 
Oops, Sorry, RPG 
You've posted your answer while I was writing mine. Right, trigger_relays do the trick. Thanks. 
Heheh 
I dunno why your water/slime isn't warping, though. As long as it's named *water or *lava it should be fine.

As far as the animated buttons go, all the texture frames have to be compiled into the .bsp. Some QBSP compilers don't automatically do this, so you have to "hide" the other animation frames on unseen surfaces like the back side of the button, or just a brush out in the void. 
Thanks, RPG 
Some QBSP compilers don't automatically do this, so you have to "hide" the other animation frames on unseen surfaces like the back side of the button, or just a brush out in the void

I did just that and it worked. But it had never happened to me before and I haven't changed my QBSP compiler (as far as i know - it's been such a long time...); anyway, out of 3, it's the only one that doesn't crash when compiling, so I have to use it.
Anybody could point me to good compilers? I work with WC 1.6 (I'm too old to change now). 
Oh, And Another Thing 
How do you rid your textures of fullbrights? Some that I made appear luminous in the dark when using FitzQuake (and maybe other engines too); I've looked up in Wally, TexMex, Adquedit, but to no avail.
Help, pleezzz! 
Dilvish: 
Two methods:

1) there's an option in texmex to disallow fullbrights. It's in the "workspace" tab of the "preferences" dialog. Note that this setting will only affect newly imported images (like those pasted from the clipboard.) You cannot simply open up a wad and then uncheck this box and expect the whole wad to be fixed.

2) set up a special quake palette where the fullbright colors (last 32 indices) are some garish color (i use bright green, since there isn't anything close in the normal palette.) Then, in your paint prog, before you copy the image and paste it in texmex, you convert your image to that special palette. 
Metl 
Thanks a lot for the tips; one problem I have is that I have a lot of textures with fullbrights and I have to rename each of them when importing them into TexMex. Is there no way to do a batch conversion? 
Metl 
Thanks a lot for the tips; one problem I have is that I have a lot of textures with fullbrights and I have to rename each of them when importing them into TexMex. Is there no way to do a batch conversion? 
Bang! Two Posts For The Price Of One! 
Sorry 
Dilvish: 
i don't know of any program that can batch remove fullbrights from a wad. 
Metlslime: 
All right, thanx; I'll do it by hand then, or not at all. BTW, why do fullbrights appear luminous in some engines (FitzQuake) and not in others (GlQuake 1.13)? Any idea? 
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.