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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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Doors? 
Weird thing is I have a func_door elevator with loads of brushes, (all 90 degree angles tho) nearby which works fine.

No clues? 
RickyT23 
It's not too clear what your problem is, but AFAIK the size or shape of a door affects its function in no way at all, unless you're talking about the lip value.

Doors trigger when a player or monster moves with 64 (?) units or so, if it has a targetname and is next to another door then both need to have their 'door don't link' flag checked in order to work. 
 
You could put a transparent "glass" between the monsters and the player.

Yep... or I might find a clever way to end the level, and then just have the army shown by the intermission cam. Something like that.

:-) 
Linux Mapper? 
Was hoping to find some decent mapping tool that I could use in Linux, as I've been slowly transferring over to using Ubuntu full-time :) Any suggestions are welcome! 
 
GTKRadiant is probably your best bet for linux mapping. 
No... 
...I won't blame WC1.6, as I pointed out the size/entity definitions for the ammo and health are exactly the same in both .fgd files. Yet I can place with pin point accuracy in Travail and by pure guess in Quoth. Any other ideas? 
Ubuntu 
QuArK runs on Linux with wine (QuArK version 6.3 + Miniphyton) The tools were emulated too. 
Quest FFS 
;) 
Ijed 
Hmm, Ill try the doors dont link flag, I never thought of that. You see there are two doors not four units away from eachother. Ones meant to close (has 'starts open' flagged) and the one I was talking about is supposed to open, but only if youve got the gold keycard.

Thanks for the tip. 
Linux+GTKRadiant 
Works like a treat, and you can use aguirRe's tools via wine for compiling, they also work fine :) 
Editor 
Oh come on man, THRED is where it's at.

In all seriousness though, I would strongly recommend GtkRadiant 1.4 (hacked to work for Quake editing) if you're on Linux.

Also, if you're on Linux, be sure to direct your self-righteous fury [1] at anyone who has released updated Q1 compile tools for win32 but has actively refused to port them to your operating system of choice.*

[1] Otherwise known as "I fucked myself in the ass, but I cannot admit that to myself, so I'm going to accuse you of fucking me in the ass, mister tools programmer!"

* Actually, don't - you'll just make yourself look like an idiot for saying something so astonishingly ignorant.
 
What 
Fribs means, is that you can ask for Linux ports but you can't demand them. 
C-Dogs 
Interesting looking game. Something for DOS made in 1997-1999?

"Enemy count alone seems to be no problem."

yeah I think you may be right.

"The mass enemy idea I have is to just spawn in something that looks like an army (Knights are fine) and having the player feel like he's getting totally swarmed. He would not have to fight them though, they would be some distance away."

I've never actually finished a map before but I think that's the best thing, to keep up the illusion and intensity of enemies swarming in, even if it's never more than five on screen or something.

I tried a glass wall once with a lot of enemies behind it -- maybe similar idea to what was brought up. You jump down into a room after being chased and suddenly you see a ton of enemies in the room, impossible to fight, but then are supposed to be like "phew!" when you realize they're behind a glass wall. But somethign about it was just didn't work, so i scrapped it. i can't remember 
Distrans 
re: items

I checked with my own copy of WC and both the quake.fgd and quoth.fgd Works fine.

I really don't know what could be causing the problem, but nothing was ever added to Quoth to alter the ammo/health items that I can recall.

You don't have alternate ammo/health bmodels in a folder somewhere, do you?

Edit: yeah, I just looked inside the Travail pak0 and there are alternate bmodels :P I'd have to decompile them to actually see, but I can only conclude the someone on the Travail team made custom 'corrected' versions, so that their origins were in the center of the boxes.

The original id ammo/health boxes have their origins at the bottom corners, not the centers, and those are what Quoth uses too. 
Yaaaaay... 
...thanks for looking into that Kell, for a moment I thought I was going bonkers. I remember the introduction of the new bmodels into Travail, something to do with how the models lit I think. I'll start using bottom left (?) as a reference. Thank goodness I'll get to release a map with hordes of "Bobs" in it :)

Cheers Kell! 
 
Thank goodness I'll get to release a map with hordes of "Bobs" in it

You evil, evil man. 
Haha 
Also, if you're on Linux, be sure to direct your self-righteous fury blah blah blah...

... at their fanboys, or at people who overuse the word "gay" on internet forums in relation to other people's choice of OS or software license, or _their_ fanboys, and be sure to bring this up in completely unrelated threads, months later, because that makes you look really smart.

CDOGS is a 1996 DOS game, yeah, but there's also an SDL version for gay OSes and probably even Windows. 
SDL! 
Why don't people use Allegro? You have to include the same DLL over and over again with SDL. 
New Travail Models 
The new travail models only have changed lighting - they needed to have lighting style 15, which wasn't affected by environmental light changes. The geometry was never altered, and the code in the current version of quoth and current version of travail both have the same sizes and origins. I'd check to see if the difference is in the fgd, I remember the same issue used to exist in standard quake fgds, before someone posted a fix. 
Sounds 
I have some stuff I'd like to use for an original soundtrack for my new level.

What kind of file does the sound have to be?
Is there any magic conversion software I might like to be aware of? 
Light Options (For Ricky) 
I recommend always using -fast -soft -gate 1 even for release builds, as the quality loss due to the speed options is negligible. Just add -extra4 for the quality (and slower processing time).

-sunlight 0 will turn off sunlight, even if it's written in worldspawn and you can use this to speed up process while tweaking indoor lighting.

-nolight turns off all non-ambient lights and you can use this while tweaking outdoor lighting, e.g. while finding a good sunlight angle and intensity.

In big maps with many lights, this can make a huge difference in turnaround time. For more details, please see the Light readme where all this and more is explained. 
Uh... 
** ERROR 42: Didn't split the polygon in SubdivideFace near (2956 912 -1024), pipes

this just halted progress on my Speedmap.Can anyone help me? 
Drew 
"SubdivideFace: Didn't split the polygon near (x y z), texture"

One or more textures are scaled too small on a face. Find face and increase scale.


http://user.tninet.se/~xir870k/tooltips.txt 
Thanks! 
I think I know where it is... 
...yep! 
that was easier than I thought! 
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