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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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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! 
Oh... 
I was looking for a mapping tricks as adding models to maps and other cool tricks but I have'nt found anything... anyone have something like that? 
Try 
The 'Teaching old progs new tricks' thread - there's a hack that lets you spawn models in a map, but it doesn't work too well because the model is offset. Aside from that Nehahra lets you spawn models in a map. 
Ijed 
thanks a lot :) 
I can't find it :( 
ok, I got it :> 
 
Is there a reason why vertex editing in gtkradiant is like pulling teeth? 
Yes 
It's because pulling teeth is unpleasant.
There was this old lady from Karelia living in the same apartment complex area. She sometimes took care of kids etc, everyone knew her. I was playing at the yard, a nanny was looking after us. I was maybe four and had a tooth that was loose. I told this Karelian granny about it and she, being the vigorous person that she was, promptly ripped it out. I remember spitting blood for a long while after that. The snow turned red. Fascinating. 
That Was 
... nice of her? 
Now That Was Good Story 
I can see her yelling, 'get up and walk it off!' 
@wrath 
Use 2/3 point clipping instead. It actually works and doesn't shit the bed regularly like vertex pulling in radiant does. 
 
pjw,

Use the what now? 
Heh. 
I'm at work now and don't have radiant installed here, but there should be a button/command to toggle clipping mode. Maybe a button at the top that looks like 3 points connected together?

Clipping mode allows you to define a clip plane (using either two or three points, so it can be tilted on whatever axes) and use it to clip brushes (as you would clip paper with a pair of scissors). You can discard either part or keep both.

This basically allows you to come up with whatever shape/angle you wish without resorting to vert manipulation, which is crap in radiant when it comes to brushes (as you well know). 
Ugh 
Vis is not nice. Im running it with -numpercent, base went from 1 to 100, then it says Full. So far it just says Full. Dont like it! Will Full go from 1 - 100 in the same ways as Base did? 
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