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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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Bloody Lightning 
It seams that Preach's map lightning trap worked, so I tried putting my targetted info_notnulls back in an seeing if it would work. You see its not that it dont work at all, it makes the sound of lightning firing for a second, then nothing. So I took out my lightning ents and info_notnulls and put them in another simple room map with a simple brush trigger_once, and long and behold it worked!!

So now I'm think it something to do with my triggers (trigger_relays) - trigger_counter counts three buttons getting pressed, then fires a relay with a "delay" "1" and a message, then fires another relay with a delay that fires the lightning...? 
RickyT23 
Did you enable the light "toggle" field ? If it is not the case, you are not able to switch on/off the light. and BTW, it only work with light of style 0 AFAIK.

Hope it helped 
LightNing :) 
Although if you set two relays you can turn a light on and off in rapid succession, emulating a strobe effect!!! So you could have a stobe light effect which could be activated from a light beginning either on or off! 
Arch Scale 
What is the correct scale and how to scale it?

I rotate it 45 degrees, go into transform, click scale, and add 1.060606 to X and Y cos I read it here, but it doesn't fill the gap.

I am basically using a half cylinder to act as a guide for the arch and need it to fit exactly in the space shown in the screenshot below.

http://www.esnips.com/doc/61063d95-e191-4e23-87be-81c76859d544/arches

Anyone? 
 
try reading 
 
[i]1: Make your arch.

2: Rotate your arch 45 degrees.

3: Scale your arch in the X/Y plane by 1.060606... , OR up so the bounding box is 1.5 times larger than the original arch.

4: Snap to grid 1/4 of what the original arch snapped to (IE if the original was on grid 8, snap to grid 2)[/i]

This was the only reply that made any sense and seemed concise that even a n00b could follow. Problem is I did this and the gap was not filled.

You can either be a prick or tell me what I'm doing wrong. 
Make The Starting Arch Larger? Make Your Gap Smaller? 
If your gap is x wide (orthogonally), the starting arch needs to be 4x/3 wide.

In your screenshot the gap is 80 units wide, which is not divisible by 3, which is terrible. Make the gap 72 or 96 units wide instead, which would make the starting arch 96 or 128 units wide respectively. 
Items.wad 
Does anyone know where I could get a hold of "items.wad"? It's one of the standard id wads I believe but my googling is coming up dry. 
Umm Willem 
aren't all the bsp item textures like ammo box in the normal id1 TEXTURES.WAD?
And the mdl models then have their own texes inbuilt. 
Item Textures 
None of the four standard id wads have those. You can extract them from the item bsps in the paks though. 
Just For The Hell Of It 
I extracted them from my own megawad:

http://shub-hub.com/files/gfx/items2.7z

There may be some missing, because I did it manually, but I think that's all. Also, the exlobox's aren't there.

Quaddicted also has a big list of wads, but I didn't want to download the full id wad just to check if its inside there.

http://www.quaddicted.com/wads/ 
Heh 
Tripping over ourselves to answer that one. 
Damn - Missed IT! 
Also you get funky Items tex in Worldcraft3 combo!! 
 
Thanks for the responses guys, very much appreciated! 
 
And to add a little more info ... Yes, Quake101.wad has them in there but I was hoping that the actual items.wad was floating around somewhere. However, extracting and creating a custom wad from that one would be a problem for me because, remember, I'm on a Mac here. ;)

I think I've got it from here. Thanks again! 
Differences Betwwen CA/RA/TF/CTF/DM Maps 
Hi dear mappers.

I am in need of knowledge. I am trying to build a tool that would automatically sort maps by "type" based on differences.

I think I understood that ALL of TF maps have a in_tfdetect entity, but is there anything that particular for the other types? CTF/RA/CA/regular DM and such? 
Info_tfdetect 
I think is the name.

I think there must be at least some special spawns in RA for the players waiting if not anything else... 
I Need Some Testing 
A spot of Doom style blasting!

Plenty pine-apples, plasma battles and powerups!! 
Bspeditor - Undo 
How does the undo function in bspeditor work? For now I can only undo few steps. Is there any way to change it? 
Fitz / Glquake Issues 
Hello, Im having an issue with a fresh install of Quake on an older pc (pent 3 with gf3 ti200) where no version of glquake will run.

First both fitzquake and glquake could not find glide2x.dll so I downloaded a copy of that, now both programs will launch but then fall back to the desktop with the error "genport I/O initialization error" and then something about a non existent SST before a final error message telling me to run in the correct colour depth or something...

Anyone got any ideas? 
Haha 
Just delete all the dll files in the Quake directory (unless you installed some more engines who brought their own). 
Hehe 
Yup that worked, thanks Spirit :) 
Terrain In 3.3 
I thought it was just a case of dividing a brush into a mesh of vertices and then dragging the verts around to make some interesting mountains and terrain. But the mesh tool is only in 'Hammer' editor, and even that sucks ass.

Is it just just a case of building up a wall of multiple squares and matching up the corners with each verts are varying heights? 
 
I guess I was right in that last paragraph. Kinda made something that resembles a rocky wall using that method. 
 
That's generally the way it was done in Quake engines, yeah. Be aware though that if you put that sort of thing on the floor it can lead to a lot of sticky collision and weird sliding if you're not careful. In my experience, anyway... 
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