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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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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... 
I Thought It Was Triangles 
or 'flat triangular prisms' rather than squares, cause if you have a 'square' face that isnt straight, or on one 'plane', then it is an illegal face. But if you use triangles you cant have an illegal face...

Or am I on a completely different topic? 
What I've Found Is 
It's still possible to make illegal or non-vis (the solid shape is treated as a leak - pointfile line goes right through the middle) prisms. Alot of the time now I use four sided pyramids just to avoid that. Maybe going to extremes but it tends to work.

Typically you get broken collision (player gets stuck on an invisible wall when walking from one direction but not another) when the brushes are misaligned, maybe by 1 or 2 units, making the difference invisible in most editors. Normally you must delete the offending brush and all adjacent and rebuild.

Wierd sliding tends to be caused with how you've built the geometry. Basically you learn what shapes the bbox's of Quake don't like to collide with. Typically it means not making the player walk along acute angles or severe angle changes. 
Hmmm 
I made a tunnel in my current map with a curved cieling - the tunnel also curves round a corner and drops a total of 64 units on the ground too (ughh). If it didnt slope downwards it would be OK, but because it does I had to replace all of the 6 sided brushes which comprised the cieling with FOUR 4-sided pyramids (I think there is some sort of gap in the middle of each group of four) because bsp.exe was building the original set up with gaps between brushes by the time it had corrected all of the illegal faces!

I'm just glad to hear that someone elso uses a similar technique, cause I thought it was probably considered to be shit practise! 
Maybe It Is . . . 
The idea is not to have empty spaces in between brushes cos vis'll hack it up.

You can correct it in a drawn out way by turning the curved upper part of the tunnel into func_wall, then putting a real ceiling above that, so the map doesn't leak. The func wall receives collision and light, but doesn't cast shadows. That shouldn't matter because it'll have a false ceiling above, and the ends of the tunnel you can leave as real geometry since they don't curve.

As a further geometry hack / fix you can make the curves func_illusionary, then put simpler clip brushes so the player or monsters (especially fiends) don't get stuck.

As to it being bad practice, I think that's the only way you can make a downwards sloping curve. It makes a hell of a mess and produces some weird bsp errors but it works, sort of. 
But Does The Ceiling Need To Slope Down With The Floor? 
Just keep the ceiling level since the floor only drops 64 units, and then there's room above the exit of the tunnel (if there is such a thing) for a little detail of some kind. 
I Was Gonna Ask You Directly Czg... 
Its hard to describe but if you look at the picture below (ignore the disco crates) you can see one exit of the tunnel to the left of the image.

http://shub-hub.com/files/images/RickyT23color.jpg

As you can see there is a border to the point where the tunnel meets the room, which extends 32 units outwards (constructed with help from the czg curve tutorial, I might add) but there is no similar margin on the other side of the arch, in the tunnel area, so if I kept the cieling horizontal it would look crap because the verticle side edges would be cut off with banana shapes at the tops or something...

Does that make sense, or do I have to show another image?

The way Ive done it is boxed (I know, I know) and to use the 'four four-sided pyramids in place of six sided brush' technique(vertex alingnment in 3.3 on a 1x1 grid (double ugh...). There are no clipping problems though :), and no cracks neither.

But my brain cant think of a better way, can yours? 
IMHO That Tunnel Sloping Down Is Overly Complex 
Just keep it straight then have a "porch" of sorts with some steps down.
Or some steps inside the tunnel. 
I Think You're Probably Right 
But seeing as I've already made it, and there are no clipping problems, I think I'll have to keep it!

I think next time I run a build, I'll try removing the box. There was a problem at one point with falling through one of the faces on the verticle wall (I think I had accidentally deleted one of the pyramid brushes), but I fixed that with a brush laid against the wall. The wall in question was the source of the leak also, and I havent tried a build without the box since.

Youre right though, next time I have to address such an issue, my approach will certainly be less of a time consuming one! 
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