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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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Oh My... 
...please don't take this the wrong way, but it's probably not a good idea to ask for mapping advice in public and then ignore it. Doing so does nothing to encourage further assistance or bodies for beta testing.

It's only a small section of the map, why not address the issue now, especially if it isn't going to be particularly time consuming.

This is not a flame. 
Absolutely 
Yes I understand what you are saying here.

I have a lot of respect for people like czg, ijed, AguirRe (blimey, who else...), er Preach, spirit, (people I cant off the top of my head remember), er Metlslime, Kell, as well as other people who help to test projects (Trinca, Maxfox, Sielwolf...), who freely give out their time and advice to strangers on the internet, for the good of Quake!

Thanks guys!

You included Distrans!

The context of the qustion I was posing above is as follows:

I had a problem, but solved it on my own terms prior to bringing it up on this thread (I only brought it up really cause somebody else (Kamikaze) was asking about terrain, and the Ijed was going on about using four sided brushes to do complex stuff).

Mr czg is somewhat of an expert when it comes to manipulating geometry in editors (not to mention design, imagination, gameplay, structure, all facets that make a really good mapper really...), so I was asking him if there was a simpler way of creating such geometry than the very amateurish and time-consuming one which I had used.

I interpreted his answer basically as 'no', which doesnt surprise me really, however because I have already spent the time making the tunnel, it seems to me a waste to disguard it now! No disrespect intended ;-P

czg is very right - certainly creating a lot of stuff in a map using the method I have used would be dumb-assed to say the least.

I have considered the unspoken ussue of rspeeds, and feel that compared to other geometry seen in maps, this example isnt really so bad as to remove it for that reason. 
Aye... 
...respect 
World + Face Align 
Sometimes when I go into Face Properties in WC 3.3, both the world and face align are ticked, and I can't untick either of them.

Basically I was trying to untick world so that the texture being 128x128 would perfectly align and fit the 128x128 brush without having to align it manually by the X & Y axis. 
Rotate_object And Lit 
Having trouble getting rotate_object to light correctly when using colored lighting. Getting completely dark faces. I have tried hmap2 and tyrlite. I have found if I use tyrlite and move the rotate_object to 0,0,0 I can get faces lit.
Everything looks correct with lit file support turned off. BTW using Quoth and fitzquake080.exe 
DUH 
Problem solved. Was using wrong values for Tyrlite. Had 0-1,0-1,0-1 not 0-255,0-255,0-255. RTFM i guess. BTW in WC 1.6 adding to the FGD

Find
@baseclass = Light
[
light(integer) : "Brightness" : 200
wait(string) : "Fade distance factor"
]

Add _color(color1) : "RGB color"
Will give you the color picker as in quake2 FGD 
Useful 
Thanks for that. 
WC 
Anyone here mapped for HL/CS etc.? Because I'm just wondering that, if I were to make something for Half-Life (the original), should I use Worldcraft 3 or Hammer (Steam SDK)? 
Hammer 
I think, it should have a HL1 profile built into it if you have HL1 installed on steam.

Nothing wrong with WC3 but Hammer is more up to date. 
Leaks 
Anyone know the command you type into the Quake console which directs you towards holes in the map? Ta. 
Kamikaze 
pointfile 
And I Forgot To Say... 
Alright: - Quoth - Info/Trigger_command - Centerprint??!?! 
I moved this over to the Mapping Help thread so as not to get told off:

I have got fog working in my level (hooray!!)

BUT

I cant get rid of the centerprint command. It seems that the command itself is set by the "message" key, and aswell as 'firing' the command, it prints the "message" in the center of the screen!! This seems a bit daft to me (or am I missing some spawnflag or something?) because surely the player doesnt need to see some cvar/command!

I am using the fog in a situation where you walk down a blind corridor, and there is a trigger at either end, and as you enter a room the fog is on, and when you leave the other end of the corridor the fog is off. But I dont want to see "fog 0.08 0.5 0.1 0.1" in the middle of the screen, with a sound effect. Any ideas? 
Is It Engine 
indifferent? I seem to remember this issue, but I don't recall any details. 
Center Print 
AFAIK, you have no possibility to remove the message... maybe it will be corrected in Quoth2 :P 
It's Alright Guys! 
After a bit more experimentation, I have found the answer:

info_command + trigger_multiple = no certerprint

trigger_command = centerprint!

also:

"target2" "nameofinfo_command" = incorrect command usage console error (not crash)

hehe :D 
RickyT23 
Good info: thanks ! 
Vine Textures? 
Had anybody ever used a simple vine texture with a background that can easily be made into a transparency? I'm generally unlucky in finding good texture repositories. Drooping vines, or anything close, would be really neet-o. 
Jehar 
Check http://www.quaddicted.com/wads/ there are tons of texture set there ;)
Make your choice 
Mirrored Textures 
For some strange reasons all textures that I apply to surfraces are mirror images (x-axis reversed). Why and how to revert them? (Worldcraft 3.3) 
In The Texture Editor Box Thingy 
where it says texture size x and y, change it to -1 instead of 1, or whatever you have in there, this will reverse the texture on the axis you chose. 
Terrain Woes 
This is my first real attempt at terrain in Quake. But it appears that what I do in the editor is not reflected in the game.

For example, here is what I've done as seen from the editor:

http://www.esnips.com/doc/6f4642d4-1fe9-43d7-aa48-6f9b83e9ce60/editor

And here it is in the game:

http://www.esnips.com/doc/8f91108f-6713-4aa8-b2de-eb27253a6d07/quake11

You can see the edges/verts aren't connecting in the same way as they are in the editor.

I'm guessing it's a problem with the compiling tools? This screenshot wasn't VIS'ed, but on a brief previous attempt at terrain, the same thing happened while the map was fully VIS'ed. 
Kamikaze 
You're most likely making concave geometry in the editor and it's being moved to the nearest vertex to make it non-concave upon compile. It used to happen to me when I'd try to skew cylinders to make rocks.

Your best bet is to tri-soup that badboy like this:

http://www.snarkpit.net/editing.php?page=tutorials&game=HL&id=16 
Yeah - That 
Chop it up into Five (wedges) or four sided shapes (pyramids) and you'll be good. For overhanging stuff I'd recommend pyramids, but it's more work to keep everything together. Wedges work best for floors; it's easier to keep them neat and without leaks or holes.

Also, you've moved over from Q2 mapping? Good to see you here. 
So Basically.. 
These errors have shown up because I was using rectangle brushes?

I think I tried using triangular brushes previously, but found it more difficult. Guess I will need to practice that. I know the method, just a case of trying to get it to look good!

ijed: No, I was into Quake mapping 10 years ago, but never really finished anything. I've made a few maps for Doom2 in the last couple of years but ended up getting frustrated with the limitations, so came back to Quake. 
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