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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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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. 
Yes 
go for wedges, ie a 5 sided brush, bottom and top are triangles. Bottom, top, 3 sides.
A triangular slab so to speak.

Then just always look at the brush from the top, select a the slab's corner vertex/endpoint, both the top and bottom vertex at the same time, and move that unit together. One corner of the slab. You can move it sideways or up and down too.

As long as all the three corner vertical edges of the slab are vertical, it stays as a legal brush where it's convex and all the sides are planes.
I made a pic ages ago but it's lost in some of those pic upload services, maybe searchable in this thread. 
Can't Find 
where i can send private message to users? 
Luckily 
You can't. This is a public message board no "communication service". Use e-mail. 
Should've Posted In The Site Help Thread... 
...right? 
Healton 
You know you could check the user in question's profile and see if they have their e-mail posted or simply just say who it is you want to contact and someone could probably help you out if it's a current user. 
Quark Users 
Hold n while dragging a vertex, sex! I never knew. 
 
What does it do? 
Single Vertex Dragging 
That's Really Easy To Do In WC. 
Just push "vertex tool" a few times. 
 
Ahh OK, thanks! I see that it triangulates the faces when you do that. Is that automatic? 
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