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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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It Can Be Done... 
but it's complicated. I'll post an explanation when i get home. 
I Dunno If This Is What You Want 
But check out this:
http://www.planetquake.com/greyvoid/small_test.map

That's the best approximation of what you're describing I can think of. 
Look At CZG's Map 
He did exactly what i had in mind. 
Many 
thanks 
Many 
thanks 
Many 
thanks 
Many Thanks Indeed! 
 
Famous E1m8 
Thankz..

Here a mapper, who tries to compile a map for
the famous e1m8 gravity level.
I done so, changed in the world.qc name for e1m8,
compiled, but the level does not appear in the game.

Is it possible to do so, or is it just whisfull
thinking?
Haven't seen so much gravity levels afterall. 
Well, Technically Yes 
But, I've noticed that quite often the game favors files in the pak files over files outside of it. However, if you change the directory using -game, the new directory's files take priority. So, you have two options:

1. Delete the original e1m8 from the ID1 folder's pak file
2. create a new folder in the quake dir called mymaps or e1m8, make a 'maps' folder inside that folder and put your bsp in it, and start quake with -game e1m8 or -game mymaps (whatever the folder name is). For example,
quake -game e1m8

A third option is to use a progs.dat or other mod that supports map gravity. For example, I believe my VoidEnts mod allows for map gravity by giving worldspawn a "speed" or "gravity" value (it also supports localized gravity, like in a certain room etc). Then you wouldn't have to name your map e1m8, but you would have to start with the -game parameter to run the mod.

Hope that helps. 
Loosing Weight 
Thanx Wazat.

I am using it in a convertion, so I have to pack al the files in a PAK file as a convertion. Don't know if I'll manege that.
And I don't want people, who play the sequel,
to ask to delete a file from their PAK-file.
Probably they just don't know how, and it would scare them off to play.

I will take a good look at your voidents again.
(As the laserbeam still is a mistery to me) 
Dammit. Why Isn't The Force With ME? 
I'm having problems with patches and my Jedi Academy map -- the patches are quite defined and obvious, and do not blend at all. I've done what I can with the textures lining up and all, it seems that the patches themselves are apparently the tools of the Dark Side. Where is Obi-Juan when I need him? 
 
I suggest just using brushes and not all this new fangled 'patch' technology. 
Qc 
why can't I just change the name e1m8 in the world's.qc into the map name I need?
I've been looking to the voident article, but I couldn't find a gravity option. 
Madfox: 
check out Custents; it allows you to change gravity without editing quakec.

Anyone have a Custents download URL? 
Yeah 
Great! 
Big Thanx there, FatController & Wazat!

I was looking for these files a long time.
Had a lot of it, but only in the *.qrk extention. And Quark is good!
But now I can at least compile with the true-ones.

Anyone seen the dragon.qc ? 
 
I need RTCW single player tutorials, can any one help ? 
First Result On Google... 
http://www.planetwolfenstein.com/tramdesign/resources.html

There's accually a bunch of good tutorials there for general quake3 engine mapping too. 
MadFox 
Try giving worldspawn a "speed" value, that might do it. If not, I probably forgot to update the VoidEnts download after re-doing them for Battle Mech.

I'll try to get that done sometime soon. So busy with college... :)

BTW, Custents is an awesome mod to use. I highly recommend it. 
Doom3: 
Try http://www.planetwolfenstein.com/sp/walk/ -- that should cover what you're looking for, soldier. 
Mistar Webmast�r Metal-slimes Sir! 
I managed to cook up* a bsp that creates that fantastic got a NaN velocity on monster_whatever error in fitzquake. (The one necros was moaning about earlier.) Just wondering if you ever found out what caused it, and perchance if the bsp would be of any interest.






* By "cook up" I mean I decompiled one of my maps with a bsp2map proggy and tried to recompile it again. 
Hmm... 
I used to get this in the debug build, and i was really worried until i found out that the problem went away in a release build.

Anyway, i'm pretty sure it's a compiler thing (as i haven't done anything with physics code) but... hmm. I don't really know what causes it. I can look into it, and maybe i can write some code that says "if you get a NaN velocity, reset the velocity to zero" or something... so that the error will still happen, but you can keep playing anyway. 
P.S. 
Whenever *I* got it, it was always on the player, and always in a debug build. But i assume it's related either way. For the record, necros' map was totally crazy in the brush department, so the solution may be, "don't make totally crazy in the brush department maps" or something. 
P.P.S. 
I'm totally drunk, and i can barely operate the keyboard or focus on the monitor. So it's a wonder i can still spell or type. I guess it's becuase i'm a bad-ass. Anyway. 
More Flexible Light Distribution In Q1 
If you've been having problems with Q1 light banding effects in e.g. arch faces or infinite (delay 3) lights saturating entire areas, you might want to take a look at my latest Light 1.26 version available at http://user.tninet.se/~xir870k .

There are several new options for more flexible light distribution. Also, there are several new emulation modes for the ArghLite/IKLite/LightDLX tools. 
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