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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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DaZ 
It looks really cool ! go map and finish it... or do a DM with this one ;) 
 
Somebody turn it into a Qonquer arena. :) 
Yeah... 
use it as a start map for the base pack! 
Ricky: 
clip: players/monsters collide, but bullets/rockets pass through. Doesn't cast shadows or consume lightmaps. Doesn't affect vis time or r_speeds. Can be used to cover up normal brushes and you'll still be able to see the normal brushes underneath.

skip: it's really just an ordinary polygon that is invisible. It uses lightmap space, it cuts up the bsp and affects vis time, it blocks bullets, it casts shadows, etc. It can cause HOM due to the fact that when brushes touch, the touching surface area is removed.

Here's why: the bsp contains three independent "hulls," which are each built using the list of brushes in the map file. Hull 0 is the visible hull, a giant mesh of polygons that you see as you walk around the level. It is also used for collision for point sized entites and line-of-sight calculations. Hulls 1 and 2 are never visible, but used for collision for larger entities -- player sized entities use hull 1, and shambler-sized entities use hull 2.

clip brushes (clip must be an an entire brush, not just a face) are completely excluded from hull 0, but included when building hull 1 and 2. That's why they don't affect the visible stuff at all, or point entities, or bullets.

skip faces (since skip can be added to individual faces) are part of hull 0, and simply hidden from the engine so it doesn't render them. That's why they block bullets, cast shadows, affect vis, etc. 
DaZ 
Maybe release it as GPL or something - whatever you do, just don't waste it on the Base pack. 
Skip Vs. Clip 
You can create doors and other func's from skip brushes-- as long as one face is visible -- but you cannot create them from clip brushes. Right? 
 
Right, creating them entirely from clip brushes makes QBSP angry. 
Right, Right... 
Metlslime - Thanks again for explaining clearly details of questions I keep chucking at this thread!! I actually UNDERSTAND now - good explanation!

So I cant reduce my clipnode count by using clip-brushes to simplify more complex surfaces.

I could use a clip brush to make it so that a player/monster cant go down a tunnel even if it looks like he could (Gears of War style).

Or I could use clip brushes to make a ladder!! Thats a good idea! Hmmm, got me thinking now...


DaZ: Shame you dont wanna finish that map, I recognize the map from shots on the Base Pack thread. Also think I've seen it on another website somewhere?

VERY COOL-LOOKING!

I'd be half tempted to try and finish it, but it wouldn't feel right...

Base Pack - YES PLEASE
Quoth2 - YES PLEASE

Neg/Metl - I actually think it would make a really good start map for "a" base pack. It has such distinctive architecture, and looks sooooo cool!

Quoth2 - Created a bit of a staemate really, hasnt it?

If it doesnt come out by the time I finish my world stuff, ya'll will have another Quoth1 map to play! Probably gona happen like that I would say. If you all had the same "easy come, easy go" attitude as me, base pack would have been finished ages ago :P 
Staemate = Stalemate 
 
Thans Industrial Textures 
Hehe, quite embarassing this, but, er, does anybody know where I can download a WAD file for these? I did see a website a couple of weeks ago but I cant remember where it was. Its either "find the file" or "extract them from Guncotton.bsp". I would rather find the wad. I've looked on Quaddicted but I'm not sure what the file would be called and theres nothing obvious there...

:D 
 
don't waist it on the Base Pack

like this basestart mapper 
For Monsters To Cross Gaps 
you can use Quoth2's func_togglewall (the forcefield entity) with no particles.

It's invisible and they'll cross it. Like a glass bridge. I checked. 
DM Map Sources Released... 
http://daz.quaddicted.com/misc.html

I have released the source files to 2 deathmatch maps

CRDM3 - http://daz.quaddicted.com/images/scraps_crdm3.jpg

SMALLDM2 - http://daz.quaddicted.com/images/scraps_smalldm2b.jpg

The download includes both map sources (rmf & map) the texture wad (wc wad and hammer wad and hi-res tga)and the lighting compile tools (dubsp and durad).

Feel free to do whatever you want with them, I really don't care :) Just include my name in the readme if anyone ends up releasing anything from them...

When I get time I will pack up and release some more sources.

I dont know if this qualifies as news 
Glass In Q3A 
I'm working on a Q3A map and I'm having trouble finding that cool glass texture. I'm using GTKRadiant so two questions:

1)Where can I find the glass texture?
2)How to use it, i.e., how to make glass? 
You Mean 
Q3 glass? That's basically an environment map - maybe something similar would be possible in Dark Places but I've no idea.

To make a transparent brush I'd use .alpha - but search in this thread from the beggining and you'll get a load of different methods on how to do it.

You won't be able to find the glass texture since the diffuse (as I remember) is a flat colour, and an envorment map alone is just a grey blob. 
This Is One I Used... 
...in one of my maps. You'll need to add it to mymap.shader in baseq3/scripts (and change the "pjw3dm5" to "mymap"

textures/pjw3dm5/lightglass
{
qer_editorimage textures/base_wall/chrome_metal.tga
surfaceparm nolightmap
surfaceparm trans
qer_trans 0.5
cull disable

{
map textures/base_wall/chrome_metal.tga
blendfunc add
rgbGen identity
tcGen environment
}
}


Just put it on either a patch mesh (for cool curvy glass), or on one face of a common/nodraw brush, and then add clipping as necessary. 
For Fuck's Sake 
Yes, that should be ".tga" on the end of those lines rather than ".tg..."

I like how the auto-magically shortened func_ version is longer than the original. That's pretty cool. 
 
That worked - thanks! I'll modify it a bit to make it look more transparent. 
Getting An Error On My Quake 1 Map 
I'm working on a map and its goin good but when a friend tries to test it out using DarkPlaces they get this error.

Mod_Q1BSP_RecursiveNodePortals: WARNING: new portal was clipped away Mod_Q1BSP_RecursiveNodePortals: WARNING: new portal was clipped away

The map is a "space map" as in if the player touches the far edges of the map in any direction they will be instantly killed with a hurt function.

Another issue I am have, you die instantly upon spawning in the level, I have checked to make sure the player starting point was not inside a hurt function, but I am still getting instantly killed when I load the map. The only way around being killed is to toggle the console within the split second the map loads and turn god mode on. 
 
Sounds like one of your hurt trigger brushes is misshapen and Quake is extending it's volume all over the map or something. I would suggest checking them all and make sure they are all truly convex and on the grid. 
Read This 
http://user.tninet.se/~xir870k/tooltips.txt

And be aware that you _might_ run into bugs that are Darkplaces-specific and are not affecting other engines. 
2nd Problem 
One thing you should check is whether your spawnpoint at the start of the is positioned at the origin of the map. If it is then what may have happened is you've accidentally created a point sized trigger_hurt. This is basically a brush entity which has lost its brush, so the engine creates it as a single point at the origin of the map.

One way to test this out is to load it in the new version of quoth:
http://www.celephais.net/board/view_thread.php?id=60173
Turn developer mode on and run the map. If this is the problem, then you should get a warning message in the console saying a point sized trigger was removed, and when you spawn you shouldn't be killed by it. 
 
Turns out something was wrong with one of the trigger_hurt functions. I have removed all 4 trigger_hurt funcs for now.

Thanks to everyone who helped :)

I'll probably be back shortly heh 
 
I'll probably be back shortly heh

Glad to hear it. I like space maps. 
Preach 
I get warnings in FitzQuake when loading my new map. Something about being "unable to find whatever/quake.wav"
Obviously its a Quoth2 map :P

Err... I was just wandering if you might know if its a Quoth progs thing or if its more likely to be something in my map, cause I cant see any reason for it...

Cheers! 
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