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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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Becuase You Spelled It Wrong? 
 
 
try "r_drawvi" and hit TAB. :P 
Because 
I am so stpid! 
Drawvieuwmodel 
mwahaha that sounds so dutch, nice one MadFox 
45 Degree .... Texture Alignment... Can't Quite Remember... 
On some brushes with a 45 degree face, textures ligning up in the editor are 90 degrees out in the game, and vice versa.

I remember two fixes: one was when compiling (-oldaxis ?) and one was in the editor (BspEditor). Anyone know the editor fix? 
 
Not sure ... that's interesting though because I thought it was only ToeTag that did that. Good to know my editor isn't alone in screwing up sometimes. :P 
BspEditor 
File - Preferences - Preferences:
Alt. 45 Deg. Face Texturing checkbox.

Close your map and re-open it to refresh all affected textures (there may be a faster way to do this, but I haven't found it). If you only need to refresh one surface, select it, open the Surface Properties box (hotkey: S), and click one of the Apply buttons. 
Lurker 
Thanks for your help.

I'm using 96b (because support for BspBuild was dropped in 96c) so the sequence is:-

File - Preferences - Game/Directories

then in the Settings Window, from the drop down select Texture

then change the texture_alignment from False to True

then click on Write Bsp.cfg

Everything's fine right now... 
Mashing The Meshing Button 
I'm using fitzquake080(ok, fitzhack080) and testing some code, when I notice a great deal of slowdown. At first I thought I'd created some monstrosity in the progs code, but profile showed nothing out of the ordinary. I eventually remembered what the pentegram at the top right means - disk activity is slowing it down. When I turn on developer mode I discover that some models are getting meshed almost every time I look at them.

I tried deleting glquake folder in the mod directory, but this only worked temporarily. Is it possible that heapsize was too low for the map I was running(tris.bsp)? Would that or something else cause things to be meshed very often when lots of models were onscreen, but for it to die down again when some models got removed? 
Half-Life Wad Editor? 
What's the most popular or prevalent Half-Life wad editor? 
Baker 
Try either XwE (http://www.doomworld.com/xwe/) or Wally (http://www.telefragged.com/wally/index.shtml) 
Holy Shit.... 
Preach: 
I believe higher heapsize would fix that because it sounds like models being re-caches continuously. 
Cool 
Thanks - this seems to work. Just so long as it's not the change in code! 
Transparant Skin? 
Is it possible to add the grey colour that is used in sprites to a model?
This for adding transparancy to it, like the gaps in the skeleton of bones. 
 
then I must have seen bublegum watching shrak.
wasn't there that crying babyball, who just slit open?

Looking at the texture it is done with that same colour.
But if I use it on a base tex for an entityit it stays brown. 
Lit Doors 
What is the trick again to have the inner faces of a door (the ones that touch when the door is closed) lit? 
Well I Would Put A Light Inside The Door Opposite 
because lights can be inside solid entities.

:D 
Does Ythat Make Sense To You? 
#### ####
###> <###
#### #### <---- A door

#### ####
#x#> <#x#
#### #### <---- The two x's are lights inside the doors 
Think About It 
electrifying something on a moving thing is much harder and more prone to error. 
Ok, Lol 
note to self: read context. 
Oh Nice, Thanks Ricky 
And now I am gonna electrify megaman's moving butt. 
Yeah - I Dont Mean "attatch The Light To The Door" 
I dont think thats even possible, is it?

I just mean put the light inside the door in the .map file so that it casts light onto the "inner faces" of the door opposite. :-)

AFAIK you can put light entities inside any solid entity, because the inside of a solid entity is not in the void, and because solid entities dont cast shadows. 
 
I didn't even think of that, nice tip Ricky. Makes perfect sense now that you mention it... 
Again 
I am having trouble with a func_wall to kill. A monster has "killtarget" "killwall", the func_wall has "targetname" "killwall". Nothing happens when the monster dies, what is wrong? 
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