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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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Thanks again guys!! I think I got everything covered now thanks to you. I just have one last question... I have both worldcraft 1.6a and worldcraft 3.3 quaked.... I also have a wad to hlwad converter... do you think I should use 3.3 or 1.6a? 
Ghost 
That's really up to you, and also you'll get different answers on who you ask. RickyT23 will tell you to use 3.3, whereas I use 1.6a. 3.3 does have things like Enhanced texture positioning and faster rendering. But it also has its share of problems, like for me, its far to dark to see anything and there is no brightness adjuster.

Although using 1.6a involves a bit more work with texture aligning, you need to make the effort. Some of the greatest Q1SP maps were made from 1.6a.

My opinion, try them both out and see which one you feel most comfortable with.

And even if your not satisfied with either, there are other editors and well like Quark, BSP, Radient, ToeTag (Mac only) etc.

Experiment a little and see which version feels best. 
If You're Gonna Use 3.3 Then Do A Google On: 
"quakeadapter"

Baker made a program which sets everything up for you! 
Teams And Player Spawns 
Hey. Is there some type of entity spawn for a player to spawn on a specific side of the map meant for his team? So like if you are playing a map with 2 bases and it's a team deathmatch, can I make a player on one team spawn on his base and all the other players spawn on their specific base? 
Ghost 
As far as I know, this isn't possible in standard Quake. (It'd be possible with a mod, but there's no way to do it nicely without a mod).

It's a shame because it's one of the things that makes Quake team deathmatch fairly, well, shit.

I did see one workaround in a map called Rocket School (r-school.bsp). It wasn't a team deathmatch map, but it had a setup where you'd spawn in an isolated box room which contained teleporters to 3 different areas of the map. I assume there were many different copies of this spawn room, each with its own info_player_deathmatch, because I never got telefragged or shared a spawn room with anyone, even in a full game.

The problem with this is that it's open to exploitation - if a team was leading by just 1 or 2 frags and there wasn't much time remaining in the map, they could all hide in the spawn rooms and not exit, and win in a cheesy fashion.

You could possibly counter this to some extent by having a trigger with a small delay on it (3-5 seconds maybe?) which automatically teleported the player after spawning if they had not already moved out of the spawn room. This might work, I'm not sure. 
Noob Question: No Textures In Gtkradiant 1.5.0 
How do I get textures to show up in gtk radiant 1.5.0? I tried changing the path to H:\Games\Quake and Quake\ID1 but still nothing. Any tips? I tried google searching this with no luck. Thanks! 
 
eh...nvm. I found this and it seems way too complicated.
http://industri.sourceforge.net/howto.php
Too lazy. I give up. 
Uhm 
How do I disable transparent water using aguirRe's vis? 
QBSP -nowatervis 
 
-nowatervis For Txqbsp 
 
Ah 
I tried applying that to the vis commandline. Thanks to you two. 
Errr 
Does it have the same effect on glasses and skip feature ? 
Invalid Brush Because Of Texture!? 
I need help guys. I made a button and it worked. I changed the texture on it and all of a sudden it became an invalid brush (the texture was 256x256). When I removed the texture, it was still messed up and I had to delete the button. Why is this? 
 
Ghost-
You can't mix texture types on a button, or any other brush for that matter - clip, * (liquid) and others are all different types. Animated textures + can be mixed on a brush with others, apart from liquid or clip.

JPL -
Nope. Originally vis was calculated seperately for each water volume to save compile time. Skip areas cannot have vis inside them since they're solid objects still and glass is just another entity, like a func_wall ie. you can delete or leave it there - it has no affect on vis at all. 
 
Thanks for the tip, but my real problem was the my texture was named over 3 words, when textures are supposed to be only 1 word... Took me like an hour to remember that and fix it.

Lol I have another problem. I started using txqbsp and an updated version of light and vis. However I'm having this problem: I did not set any light entities but my map is fullbright. I checked my map properties and they are ordinary as I didn't change anything. I heard I need Qrad or something. Do you know where I can get that because I searched everywhere and couldn't find it. Thanks in advance. 
 
No light = fullbright. If you want darkness just put a tiny light somewhere. Then the rest will be pitch black. For testing you could add a "light" key to worldspawn with a value like "150". That light is rather dull by itself though so you would need to add highlights and shadows (if you plan to keep this). It's called minlight.
http://user.tninet.se/~xir870k/readmevis.txt is a great read. 
Stop Advocating Minlight, Spurty 
 
I Love You 
I don't. Actually I first wrote something really mean but then I made it "for testing" and "rather dull" instead. 
 
Oh ok, thanks! 
Monster Infighting 
I am writing some generic monster guide/list at the moment and got stuck.
Monsters infight only other monsters right? Except for grunts, those also attack their own kind? (And of course ogre_marksman, but that is another monster).
Are there any that do not infight?

I scanned through the qc but couldn't see anything about this. Probably it is "hidden in the logic". 
Infighting 
Fish:can't remember seeing infights with them as underwater maps are rare.

And what about Chthon?

btw UWF has a detailed monster guide at his site:
http://underworld.planetquake.gamespy.com/quakemonsters.html 
Infighting 
Spirit, you're right in what you say there - no monster with the same classname infight except for grunts. The code that describes this is all hidden in combat.qc, in the t_damage function.

I'd just like to add that this block of code is a real mess to read in Quoth, not that I'm blaming anybody necros. 
Nah It's Ok 
it *is* ugly.

the class check should have been a full rewrite of the infighting part. also, the added coop ai stuff is in there too which makes it double ugly. 
Ah Snap 
I didn't know about UWF's list but it's interesting how similar mine turned out partly. :)

Thanks for the infos. 
Leak Problem.. 
hi aguiRre :)


so *apparently* i have a leak in my map. this is despite sealing it a long time ago and not making many major architectural changes since. at any rate, it compiled fine earlier this morning and i'll i've done since then is add a few bits & bobs at the opposite end of the map.

but now mr pointfile finds an area of the map i haven't touched for ages and comes up with this:

http://isoterra.co.uk/stuff/quake02.jpg

it goes straight through a completely solid brush. i can fire rockets at that point and have them explode, i can even stand below it & set sv_gravity to -100 without falling out of the level. the weirdest thing is that 'FillOutside' completed with no problems; i can noclip outside the level and see all of it. the leak warning didn't crop up in qbsp until right at the very end.

using TreeQBSP v2.04. any ideas? :|

(typical this had to happen on the deadline for the contest) 
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