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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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Trinca: try "-90 0 0" for face down and "90 0 0" for lying on its back. The middle number rotates the zombie horizontally iirc. Play around with these values and you'll see.

Orl: Check the faces at the given coordinates. If the texture is only 32*32 or below, a scale of 0.2 might be too small already.
Tyrqbsp doesn't place the pts file anywhere different. Can't remember what the trick was to get it to create pts/prt in such a situation. 
Negke 
Well, heres the situation. The texture that is scaled small is 272 by 224. Now when I applied this texture to certain objects at a scale of 0.20, Txqbsp was fine. But after I made more of the same objects, with the texture scaled to 0.40, txqbsp spits out that error.

This doesn't make sense to me. That and why tyrqbsp isn't giving me a leak output. 
 
The texture that is scaled small is 272 by 224.

I recon that this could be the problem. If you place the texture on a 512x512 canvas that might solve the problem..... 
Sideways Hack 
As an aside, rotating things by pitch yaw roll as negke describes can be applied to teleport_destinations if you want a player to be drunk after a teleport.

Probably better in the old progs thread. 
 
thks negke but i cant put the way i want... :|

guess is not possible in id1 
Orl 
That's an odd scale for a texture, but since it's a multple of 8, it should work.
Maybe try to seal off parts of the map with large boxes and see if the supposed leak become visible then. Or create an artificial leak?

Trinca: �_� 
Water Splashes In UT3 
Does anyone have any idea how to make the water make visual splashes when you jump into it in UT3? I have a working UTWaterZone and it makes a proper splashy sound when I enter it, I also have a sheet-brush with the water texture, but quite obviously since they are separate entities, entering the UTWaterZone does nothing to the sheet-brush surface.

How do I make a visual splash effect? 
A Simple Tip 
A new Dark Places build is out today. When the new builds come out, I like to check them out with the Quake 3 arena maps to see if any improvements have been made in the shader rendering, as each build does tend to improve them.

If you want to see how DP works with these maps, simply download the Dark Places executable into your Quake 3 Arena directory, create a short cut, write in the short cut parameters '-game baseq3. You will also need to transfer Id1 from your Quake directory to the Q3Arena directory.
When you load the DP executable be sure to go into multiplayer mode so, info_player_deathmatch is the default loading entity. At this point you can check out any of the maps in your BaseQ3 directory with shaders intact.

cheers 
Bsp2prt 
is there an updated version of this? when i feed a map into it, it doesn't generate the prt file. :( 
Necros 
aguirRe's Bspinfo tool 
what's that? 
Oh 
i just noticed it's bundled with the other 3 tools. :P 
Triple Post 
...and it works. thanks, neg. :) 
HeadThump 
Thanks for the tip (seriously, that's pretty clever).

Personally though, I find that quake3.exe does a remarkably good job of running the Q3 bsp files... ;) 
Thanks Mr Fribbles 
I agree, it is still my favorite engine to fart around with the game code, even though my coding skills are meager. 
One Thing I've Noticed 
while doing this, the sdl version I tend to use anyway works fine whereas the DirectX (DP just uses as a wrapper)
version crashes. 
Jago 
The default UTWaterVolume should automatically create a splash effect when it's touched by bullets and pawns.

Very possible your water sheet is colliding with things, I recommend using a static mesh as your plane (should be reletively easy to find one in a package somewhere. Or to create your own), and set it to have no collision. 
I Has A QuakeC Question 
Let's say I set all players, and all monsters, to have the same .owner, presumably an info_notnull or something innocuous - will this interfere with collision? No players own any monsters or vice versa, it's all through the notnull, so everyone should be fine to bump uglies, right?

Um, don't ask what it's for. �_� 
Correct 
Yeah, there's no inheritance of "noclipness" between entities with the same owner. I think this might break the last post in the New Tricks thread, and I meant to post something about that. The only other thing you'd have to worry about is that any of them had an owner before, but in regular qc neither player nor monster does. 
Updating Entities Without Map File 
i extracted the entities from a bsp with
bspinfo -copyents
but i can't seem to find a way to re-inject them with either qbsp or bspinfo (both aguire's tools)

does anyone know if it's possible? 
Try Adquedit 
Adquedit is capable of importing an ent file and baking it into a bsp file. I expect there is a way to do it with the normal tools to, but I can't remember it. 
Adquedit? 
only asking because i don't have it currently and i'd have to search for it;

will adquedit mess up the switchable lights? older qbsp compilers used to do that when you'd do -onlyents and afaik, adquedit hasn't been updated in ages and i was wondering if it will do the same thing. 
.ent Files 
The usual way is $BSP -onlyents

I kow it works with hmap2, I haven't tried with any others. You will possibly want to do the light stage again as well, as it sounds like you are adjusting them.

Speaking of light: what's the recommended program to use these days? 
Nah 
lighting is finished. old qbsp programs used to mess up switchable lights when you did a -onlyents pass.

i checked aguire's new qbsp and as i should have known, he fixed that problem. :) unfortunately, i don't think i will be able to use the .map file with the .bsp anyway, so i'll look into adquedit.

thanks anyway, guys. 
Necros 
aguirRe's light tool has -onlyents too. This way you can fix switchable lights after a qbsp -onlyents compile. 
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