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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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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. 
Clipnodes 
There's a link for Adquedit at QuakeTerminus...

http://www.quaketerminus.com/tools.htm

Console Warning: map has to many clipnodes - (31456 should be normal, 32456 exceeded the limit)

Does this mean I used to many polygons? 
Thanks Madfox 
also: clipnodes is basically how much solid collision geometry you have.

i'm pretty sure you can fix this by covering any areas where the player can't walk with giant clip brushes. this will reduce the collision data, iirc. 
Append: 
even just filling in troughs and small alcove with a flat clip helps. like if you have a recessed trim 32 units wide in the floor where the player can't go in to, just fill it up with clip brushes to bring it flush with the surrounding floor. 
Still Waiting For An Answer To My Question 
 
Lardarse 
Madfox 
I had that error recently on my idbase map, it was because the map was not sealed. 
Clipnodes 
the map has an enormous part of brushes with the shape as if they were treated with convertmap.
First I had the lightmap error too, but as long as I keep fitting the polygons to eachother this error dissapeared.

It has become 8.5Mb, and I'm trying to keep it playable in the normal engines. 
 
Exceeding the clipnodes limit only slightly doesn't cause any problems with regular engines. 
Well 
it does, but you may not notice it.

from what i can tell, when you exceed the clipnode limit, parts of solid geometry stop being solid.

i guess it's whatever is processed last, so everything the engine reads after it hits the limit isn't solid or something like that (i doubt it's this straight forward. it's a 'node' after all, so it's probably not just a straight 1 to 1 with faces and clipnodes).

this can be fine (areas that you never go to, so doesn't matter if they are solid or not) and it can suck the big one (giant sections of floor are nonsolid and you fall into the void). :P

i think you are thinking of marksurfaces. from what i saw, marksurfaces can sometimes be over the limit and sometimes it will be fine. the chance of it crashing increases the higher you go over the limit though. 
Noobie To Quake Mapping 
Hi everybody, after countless efforts of trying to create high quality maps (mostly performance wise) for Half Life 2 and other Source Mods, i have decided that being unexperienced with mapping i should probably work with something a little more basic (too many triggers / entities / functions to deal with)

Quake 1 has always been my favourite FPS because of the architecture and the way the maps seem, and thats why i have chosen it. And since i am used to Hammer editor i decided to go with World Craft. Unfourtunately i found 1.6a to be a pain in the arse, and tried version 3 (courtesy of a link on these forums) with the Quake tools supplied. However i seem to have problems in terms of publishing or even testing the maps (it will not convert to BSP and has tonnes of errors). This is the same with 1.6 version aswell.

So i downloaded QuARK, however that program seems really complicated to me and i just cant seem to get to grips with it (i've been trying for a few days now). What i do right now is, map in version 3 of WC, then save as .map and open it in version 1.6 then i export it to .map and am able to open it in Quark for testing and saving. Though this method sucks because all of the textures get misaligned. And i cannot get to grips with using either quark or 1.6.

So what i was wandering is, are there any known issues with version 3 hammer with Vista? Because to be totally honest thats the only thing i can think of considering i've installed everything to the correct directories and havn't changed any configs.

Oh and the messages i am getting are just Path files that can't be found, yet i have checked and they all appear to be in check, plus it doesn't make it clear exactly as to what it is looking for.

I'd be greatful for any help with setting this up thanks 
When You Have Made Your Map 
First make a folder on your c: called qtools or something.

Then

in Worldcraft 3.3, click:

File=>Export to .Map=>

Save as "c:\qtools\MAPNAME.MAP"

Then

Go into c:\programfiles\worldcraft\quaketools\

and copy txqbsp.exe, light.exe, vis.exe and nomapversion.exe (not essential) into c:\qtools

Then

Go into start=>programs=>accessories=>command prompt

then type "cd c:\qtools\" (no quotes)

then type "nomapversion MAPNAME" (not essential)

then type "txqbsp MAPNAME"

this should run and create the .bsp file in c:\qtools as well as pts files and prt files whether the map leaks or not.

then you run vis "vis MAPNAME"

then light in the same way

put all of the resulting files (or just the bsp file it it doesnt leak) in c:\quake\id1\maps\

then run from the Quake console "map MAPNAME"


In WC3.3 i save all files in c:\quake\id1\maps also all of the tools are in this directory and if you got to Worldcraft options menu I have all the tools se up to run from there.

The long winded process I have just told you to do is what Worldcraft does automatically when you have it set up properly. Just make sure all files and tools are in c:\quake\id1\maps and you cant go wrong. 
Fuck 
where you see ... in the post above:

1st time "quaktools"

2nd time "command prompt" 
Paths, Hammer, And You 
My general recommendation for people starting out mapping would be to use the compile tools in the command line until you can get them to work. Although the batch stuff in hammer is nice once it works, it adds an extra layer of things that can be going wrong. So export the .map from hammer and type "cmd" in the run dialogue, then see if you can make the map compile like that.

I do have one Hammer specific suggestion though if you're having trouble with paths. Is Hammer installed to your c:\ drive, and are all the .wad/.map files on that same drive? Hammer has some issues with being on a second hard disk if I remember right. This may be fixed with the 3.5 version, but of course that's no good for quake. So if it's practical and not already the case, try putting everything on that drive. 
Beaten 
Ricky beat me to the first suggestion, and described it in much more detail. So just imagine I backed up his suggestions 100% in the first place. 
Lol! 
its worth setting it up so you can use Worldcraft's excellent texturing mode. The "nomapversion" program removes the line "mapversion" "220" from the map file.

This 220 format is incompatible with Quark because it's not standard map file data. So a lot of qbsp utils wont work with it either. But AguirRe's TxQbsp (which came with Quakeadapter) does. It's the only tool I would use.

As for setting up Worldcraft there are two key point here:

1 - worldcraft must be installed in c:\program files\worldcraft\ for it to work with the Quakeadapter.

2 - I would save all files and run all of the tools from c:\quake\id1\maps\ so that the programs dont get confused and loose the files.

http://user.tninet.se/~xir870k/

This is a place with LOADS of info. On most of the technical stuff a mapper would ever need to know. Its also where AguirRe posts all of his tools. BspInfo is also a very usefull tool. And his engine - whoah! This engine is a mappers tool. It runs broken maps (the only engine which will run a lot of broken maps) and wit will tell you where the problems are.

Andy3012 - if you read up the thread you will see that I am repeating the same info to deifferent people over and over again, and those people before me, and the people before them and the people before them, and people explaining it to me and over and over and over and over and over.......

;P 
Or 
you can create the batch file eg. compile.bat
with the command line(s) something like this:

qbsp [options] mapname
light [options] mapname
vis [options] mapname
copy mapname path(eg. c:\games\quake\id1\maps

after all just run your batch file

but make sure that your compile utils are placed in the same dir as your compile batch file 
Also 
I would recommend running vis before light, sometimes the light data can confuse Vis. 
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