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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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Madfox the skull you made in arcus is fucking working real nice... the model is very perfect... i like it a lot!

visualy and in gameplay.

You are improving a lottttttttt in .mdls :)

keep the good work! 
Yeah 
just don't forget to retexture the head mdl, when gibbed its still greenish
http://www.celephais.net/board/icons/icon4.gif 
Ha! 
Ron, map on!

Trinca, when making the hangar with the zdoom models you warned me not to change Quake. RLOF.
But indeed, I start loving modeling more than mapping, except the texturing.

I'm an average player, and the Enforcer has got a real bite on me. I mean, quake is fantasy so where are the other magic players like scrag, hellknight and vormit and ogre?
Killing a soldier or Enforcer still feels wrong.

Spy - it was on the last moment I found out how to change the skin of Bones. Before that I spend evenings pointing pixel by pixel.
I had the alpha skin from Q3 in stead of the original.
Louis told me that the idle and attack sounds
are switched. I'll see for that. 
Madfox 
Are you following the tickets in RQ for NPC's? 
Some 
They come in that amount I mostly check the last ones. I'm still not familiar with the remake quake. I played some maps, and I'm working on the watermon.map

I'm trying to create a frogman, an amphibian, but combining the start_monster_walk and start_monster_swim is a hard bone. 
Not Too Hard 
movetogoal() will take into account whatever flags the monster has the frame when it's called, so it's just a matter of adding and removing FL_SWIM from self.flags.
deciding under what conditions to do it is the only hard part, but you can use pointcontents(vector org) to determine what the monster is in. 
Madfox 
NPC's should be able to handle that. 
No Diehard 
Trying to add a sprite to a models attack is already a big job for me, so I know on what thin ice I'm stumbling.

Me trunk hardly knows what NPC's are. 
Read The Ticket 
 
Stupid Fish. 
Does anyone know how to create a simple fish pond that looks somewhat realistic? What I really need is a pool of water that looks like the hole it is in has been dug up by hand...

Ideas?
Tutorials? 
What The Fuck? 
 
 
I guess put some brushes in the level and move the verts around until it looks good? I'm not sure what you're looking for here. 
Probably... 
you'd want to add some mounds of earth around the rim of the pond. For general techniques, search for "triangle method" terrain, that might be what you want. 
That's It 
You make the terrain out of wedges, then lower and raise verts to get what you need. Wedges are more difficult to break by vertex manipulation than rectangles.

Garden gnomes you can export from a 3d package - Qme can get you there with enough patience. Other features like a gazebo, rockery or magic waterfall + rainbow are a bit more complicated.

Oh yeah, and fish will most likely get stuck on the sloping edges of the pond. 
Fdsa 
fdsafdsafdsa 
Also 
tetrahedrons are impossible to break. 
Tough Motherfuckers, 
Thats for sure. More difficult to use though.

I tried developing a decent rock strategy for them but things got a bit too organic - everything ended up becoming a slope. and adding to it just decreased the inclination.

clockworkdroog:

http://www.katsbits.com/htm/tutorials/trisouping.htm

Apparently the method is called trisoup - which sounds stupid, but there you go. 
Perfect. 
Thanks for the help. 
Trisoup 
"trisoup" usually implies an aribtrary pile of triangles with no regular connectivity. At the very least when you make terrain out of triangles, you're probably at least making one continous sheet. And usually people arrange the triangles into a grid, so you end up with a pretty well-ordered array of triangles, basically a heightmap. 
Yeah 
A trisoup would have them intersecting, I assumed. Technically would work just as well if you stuck to a decent sized grid, but would be a mess to work with. 
'pitch Roll Yaw' Is A LIE!!!!!! 
agh, how many times will i be deceived by the stupid 'pitch roll yaw' explanation in the quakec comments and quake.def file. It's pitch yaw roll, damnit. 
Heh Heh Heh Heh Heh 
Rollin' 
Getting Back Into Mapping! 
I've installed WC 1.6 to keep things old school.
Something blocking the oldschoolness of my map making is the fact that my copy of quake now resides in my steamapps folder. Perhaps this is why I get this message when I try to compile my map?

nput file: C:\Program.map
Output file: Files\Steam\steamapps\common\quake\id1\maps\square01.bsp
---- LoadMapFile ----
*** ERROR 34: Failed to open C:\Program.map: No such file or directory

Elapsed time : 0:00

Peak memory used : 0.0 MB

** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Steam\steamapps\common\quake


** Executing...
** Command: C:\Program Files\Steam\steamapps\common\quake\quake.exe
** Parameters: -window +map square01

Hope I'm not retardedly missing something obvious.
Thanks! 
 
I'm guessing it's upset about spaces in path names so that "C:\program files\..." gets truncated to "c:\program". Try installing into a path without any spaces in the name.

Or, if possible, try to surround your paths with quotation marks but that's probably not going to work in this context. 
 
just keep everything inside c:\quake\id1\maps and nothing can go wrong. tools, source, everything. 
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