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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 See 
Thanks for clearing that up.

The ent file has all model numbers indeed - I only looked at the edicts list before. 
Modeling 
As there's still not a modeling help toppic, a bit underestimated job I suppose, I'm caught with the next error.
Made a model, fixed the base skin frame, and after texturing the model starts mirroring the back and forsight.

The only thing I can do is deleting the triangle, and merge the vertices back again in the hope they'll return back in order.
Sometimes this works, sometimes not. But as I started the same model from start, I end up with a large collektion dummies with all kind of failure. And as long as I have no correkt base frame for texturing the rest of modeling is useless.

What do I do with triangles coming back up, but are divided in a lot of thin texture lines? Does QMLE scale the triangle so small the original text grid is lost, or am I looking at the inside if the triangle?
Or what to do when the model keeps mirroring the skinfile? 
Door To Teleporter 
In order to save some more edicts, I changed a monster teleporter room from individual teleport ents to a monster-drop setup. Ran into trouble, wasted hours, changed stuff around and eventually managed to get it into a semi-working state.
Anyway, just to get an idea what the problem was: the original setup had the monsters move down on a func_door until they touched the teleport ents on the floor. However, instead of teleporting to their destination, they would somehow got caught in a loop, creating a tfog fireworks, took damage from the door (block) and died. What could have been wrong here? 
 
They got their fat asses stuck in the transdimensional netherlands. 
Door Problem 
That's quite a stumper, I have to admit. Unless it's some weird case in the engine physics, setorigin being called in a touch function being called inside MOVETYPE_PUSH physics, but that must occur under other circumstances...

Have you tried reversing the direction of the setup, with the teleporter in the ceiling, and the func_door moving upwards? Setting it up this way round also means the monsters can't all fall straight into the teleporter one after another. 
Arrgh 
Of course, that won't work because then the pile of monsters are just stuck, forget that. 
Not Sure... 
but I tried a monster stack once and they had to be triggered in order to fall onto the teleport. Otherwise, they just stood there in thin air. 
All You Gotta Do Is...jump! 
They only run physics once you wake them up and they try to move. So I wonder if running a monsterjump trigger pushing 1 unit downwards would be enough to make the monsters respond to falling physics correctly? Since firing a teleport sets force_retouch, they should all try to jump again the frame after a monster succeeds in teleporting. It does add another entity to the count though... 
Yep.. Another Mystery Solved 
generic: Stacking monsters (add a self-removing func_wall for neatness, to avoid walkmonster-in-wall-related issues) and waking them up to drop has downsides: the player can't here their wakeup sound and there's a risk of telefragging - which is why I'm slowly lowering them on the teleporters. 
Yes 
I live in the netherlans..,
now looking for my threedimensional ass. 
Ah! 
I see. 
Teleporter Doors 
Well I have recently done the same with doors and teleporters to come under the edicts max.

I just made the dors go down into the teleporters with the monsters, and have had no faults with this setup. 
Keeping Preach Employed Even In Times Of Crisis 
Mental exercise :)

My plan for the boss battle included the spike_touch trick with the owner field set to the player in order to stop the monsters from infighting and refocus on the player every few seconds. Problem is, each monster seems to need its own trigger (three, they move around in an arena) which then only works once. Placing three large triggers in one spot only works for one monster, the others remain unaffected. Is there a way to make this work?


Hrimfaxi: Hmm, probably related to the way I set this up then. Don't think it has to do with the destination side, but possibly of the point teleporters or the shelf-shaped door.. 
Thinking 
I can kinda almost see a way to do that, but there's one little snag, where I need some function that sets self.movetype to fly or noclip, without setting any kind of model. I'll keep hunting for something like that, maybe post tomorrow... 
.mdl To .map 
Is it possible to export a .mdl (for a given frame) to .map ? any idea how to do it ? 
Working Link For Quoth2 Fgd? 
 
Quoth 2 
Check Kell's website http://kell.quaddicted.com/ 
Where Is It? 
I checked there already and couldn't find it - probably just blind, but it wasn't in the quoth editing section, and I didn't see it in the main part either.
I know that Ijed had made one up and posted it on quaddicted.com, but can't seem to find that either. I guess I'll keep looking! 
Have It 
http://www.btinternet.com/~chapterhonour/quoth2.fgd

It should end up on the main site eventually. 
Yeah 
Found it a minute ago, thanks! 
Preach 
Any success?
Not a big deal if it doesn't work, just would've added a nice little twist to the combat (-> Shambler+Vore with having one another set as owner, Fiend to used as a living shield and temporary diversion). 
Sorry... 
It's not going to be possible. The reason is actually buried in why the trigger disappears after one use. The spike_touch function has to remove the touching spike once it's done. So I had a look to see if there was an alternative function which didn't have this side effect.

Sadly, the only functions which do damage where the inflictor is different to the attacker always remove the inflicting entity at the same time. This property is key to how the attack from the info_notnull gets the monster mad at a different entity(the owner of the notnull). So it isn't possible to continue doing it multiple times.

If it's any compensation, I did discover a very cool hack on the way, which I hope to share with a testmap this weekend... 
Ah Ok 
Looking forward to the new hack, though. Means that my question wasn't totally fruitless. 
Re: Engine Standards 
Fitzquake brightens up the models heavily, while they are only dimly lit in Glquake. If I increase the light to make them look remotely acceptable in GL, they are almost fullbright in Fitz. Or conversely, models that look right in Fitz are barely visible in GL. This makes the pent-over-the-void secret almost a Fitz-exclusive. Fark off, both of you... 
You Been Reading 
Irvine Welsh Negke? 
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