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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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No. 
func_plat activation trigger is based on mins/maxs of the bmodel in question. the only alternative is to use a func_door + trigger_multiple combo instead which would allow you to set a custom trigger size (or change the func_plat). 
GTKRadiant 
This has been covered before I'm sure, probably in this very thread, BUT...

I've downloaded GTKRadiant 1.5 for my Windows BootCamp partition and it's running fine ... except I don't understand where to put my WAD files so it can see them. Any hints? Their documentation is equal parts missing and abysmal. 
 
OK, after reading way back in this thread I see I need to put WADs into Quake/ID1 but that seemed to be crashing GTKRadiant this morning when I tried that on a whim. I guess I'll try it again tonight. Weird. 
Pre Launching Elevator 
It sounds like you're using a door (which is triggered as soon as its touched) instead of a plat (which triggers when you reach it's center).

Give the door a name and make a trigger_multiple to make it start moving. Put the trigger_multiple right on top of the door/plat and make it 32 units smaller in the X and Y directions that way the player will have to be completely on before they touch the trigger.

You'll probably want the delay before reset time on the trigger to be long enough for the door to complete it's travel up and down. 
Why 
does the ai use the visible hull? bug or feature? 
Not Sure 
But its the cause of fish and scrags sometimes going through walls, although the bugs are slightly different. 
Pre Lauching Elevator 
It was an odd shaped platform which seemed to be the issue... So I went with the basic square shaped one instead. 
Like I Was Saying Before 
If your platform was a Z shape for example, then Quake would just draw a big square bounding box for the trigger. Slightly smaller than the Z, but not following the shape. 
 
Sorry for the string of noob-ass questions, but I'd really like to be building something by tonight.

Do GTKRadiant users typically compile from a command line or do you go through the trouble of telling the editor where to find your compile tools? If you go through the trouble, how do you do it? Is it a hassle? 
 
not gtkr, but i use sikkpin's qe3 which is essentially very similar.
i never use the menu system, although i believe it's the same thing. i have one of those gamer keyboards, and i have a macro to compile my map bound to one of the keys.
before i started using qe3 (and before this keyboard) i was using gtkr1.4 and i'd just keep a command prompt open in the background and what i wanted to compile, i'd just switch to it and use the previous command button which would launch a batch file. 
Hmm 
As necros said, just use batch files for compiling, the in editor menu gets a bit trippy when compiling for Q1.

Also, you might want to try using GTK1.4 and mapconv, there's a tutorial how somewhere on necros' site [ http://necros.planetquake.gamespy.com/gtkrq1.html ], the interface/creation flow was changed quite a lot in 1.5, for the worse in my (and a fair few others') opinion. You may prefer the 1.5 interface, but I'd suggest trying out both versions and making your own call... 
 
I set up the in-editor menu. It's pretty easy, you just edit the XML file sitting in the q1.game folder. The one thing I can't figure out how to do is copy the BSP to the right directory and start the game up. So I need a command line open for that regardless...

Oh, and here's a story for the stupid. I set everything up last night and I made a small test room with a light. It compiled, loaded into the game, everything was grand. I then booted back into OSX to resize the partition I gave Windows because it was too small (FYI, 15GB is too small for Windows Vista and a Quake editor). While doing this, I misunderstood something and ended up killing the Windows partition entirely.

So ... I re-created it and reinstalled everything AGAIN. Only this tims I allocated 32GB. Let's hope that'll be enough. 
Yeah 
windows partitions need about 10gb (or more maybe, for vista?) just for the OS itself and then you're gonna want at least 2-4gb for your paging file.
you never really notice that when you're setting it up on a native windows machine, but when you're splitting between mac and windows, it becomes noticeable. mind you, mac isn't exactly a lightweight either; i spent a couple of days cleaning out all the useless software on my macbook, but i needed about 80gb for my macos partition to be able to work comfortably.

anyway, on the subject of gtkr, i personally hated the 1.5 version of the program. they changed fundamental UI stuffs in there which made it a lot slower to use (eg: operations that used to take 1 key press now would take 2), so even though 1.5 supports q1 natively, i found it harder to use than to just save a q3 .map and have a batch file that runs a converter first (aguirRe's, i believe, is the most up-to-date) and then compiles.

as for batch files, just make a bunch of them (for different compile levels) and put them on your start menu (or get rocketdock which is essentially the mac dock for windows) and you can just click the appropriate one and never have to touch a command prompt. 
Lol 
My c: is 80gb 
Another Vote For 1.4 Here. 
Yes, I'm gonna keep on beating that dead old horse. 
Linux? 
I'm thinking about installing Quake and GtKRadiant on this new Linux box I've got.

Can anybody point me in the right direction? 
Netradiant 
the gtkradiant based off 1.5 that the darkplaces/warsow? guys use. 
FitzQuake 0.85 Question 
Is there a way to make it so I can launch FitzQuake to check out my level without it resizing every window on my desktop? Or is this just a Window wart that I have to accept? 
 
OK, I guess the answer is to run GTKRadiant in a non-maximized state. That seems to reduce the amount of swearing I need to do each time I test the map... 
Willem: 
if it's fitzquake 0.85, you can run it windowed but with a -height and -width equal to your desktop -- this will fill the screen completely but without your desktop actually switching modes, which might help. 
 
Ahh. that's something I hadn't thought of. OK, will try, thanks! 
Dumb Simple Question 
setting sunlight?

good value for day time light?

I don't understand the angle situation. I've just never bothered to. Can someone give a simple explanation of how they'll work? 
Ofhand 
No, but just read AguirRe's docs:

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

More and more concise information than you'll need. 
Offhand, Even 
 
Nice 
Thanks Ijed. I can't believe I haven't read through that stuff already!
Kind of confused about the implementation of 'second suns'.
My basic understanding is that I just put _sunlight2 in worldspawn with a lowish value and it will lessen ugly shadows? 
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