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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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Mathuzzz some times when we rotate textures and objects some of then give some weardo leaks is that the case? 
 
you can't crouch in quake..? are you using a mod? it's possible it's a bug in the mod or something. 
 
Actually it happenes in Hexen, where you can crouch.

Trinca, yes I made some texture scaling/manipulating there, but when I deleted all those brushes, the problem remained. 
Is The Ground Underneath 
Made of wedges?

It could be an off-grid collision bug. 
I Mean 
If there's complicated brushwork for the walls / floor that's not on the grid it can cause hull issues - the player being able to move outside hull0. 
 
OK, so I found out that there were some complicated brushes, it took me the whole day to trace them. It is really a pain to make a little realistic and complicated outdoor place there with Quark. 
Solutions: 
For complicated stuff you can make it a .mdl - but chances are you don't have the software, knowhow or that Hexen doesn't support placement of .mdls and would have to be coded in (I haven't made anything in it).

If you can place .mdl then you can also place .bsp. This is something I've been experimenting with recently and having good results.

You'll probably need to code it into the game though, or ask someone to do it for you. I do have a piece of code that will do it, but I don't know how compatible it will be with Hexen, and it's not finished yet either - doesn't have collision. 
 
OK ... so which light compiler is the one to use on Windows these days? I'd like something with sunlight and colored lighting support... 
AFAIK 
Tyrann's - sorry no link.

But its very limited compared to AguirRe's (which doesn't have coloured light) in that it only supports so many light entities so big maps aren't feasible.

I think one of Spirit's bounties is to add coloured light support to AguirRe's tools. 
 
Tyrlite 0.99e

You are allowed 1 sun, unlike AguirRe's tool which lets you have more than one sun.

As for the entity limit, someone posted a link to a hacked version that was made on my request (!) but I havent had a chance to use yet :O

I forget where it was too 
 
OK ... am I missing this feature? Does Worldcraft/Hammer have a quick way to automatically link up entities via target/targetname? It must, right? I don't have to manually label them all, do I? 
Yes 
Though there's copy paste. 
 
Really? Huh. I thought that was a standard feature in Quake based editors these days. 
Hammer 
Is very cumbersome in many ways. In modern hammer (Source hammer) you can auto-complete a lot of the names if you have already named your entities, which is alright, but no shortcuts afaik for targeting those entities. Not sure about HL1 hammer. 
It Has The 
ability to have one field open in the enitity window and select point entities in the 2D biew in the background without having to shut the dialogue down.

Dont use it Willem. 
I Find Entity Report 
Very useful, though it doesn't provide you any sort of graphical representation, like a trigger tree or anything. 
Heh 
i can't stand the auto targetting stuff. i used it a bit in doom3edit but when i'd go back and try to check entity links, i could never figure out where t73 matched and what the heck does t94 go to?? o.0 :P
but then, when i look at the q1 source maps, i saw (to some dismay) that id used that for all their maps. o.o
i guess it's just one of my weird things that i do, but i prefer to spend an extra second to name my entity 'mainRoom_bigDoor2_left' than 't44'. :P 
Auto Targetting 
BspEditor allows you to highlight your trigger and then CTRL/left-click your target to auto complete, but like necros, I prefer to give myself (er, my map elements) meaningful target names. 
 
i should mention that doom3edit does the auto targeting right at least. i learnt later than if you name your targeted entity first, then autotarget a trigger at it, it will assign a 'target' key that matches the targetname (instead of rewriting) 
Doh... 
So it does in BspEditor. Well, you live and learn. 
 
when i'd go back and try to check entity links, i could never figure out where t73 matched and what the heck does t94 go to?? o.0 :P
but then, when i look at the q1 source maps, i saw (to some dismay) that id used that for all their maps. o.o


Very annoying when you're trying to remake them. Not having to deal with that was a welcome side effect of finally (re)starting from scratch. 
 
In just grew up used to it I guess since id had it in their editor and then QERadiant continued with the feature. I assumed it was a staple which is why I added it to ToeTag!

The only place it's going to be a hassle is when doing, say, a metal map where you have tons of spotlights to set up. Blah... Although maybe targeting an info_null isn't necessary anymore as I saw something in the light docs about giving a regular light an angle... 
Spotlight Angles 
have been pretty standard in most light apps for the past ~10 years or so! 
In Quake Anyway 
(not sure on hindsight whether you were actually talking about it) 
I Think You Can Give Any Light An Angle...? 
and yeah, the key is 'pitch yaw 0'

(zero is placeholder, because rotating a conical light source doesnt really do anything) 
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