News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
 
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) 
 
"have been pretty standard in most light apps for the past ~10 years or so!"

Well, I've been out of the mainstream Quake editing world for over 10 years so ... new to me! :) 
 
which light app are you using?

i'd recommend the one here if you aren't already using it: http://user.tninet.se/~xir870k/ (bundled with rvis) 
 
Darkplaces uses gl non power of two extension 
RaVeN: 
Ah, that figures. Since my card doesn't have it, it doesn't look very good for me :) 
Sound 
I have a trigger_once, that triggers four teleporter monsters.
I made all teleporters silent.
I want to use this trigger silent, but the options show
1 secret
2 beepbeep
3 largeswitch
and 4.

I may be a nooblib, but should I fill in silent? 
 
just leave 'sounds' set to 0 to be silent. (this is the default behaviour). 
Button Textures! 
anyone know of some good button textures? i'm looking for something that would fit in a quake medieval/metal theme.
tired of the metal Q button, copper pentagram and red dagger on sunburst buttons. :P 
Necros 
Knave cross button. Daikatana episode 3 buttons/tiles. One of the red rune tiles in metal.wad. Some distinct square metal panel with an interesting brush frame. Existing button texture remixed and rearranged with mirror/rotate. 
Okay 
so I disabled UAC in order to allow for texture usage.
Now all of my rmf files are gone. And my Quoth game mode was gone from WC. wtf? I still have some of my .map files, but of course the textures are all fucked.

sucks. 
 
That sounds funky. Has someone else been using your machine?

It's just a security option, not a 'bin my stuff' option... although it is Windows.

AFAIK the .map format should retain the texture alignment as well since it's a modified form with a load of extra detail written in. 
Yeah 
I'm pretty confused regarding that situation - I rebooted, and then my files were gone. Maybe I'm being a retard - I'm NOT much of a computer dude, like most people on func.

I'll keep poking around, but it was mostly crap scraps anyway, not too much of worth - just one or two files which were at all important to me.

I never had issues with alignment in .map files until when I was making sm 160 - RT23 gave me some tips on it earlier in the thread.
Is it a WC 3.3 issue only? 
Its An "improvement" 
Just remember to save to .rmf format and you cant go wrong :) 
Vorelings 
I am not sure where the code comes (it was released some time ago) from but in the verion I have, they don't cling to the ceiling. Is there a flag to set in the editor?

Anyone know? 
Mike 
from the quoth mapping tutorial
Vorelings can be made to begin in a map hanging from a ceiling so that they can drop down on unsuspecting players. To do this, place the monster below a ceiling and set the key/value "dangle" "1"

http://kell.quaddicted.com/quoth/quoth_tutorial.html#voreling 
Spy 
Thanks 
 
does zipping a map file create micro leaks/brush misalignments?
dug a map out of a backup archive and there seem to be way more 1 unit misalignments than i remember. 
I Hope You Are Joking 
zip is lossless 
 
heh, i dunno. it was the only thing i could think of. i could have swore i repaired the errors after making the backup, and it seemed like there were about 10x as many this time around. :P 
 
Which editor? If it stores the planes in the MAP file as floats, it might be floating point creep. 
 
it is floating point creep.
i was trying to figure out how to get aguirre's convmap to correct the inaccuracies (that's what it was originally coded for), but i couldn't. :S 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.