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
 
"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 
 
that's what it was originally coded for
that's what it was originally used for (by me).
i used it to correct floating point inaccuracy when i was mapping with quark407 way back. 
Marksurfaces... 
This is my first time working on a map that pushes the marksurfaces limit, so i'm learning what exactly that limit means.

1. Other people have said "sometimes you can exceed it a little bit and it's okay". I just now confirmed that this is true, i have a map that doesn't crash win/glquake with 32806 marksurfaces.

2. I used to think that brush entities didn't add marksurfaces, but i just found that adding a func_wall increased my count. So they do.

3. GLQuake doesn't use marksurfaces at all when rendering brush entities, only uses them on world rendering. I wonder about winquake....

THEORY: you will crash only if the world itself has more than 32767 marksurfaces. If it has less, and only adding the brush entity marksurfaces pushes you over the limit, then you're okay. 
Metl 
I was thinking, does a func_illusionary add marksurfaces? I know a func_wall does, and it adds clipnodes aswell, but I'm not sure about func_illusionaries. 
Ricky: 
all brush entities should work the same way... the only difference is quakec (which the compiler doesn't know anything about) 
 
had that problem in tchak... marksurfaces made me cut on some details i wanted to add :| 
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.