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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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Yes 
at the moment i have to draw a selection box around the point and hit enter to move all of them at once, ultimately i'd like to just be able to click and drag (or hit an arrow key) to move all the vertices at that point

just wanting to save time/effort when doing lots of it 
I Think 
3.3 Selects the singular vertex closest to the view.

Seems like there should be an option for this, aside from the middle points on/off thing. 
Tronyn 
I had the same problem when you sent me your RWOP files ages ago - nothing in the active windows.

Probably the only workable option is to use the fix options inside of Worldcraft, but also figuring out a way for the map to stop eating itself with errors.

I've heard of this before but never of a solution. 
Tronyn 
could you copy and paste the line (and the whole brush) in question? maybe someone will notice what's wrong with the syntax.

( -1952 -1088 2368 ) ( -1920 -1056 2368 ) ( -1920 -1056 2336 ) metal5_60 31 63 90 1 1

here's a standard q1 format line in a brush definition.

3 xyz coordinates, followed by the name of the texture, then x offset for texture, y offset for texture, angle to be rotated, x scale, y scale. 
Have To Say 
I pretty much hate 3.3 now.

I think I might go back to 1.6... 
Well 
After starting with 3.3 I hated it. I thought about going back to 1.6a but then remembered all the little issues that version had as well.

They're both temperamental, at least with 3.3 there's proper texture lock. 
Q: So Why Don't You Use An Alternate Editor? 
A: Because now all my maps are in 3.3 texture format...

And I like the interface still. 
 
3.3 is better than 1.6 by a lot, but it's just so damn cumbersome compared to radiant.

I wish I had the balls to go make my own god damn editor with exactly what I wanted to work how I wanted it to work :( 
If There's Hope For Him 
I've Found 
that one of the actual reasons why a lot of my new stuff is on a larger scale than my old stuff, is the ability to move the camera a lot more smoothly and quickly in 3.3.

Heres the data for the first offending brush in the map:

{
( 144 -144 -256 ) ( 272 -144 -256 ) ( 272 -160 -256 ) METALL BARS [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 272 -144 -384 ) ( 144 -144 -384 ) ( 160 -160 -384 ) METALL BARS [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 272 -160 -256 ) ( 272 -160 -384 ) ( 160 -160 -384 ) METALL BARS [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 272 -144 -384 ) ( 272 -144 -256 ) ( 144 -144 -256 ) METALL BARS [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 160 -160 -256 ) ( 160 -160 -384 ) ( 144 -144 -384 ) METALL BARS [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 272 -160 -384 ) ( 272 -160 -256 ) ( 272 -144 -256 ) METALL BARS [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
Could It Be... 
Something as simple as the space in the texture name?

Just guessing. 
Is That A Quake Map File? 
Cause it doesn't look like one. 
 
Cause it doesn't look like one.
yes, it's valve 'mapversion 220' format file 
 
well, whatever it is, it needs to be converted into quake format.

you've got some strange syntax after the texture name (and i'm not sure you are allowed to have spaces either).
is that the enhanced texture positioning maybe? 
Texture Names With Spaces 
are a likely suspect. You should find & replace them with something else in a text editor and see if it works then. 
Connecting Levels? 
I'm certain this is a stupid question, but how do you link maps together so that the player can teleport to the next level(such as how it's done in the original Quake single player).

I know Half-Life used a "changelevel" entity, but I don't see that option available for Quake. Am I missing something?

Sorry if this is an obvious thing, but I can't seem to find an answer anywhere. I am using Worldcraft 3.3 with the Quake adapter if that helps.

Thanks in advance... 
Trigger_changelevel 
:-) 
Durr... 
That makes too much sense.

thanks rj... 
Weird Format 
Some tools do accept hammer map format and produce a quake 1 map, but I'd agree with everyone about the space in the texture name. 
Yes 
Those numbers are the extended texture format, and the compiler has no problem with them. Most quake map editors can't open maps with this extension, but if you're using the editor it was created by (WC3.3) then you'll have no problem.

Space in texture name sounds like the culprit... 
Iris Doors 
How do they work?

Rotating? If so, screw it :)

I've seen them in Quake but can't remember where... 
Bah 
Looks like it does work by rotating objects. Has anyone seen a non-rotating version? 
Iris 
I wonder if you can cheat. If you had two pairs of doors, one opening vertically and the other opening horizontally directly behind them, you'd end up with a square hole as you opened them. If you extended this idea to four pairs (and presumably made the doors fairly thin) you could make an octagon which might look quite iris like. 
Yeah 
that's kind of what I was thinking...

Will post any experiments that work. 
Iris Doors... 
don't need rotating, each slice just moves in a straight line. I think one of the IKBlue levels has this. 
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