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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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Wow 
what light and vis command you guys use?

mine:

e:\Quake I\quark\QTools\Vis.exe -level 4 -priority 0

e:\Quake I\quark\QTools\Light.exe -extra4 -gate 1 -addmin -range 0.45 -dist 0.8
 
 
Gotta try those commands out some time, I still just use -level 4 and -extra. I'm new to Agguire's tools. Been using something like "delay" "2" and "wait" "1" on lights, and stuff looks alot better.

Madfox, if you make all your brushes with the grid at 16, and move edges and points around to make terrain, everything should match-up at the 16 unit grid. No need to move something 1 unit. Also, if every brush is made and clipped on the grid ( grid from 1 to 128 units and larger), all brushes should be integer.

I played lots of your levels and can see brush points less than 1 unit, though. So, it's just something you need to setup properly in your editor. Trinca will write you a tutorial! 
Wait 1 
..is the default behaviour just so you know. wait 0.5 makes the light cover twice the radius without increasing the brightness level, wait 2 halves it, and so on. so if you have a high light value with a high wait, it will create a small bright spot, whilst low brightness & low wait will dimly light a wide area.

although i confess i only use -soft out of those compile options, and -extra4 on the final compile. need to look into them a little more... 
 
roblot whould be a cool stuff... me making a tutorial... my English rockzzz :\

will be a peace of crap :p 
Grid 1 
I use grid 1 quite often for details - building complicated door shapes to exactly match the texture, making buttons that exactly line up with the cutout in the texture. That sort of stuff.

I regularly use grid 2 when making ladders or handrails.

No problems, rarely get any error messages.

Radiant's Translate tool makes sure it all stays on grid. 
Thanks 
Didn't know that "wait" "1", I just copy other peoples stuff alot. Trinca you really should send out editor setup info or something. I think it would help. Some people speak other languages, so reading english makes mapping twice as hard. If I had to learn another language, like British or something, I'd never know what I was doing. 
Grid 
vis -level4
light -dist 0.7 -range 0.7 -light 15 -extra -soft
ingame light wait 0.3

terrain maps.
I know it sounds weird, but I tried to make a triangular brush that fits exact on the 16 grid.
Normal triangel brushes always go off grid. So I placed the boundary on the 16 point grid and keep hashling the corners untill they fit on the gridpoint.
After forcing this brush to grid I used copies of it to make a large flat surface. Then I raised all the triangles and made them sloping.
By doing so, the centre of the brush gets offgrid again what results in these coarsed lines.
Then it tends to the compiler to show what's the outcome. Sometimes they match fine, sometimes it needs new forcing to grid.

I know this sound rather strange, but I was curious when I saw the original triangular brushes, with their angles of grid.
With good use of light it can be minimized.
That's in Quark6.5 alpha. 
 
Maybe try this.
1. First set grid. Brushes placed should snap to this grid setting when adjusted.
2. Place all the square or rectangle brushes you need. Oh yea, turn off texture lock!
3. Make the triangles you need out of the squares and rectangles, or slope the square and rectangle brushes as needed.

If the editor does this wrong, then it's giving you a hard time. The BSP editor does much more complex copy, paste, merge, and rotate of multiple brushes really well. 
 
Oh yea, turn off texture lock!

Has MadFox ever turned on texture lock? 
I Say It's On 
But only Madfox knows fur sure. It's funny, I downloaded Travail (great stuff)over a year ago and still have 2 levels to go. I downloaded Abandon (witchcraft was best)just about 2 weeks ago and finished it, only missing 1 secret level. Go figure? 
 
But only Madfox knows fur sure. It's funny, I downloaded Travail (great stuff)over a year ago and still have 2 levels to go. I downloaded Abandon (witchcraft was best)just about 2 weeks ago and finished it, only missing 1 secret level. Go figure?
you like an abandon better? :rofl: 
Is It A Quark Option? 
I thought it no question as I found no texturelock in Quark6.5
(I might be wrong?).

Also there is no compromise between the two mods, as the first is a project of compagnionship and the other a one man thing.

@roblot- here's a figure. It's a sideway underwater in amount/r2b2.
http://members.home.nl/gimli/amount.jpg
There are a few demo's on modBcom :
http://www.moddb.com/mods/abandon 
Nehahra Too... 
Gotta play some more of it sometime also. Must be gaming mood or something. But Travail is much better, and is almost as good as what I'm doing... Ha!

If texture-lock is on and you copy the brush just above the tunnel, then move it to the right, you'll have mis-matched texture tiling as seen in photo(unless that seem falls on the 128 grid). With texture-lock off, your terrain will tile seemless. Unless you want a staggard tile look for a reason.

I know almost nothing about Quark but you say you got alfa? At Quaddicted I've seen beta4 or something. Also, you might have multiple installs of Quark or upgrades that conflict in the configs of the programs? Try complete uninstall, including registry items in Windows(HKEY_LOCAL_MACHINE - SOFTWARE folder), maybe. 
What's Better ? 
when you make a room out of a cube, to make it hollow outwards (-) or inwards (+) ?
I would think outwards would be better because the inside of your cube would be lined to the grid. (?) 
Repent Sinner, Repent !! 
Never use hollow maker: this is blasphemy !!! 
Why Not ? 
Really, I've always used it ... 
When You Build A Box.. 
..with the amount of clipping you then have to do to 'open it up', you're probably no better off than had you laid it down brush by brush

i only use hollow for misc entity boxes out in the void (teleporting monsters, spikeshooters etc) 
There Are Good Reasons.... 
... not to use Hollow makers: check #1461 and after.... since this time I never used again Hollow maker, believe me: it is safer !!!

Blasphemy !! Heresy !! You'll all burn in Hell !! 
 
Guys, he said he was hollowing out a cube. If you're using an editor that can't successfully hollow out an axis aligned cube, it's time to find a new editor. 
 
Guys, he said he was hollowing out a cube. If you're using an editor that can't successfully hollow out an axis aligned cube, it's time to find a new editor.

i'm not sure how you deduced that from what i wrote?

ron: to answer your question, if you hollow inwards (at least in WC) it should still align to the grid as it goes by the thickness of the walls, so it makes little difference. but it's generally better practice to construct rooms brush-by-brush in most cases, partly because it gives you more control but mainly because it helps discourage the old boxroom-corridor-boxroom syndrome :P ..although it is still useful for throwing testmaps together and the likes 
 
I don't see how you figured I was replying specifically to you. 
 
because it was only JPL and me who responded to the question, and 'guys' clearly indicates a plural? 
Rj 
...it's generally better practice to construct rooms brush-by-brush in most cases, partly because it gives you more control but mainly because it helps discourage the old boxroom-corridor-boxroom syndrome :P

I fully concur with you ! Thqt is exactely the point... hats-off... 
Rj 
Willem would have sent you a mail if the reply was for you only. Don't be so selfish and egocentric.


Ok, enough. :-P 
 
"because it was only JPL and me who responded to the question, and 'guys' clearly indicates a plural?"

FFS. 
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