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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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rj: yeah, like you'll never notice it if the overlapping areas have only a small amount of light shining on it, but try placing several bright switchable lights like 128 units apart and you'll definitely see it. sometimes it can be ignored, and sometimes not. :S 
Rj 
Negative effect in map is also straightforward: bad lightning on a face can simply gives somes weird shadow effects, making the lightning completely unrealistic... 
..or Not, In My Case 
the effect wasn't visible so it seemed like it could have been a false warning that possibly only applied to old engines and/or may have caused problems loading the map in some setups...

i know now that isn't the case, however that was not as obvious as suggesting that a 'too many lightstyles on a face' problem can be solved by reducing the number of lightstyles on that face... capiche? ;) 
Rj.... The Italian Buddy... 
Well, I should have written ...bad lightning on a face may simply gives somes weird shadow effects.

Actually, if the tool generates the warning, it means there is a problem. It does not mean it is visible, as it certainly depends of each individual light strength on the face that generates the issue...
I remember having such warnings in my very first map, and that I never noticed any weird light/shadow effects ingame....

So you have to inspect the area ingame, and then:
- either you are lucky and you don't give a shit to the warning as nothing is clearly visible
- or you are in deep shit as you have to rework your lightning effects....

Experiment !! 
Rj: 
this is not an old engine vs. new engine bug. The bsp format only allows 4 light styles per face, so light.exe will pick four and if there was a 5th style, its light will not be present on that face.

What JPL says is true: if the extra style was contributing a very low amount of light to that face; its absence will not be noticeable.

If yo do need to fix it, you should reduce the number of switchable lights or styled lights in the vicinity of that face -- either fewer styles, or fewer targetnames (for switchable lights) or give those lights a smaller radius or something. (assuming the lighting tool gives coordinates of the face.) 
Yes. 
i gather that now. nonetheless i thank you for your detailed reiteration of JPLs reiteration of necros' answer to my original question ;) 
I Vaguely Remember That Error 
But what I remember more is one compiler giving the error, and not another, in exactly the same map. Any ideas? 
Willem 
I sent some wads out to Quaketastic, not the stuff you mentioned though. Was too early to think staight also... 
Re: 9913 
different compilers compile differently? ^_^; 
Hitting The Decks 
When a scragg is killed and falls to the floor, how is the floor being detected i.e. time to stop falling, - is it within qc or is it an engine thing? 
 
scrag uses hull1 when doing collision. all collision is done by the engine. 
Snap2grid 
Is there a way (shortcut) to snap brushes to the grid in gtkr1.5? 
It's Like... 
ctrl-g isn't it? Or is that only in previous versions? 
 
Yes, that's it. Thanks 
This Train Is Being Stubborn 
I'm always positive I did something like this in the past, but for whatever reason now, it isn't working.

I have a func_train which sits at destination 1. You have to trigger it to get it to move to destination 2. It arrives at destination 2 and stops until triggered again, to go back at destination 1, and the process repeats.

The problem is, the train stops at destination 2 and stays there, regardless if I try to trigger it again. I've tried setting its path_corner to "wait" "9999999" but it doesnt seem to make a difference.

What can I do to get this train working the way I want it to? I'm sure its something very simple that I've overlooked. 
 
I think it's "wait" "-1" isn't it? 
 
I tried "wait" "-1" as well, same result unfortunately. 
 
i'm not so sure that's possible with standard progs. 
 
it's not. the stock func_train is very rudimentary. :(

if you're just going from one point to another without any other paths in between, you could just use a toggleable door, otherwise, you're out of luck. :S 
You Can In Quoth Cant You? 
 
 
yeah, hipnotic progs also has this (which is where it's from). 
Darn... 
Was hoping there would be a solution. And yes, the train does run on multiple paths.

Well fellas, I hope you won't mind waiting for the train when it comes time to ride on it again. 
Hm 
if you replace the shub teleball with a blank model (like with a single vertex or something) and just have it move at the same speed right above the train, you could have a teleporter that brings you to it.

it's not a great solution, of course. 
Orl 
A multiple-platform train, then. Or shortcut teleporters opening up after it has reached its destination. 
Shortcut Teleporters 
are handy, but they thwart immersion because they are usually incoherent with the theme of the surroundings. Why would there be a platform, for example in a base, in the first place if people could just use a teleporter? Why do the teleporters open only after you have used the platform?

I think if you cannot make it work with a platform, and cannot deliver a reason to use the platform in the first place, then you should think of something else.

It's a different matter if your theme is more fantastic, of course. If your surroundings are surreal and don't make sense (Contract Revoked would be an example), you can get away with being incoherent. But still I would prefer if such gimmicks are used only where they make some sort of sense in the context of your surroundings. 
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