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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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Help :O 
I added the "centroid" to quake.fgd, next I put scor.mdl and h_scourge.mdl to directory(obviously tested), next I added it to TB map, but when I test the bsp of this, the centroid not exists...

I need some other file? 
Johnison 
you're missing the centroid code my friend. I'm not sure if Scourge of Armagon's source has been released for you to compile a new progs.dat.

The next best bet is to map for a mod with it included. I think the Drake mod has it but I'm not sure any others do. 
5th Elephant 
Ok, when release my game obligated to make a .pak. 
What I Put For Look In Intermission? 
 
No Reply, I Found It... 
 
The Eye Of Hurricane In My Map 
func_plat starts in up floor, I want to stop it when be down, but I also want the plat up when player leaves it... 
Johnison Boa 
Not sure I understand what you want to do, but keep in mind that you can use a func_door (or even func_door_secret) to create a lift in a map.

A func_plat always starts at the bottom and moves up, but with a func_door you can create a lift that starts at the top and moves downwards (which sounds like what you are trying to do).

This might help a little:

http://www.quakewiki.net/archives/worldcraft/entity/standard/std2.shtm#9

http://www.quakewiki.net/archives/worldcraft/entity/standard/std2.shtm#5

http://www.quakewiki.net/archives/worldcraft/entity/standard/std2.shtm#6 
Ok 
I forget that I watched it in the map source 
Undoing Func Brushes? 
I've been trying to make a first test for my map but vis can't get compiled because of lots of func_wall that I used on a group of brushes so I could select them easier (TB1).
Is there a way to turn them back to worldspawn brushes? Just putting "worldspawn in their classname doesn't seem to do anything. 
Right Click On Brush(es) Add To World 
Or something similar.

I think that is what you are looking for? 
Yes It Is, Thank You! 
 
Visiblity Problems 
In vis appears "couldn't read Qf1m1.prt" and is not there in "maps". Also when I test my map some boxes are not existing in the place I put and when I put "noclip" I look the same box in back floor or simply was not reached in game, with the most of the items it happens.

I want to know if is problem of the .prt file or another thing I don't considered.
Thanks✩ 
#16522 
Actually I never hit such issue, so, maybe it is just a path declaration problem when runing the tool (I would look for the prt file and try to figure out whether it exists... and if yes, where it is located first)

Also, is it happening with fast vis or full vis ? 
#16523 
Fast & full? (?)
http://prntscr.com/behjj0
I have vis in "Quake/MapID/maps" for a custom mod, but when is time to vis the Qf1m1.bsp "couldn't read Qf1m1.prt"

I don't know if the .prt file is generated by qbsp or light, and also I don't know if .prt file has an important rol 
@Johnison Boa 
Your map probably has a leak. The PRT is generated by QBSP, but only if the map is sealed.

TrenchBroom has a "Load Point file" command that usually shows where the leak is. 
@ericw 
thanks, the leak was deleted 
Details 
Is necessary that the cd audio be 16 bits old?
I'm planing to make one for my mod... 
#16527 
igonre "old" 
Two Bits More 
and he will be able to vote! 
Fast Vs Full Vis... No I Am Not "crazy" 
You can try to add a -fast option in your vis tool: this allow to have a faster processing, than a full vis as explained here below

fastvis - Performs a bsp and a quick version of the vis process. The entire world is made into a single bsp partition. It's fast, but when you look in a particular direction, you see every single detail in that direction. Nothing is blocked. A light map is created. This mode was used for space maps.

fullvis - the world is subdivided and broken up into smaller chunks so you can see only what is logically in your view. A light map is created. This is what is used to check polygon-in-view counts. Combined with light extra, it is the final compile for all maps.
 
I want use Rubicon2 for my new map. But I want to change palette. How is this possible? I planned to make a separate directory. I tried to run

quake.exe -basedir rubikon2 -game mygame

But rubikon2 not a separate game. His requires ID1. Are there any ideas? 
 
Make a copy of rubicon2 and put your palette in there. 
Onetruepurple 
Interesting idea. Thanks! 
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