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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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Also... 
20 brushes made into 1 func_illusionary = 1 model.

20 brushes made into 20 func_illusionary = 20 models.

func_illutionary can spread over a wider (larger) area and not disappear from view. func_doors on the other hand can disappear from view if spread all over an area.

Also, I make sure that all my entities are inside the level. 
Group Brushes 
ijed, MadFox - you want the bsp or the map file ? Anyway, I want to work a little more on it, right now it's very raw in some areas, then I will send it or upload it here.

roblot - the problem is that I don't have 20 brushes, I have (for example) 1 brush that have applied a basic duplicator (x5), then everything is mirrored, so I end up with 20 brushes in the map. If I will put the brush AND the duplicator and the mirror inside func_illusionary - will it be ok ?

I ask this because the duplicator and mirror is also used for other things in the map (too big to make them illusionary). So I need to take out the small brusesh, put them into the func_illusionary, then create again duplicators and mirror for them (inside the illusionary). 
Both Or Either 
The bsp will give a good idea what's going wrong and the .map will allow to give a specific 'this is why'. 
 
duplicator. 
Can 
just compile the source .map file of corse. 
I'll Take A Look Tonight (or Possibly This Afternoon) 
If you want. Im a little confused really :)
I would like to see what is going on.....
You can just email it to me if you like:

trowbridge (dot) richard (AT) googlemail [dot] com

.map file and/or .rmf file are what I need, the BSP too if you want, but not necessary (unless you are using a custom texture wad) :) 
 
By the way, Fitz and Aguirre's gl engines has a 64,000 Marksurface limit, and warnings can be ignored as they are just info for developers. If your map is small and you are hitting limits, something could be wrong.

To reduce Marksufaces according to what people say here, select the brush and the duplicator and the mirror (any number of brushes) and make them into 1 func_illusionary entity. It does not need to go into another func_illusionary brush. A func_wall entity maybe a good choice also because it is solid.

If your map gets real big with lots of these multiple brush entities you could get the error:

Too many efrags

If so, just reduce a 20 brush func_illusionary to something like 15 or 10 brushes to make the error go away. 
 
I'll just cut some areas from the map for now, I have a lava cavern that sucks, it looks very bad... 
 
what's a duplicator? 
 
Yea, just upload the .map and people will help alot. Maybe Quaketastic's temp folder?

duplicator:
1 brush duplicated 5x and then all mirrored = 20 brushes 
 
ok, but is it an editor feature or something? Pretty sure Radiant or Quest don't have a "duplicator". Of course I can do that sort of thing in Radiant as well, I was just wondering if this is a special editor function.

It might end up to be a Quark problem... 
 
I think RaverX speaks another language, so instead of saying duplicate, he said duplicator. Quark might also have mapping instructions in many languages, thus making it popular around the world. I don't know though. 
 
one of the things quark has over every other editor out there is that objects in a map are visible in a tree list. you can click and drag brushes and entities into folders as well to organize things (much easier to see that wc's visgroups and radiant's non-existant groups...). there's a special folder called a duplicator folder (may have changed since i last used quark for mapping which was like 10 years ago) which essentially copies everything in the folder X number of times. it also allows you to mirror the brushes and rotate them.

the closest i can think of would be if you're working with instanced geometry in a 3d editing package. you change the original and all other instances are updated to match.


...at least, that's what i remember of it. :x 
 
Does fitzquake085 have a command to output the x,y,z position? 
 
just type 'edict 1' to see the player's edict info. origin is in there and v_angle/angles is also useful. 
 
just to explain, the first player is always edict #1, and subsequent players in coop and dm are always the second, third and fourth edicts. 
 
Or simply "viewpos" 
 
far out. :) 
Ubuntu & GtkRadiant. 
Would anyone know off hand why Gtkradiant wont work under Ubuntu 10.04? When I run it I get this error:

Gdk-CRITICAL **: gdk_window_get_window_type: assertion `GDK_IS_WINDOW (window)' failed

(process:1680): Gdk-CRITICAL (recursed) **: gdk_window_get_window_type: assertion `GDK_IS_WINDOW (window)' failed
aborting...
Aborted

Any ideas?

Also can anyone suggest any alternative map editors? (Ideally one that will run under Linux.)

Cheers! 
Ubuntu & GtkRadiant. 
Would anyone know off hand why Gtkradiant wont work under Ubuntu 10.04? When I run it I get this error:

Gdk-CRITICAL **: gdk_window_get_window_type: assertion `GDK_IS_WINDOW (window)' failed

(process:1680): Gdk-CRITICAL (recursed) **: gdk_window_get_window_type: assertion `GDK_IS_WINDOW (window)' failed
aborting...
Aborted

Any ideas?

Also can anyone suggest any alternative map editors? (Ideally one that will run under Linux.)

Cheers! 
Netradiant! 
Hmm 
They forked from 1.5? Eugh 
Yeah 
I use NetRadiant, and it's marginally better I think than 1.5 but not as good as when SPoG worked on 1.5. Those were the days man. 
Hmm 
Meh, I always prefered 1.4 and refused to update tbh... 
Dude 
Missing some of the GTK dependencies perhaps?
Netradiant, otherwise Quest (Yes!). 
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