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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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that's very general information, unfortunately. direct them to this thread and they can post more info.

the fact quake isn't finding the map can mean either compiling being aborted from errors or compilers not being found.

one thing is that if they are typing the name of the map into the text box, then it will not use that filename (because it's bugged); you have to select it through the windows open dialog box with the [...] button (all other dialog boxes work properly when typing in directly). 
I'm On Windows 8 Pro 
and I have been successfully using necros compiler since I downloaded it. 
Anyone Know Where I Can Get The Q3 Flavor Of The IK2K Texture Set? 
It's plans like this that make me wish I'd kept the Q3 version of that texture pack after all. All Google gives me is Sauerbraten (which links to the dead digital-eel site) or subsets of this forum - or a link to the Q1 version I made centuries ago!

(Yes, I could use my own, but they're a little too low-res and grainy for this.) 
FC: 
Wait, Shit 
that's ikbase, not ik2k. ignore 
Ik2k_full_jpg Zip By Iikka "Fingers" Keranen 
http://www.quaketastic.com/upload/files/texture_wads/ik2k_full_jpg.zip


Than: thats pretty cool, I had thought of a similar system but with using a row of toggle shootable doors and 2 opposing shooters to store value and add/subtract in a linear fashion. A bit easier to handle larger number of inputs. 
Many Thanks Rj And Slapmap 
I'll take both; I might have a use for the base... 
Fat Controller Is Doing Things! 
WOOT! 
Quake 3 Jump Pad Paths? 
Do any of the newer editing programs have anything like the old bobToolz plot path thing that will draw the arc player follows off a jump pad? I use NetRadiant, and there's a bobToolz plugin listed but there's no path plotting option. 
Making Floating Text (q1) 
I'm playing around with TrenchBroom editor and I'd like to make at some places floating text, like in main game (You can jump over ther, this hall selects easy mode, etc.).

Also I'd like to know how to make custom episodes. 
Triggers... 
I think you can do a trigger_multiple with a message key -
http://www.quakewiki.net/archives/worldcraft/entity/standard/std9.shtm#5

I'm not certain though, never done it before. 
 
Thanks! 
Re: Floating Text (q1) 
Yes, use a trigger_multiple and put your text in the message key. Be sure to add a delay so that the message doesn't repeat constantly if the player happens to be standing directly in the trigger. Somewhere around 10 - 20 seconds is a good place to start. If the message is long, you can make it wrap to multiple lines by inserting a \n where you want it to break. Also, the message key can be used with other entities that are triggered, like doors. 
Message Key... 
You can use the message key on various things to print messages when the player touches them or triggers them.

trigger_once - will print the message once
trigger_secret - will print the message when the secret is found
trigger_multiple - will print the message every time the player touches it
func_door - will print the message only if it is locked and the player tries to open it.
trigger_relay - will print the message any time something triggers it

There are probably a few I've missed, but those are the most often used. 
 
should the wiki or even a link to the mapping section of the wiki be added to the top of this thread? 
Finding Stuff 
It still amazes me how difficult it is to find stuff for Quake. I recently wanted to see how Rogue (mission pack 2) did there stuff and finding their QC files is really hard work. I even tried de-compiling their progs but had loads of problems with weird error messages.

After a long time searching I eventually found THIS and it is perfect! Loads of sample maps and all of the extra files needed to see how it works. If you want to use any of the mission pack stuff in your maps download this zip!

URL: http://super8.qbism.com/2011/12/quake-c-custom-entities-custents/ 
Custents 
yes, it is pretty amazing. I wonder why nobody has really used it though? I mean, you can have funcs containing water ffs. How cool is that?

erm... I just realised that's not what you are talking about. Seems that I was thinking of this:
http://super8.qbism.com/2011/12/poxs-goodies-extras-quakec/
http://quake.chaoticbox.com/ 
Fullbright Removal 
I've made a few new textures for my map but I have some fullbrights on it that need removing, for some reason tex mex isn't removing them, are there any other programs that do this? 
You Could Try Wally 
http://www.quaketerminus.com/tools/wally_155b.exe

You might have to do it manually though, not sure..... 
Hmmm 
I figured out a way to remove fullbrights using paint shop pro (yeah I'm still rocking this program)...
Just made all the bottom palette row a garish bright pink colour, all I have to do is load pink palette first and then the quake palette (whilst maintaining indexes) and it's all hunky-dory. 
 
TexMex can remove fullbrights - or at least show you which pixels are, for manual fixing. 
Texmex 
didn't work mr negke... infact the new way using PSP7 is actually fool-proof (can't believe I didn't do it this way before!) 
 
So I'm outta to make some textures for my maps. Do anyone have quake palette in Photoshop format? 
 
http://quakewiki.org/wiki/Quake_palette

There's a zip there containing the palette in several different formats 
TexMex 
as Negke says, it can remove fullbrights.

As far as I know, there isn't a fullbrite removal tool, but there is a "use fullbrites" option in the preferences that stops TexMex from using fullbrite colours during image conversions. To remove fullbrites from an existing texture, you might have to copy and past the texture back into the wad (shift+ctrl+c then shift+ctrl+v). 
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