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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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MadFox 
hm, mail didn't seem to get through, unfortunately. the address in my profile is correct. Could you upload it to dropbox maybe? 
Ericw 
Tried again, and now it worked.
Cheque your emailbox. 
Manual Starts Open 
I was actually thinking that origin might somehow work but I wasn't sure exactly how to do it. I'll give it a try when I get a chance. If I can make this work it will be very helpful.

I was afraid I'd have to somehow try to box in the door and light it in place, but that would likely blow my marksurfaces out of the water. I only have about a hundred of those left. 
Release The Kraken Rick 
 
Alternative Fix 
Someday, I'd like to spend enough time learning the bsp formats that I could write a new tool. This tool would take the idea of external bsp models and flip it on its head. The tool would take a bsp file, and would look up all the external bsp models referenced. Then it would add all those models as internal models of the original bsp, and patch all the entities to load those internal models. All the benefit of external models, one convenient file!

Anyone with the know-how already Please, please feel free to steal my thunder and do this so I don't have to! It would solve the problem at hand in a simpler way, and would also let you easily prefab models, which might help with the model limit. 
 
Easily prefab models that would be lit exactly the same way every time, you mean?

I'd prefer something more like sub-map instancing (like CoD & Source), but that'd require both a compiler change and an editor change to allow for the visualization. But boy, would that be great. 
 
I finally got the sliding secret door to work. It gave me brain damage though, I guess because seems to work backwards from how I expected.

Apparently the door is lit in the position set by the origin key, but then moves to the position it was actually placed in the editor when the map is loaded.

The door is 320 units long and moves to the right (positive X) and then up (positive Z). I had to make the origin key -320 0 -16.

It does work though, slides out of total darkness lit perfectly for where it ends up. 
 
Easily prefab models that would be lit exactly the same way every time, you mean?

Yeah, but because it's lit independently, you'd have the freedom to give them "generic" lighting - like the ammo models do. Particularly if it's a moving model like a door, where you can't do anything better than general matching of the ambient light. 
Tyrann's _minlight 
Has solved my headaches in this department. Especially good for getting rid of black polys and for lighting glass. 
Umm. 
Skipped Faces? 
 
Nope 
 
Disregard. 
Updating to tyrqbsp v0.15 fixed it. 
Growing Pains... 
After having spent days using the clip tool to painstakingly carve brushes to look like rotated objects, I only now realised TrenchBroom has a "rotate" tool and I could just have, you know, rotated those brushes. You may all now point and laugh.

On a different topic: is it possible to have the player start a map with no weapons or ammo except for the axe? If so, how? 
 
Sometimes it's safer to clip than to rotate, though, because the latter can give you some quite ugly and offgrid results. Rotating a crate should be fine, rotating an entire room less so.

Also, yes
 
Preach is the wizard with those tricks.

Probably something to do with spawning onto a box of shells with negative ammo 
Preach Leaves You Stripped Sometimes 5th? 
He�s a genius in QC tricks. yep.

And staying on grid should be your 1st goal, advice from former �bernewbie. Better clip. Or rotate 26.66667 degrees?

You get it. 
Yer 
Clip is better 'R' in Trenchbroom does produce bad results - I have several objects built in my current level which crash the editor if I try to rotate them.

Having said that I rotate loads of stuff. Like OTP says, just do it on props, not entire rooms. Unless you're doing something cool

ALT-ARROW however rotates orthographically and is 100% safe. 
 
Learning how to build a whole room tilted 45� with everything on a 3:3 ratio and all the textures scaled 0.75 is almost as important a skill as learning how to build a whole room tilted 22� with everything on a 1:2 ratio.

First you learn not to carve, then you learn not to scale, then you learn not to rotate. The enlightened zen of mapping is to never start the map in the first place. 
"Unless You're Doing Something Cool" <-- I'll Keep That In Mind. 
Wow, thanks for all the fast responses. 
Ijed 
Where's that bug report ;-) 
The Sound Of One Hand Mapping 
First you learn not to carve, then you learn not to scale, then you learn not to rotate. The enlightened zen of mapping is to never start the map in the first place.

This is beautiful, but it's missing the lesson about texture lock. 
SleepwalkR 
Writing it on my hand now. 
Also 
Know that you can overlap brushes. And know that it doesn't matter if the intersection points are off-grid (99% of the time).

You can waste a lot of time cutting things so that they don't overlap, but there's really no need. And it's good practice to keep brush vertices on-grid, but the points where they intersect, they don't need to be on-grid.

But yeah - NEVER use the Worldcraft 'carve' tool, no! 
Texture Lock? 
Like how you'll eventually wind up with textures offset by 1 after dragging them all over the place? I thought that was a Radiant/QE3 specific bug. 
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